I've seen plenty of mathhammer of firewarrior's vs guardsmen but I don't think I've ever seen one run with the range starting at 30" or higher, it's always starting at 24" negating the range advantage pulse rifles get over lasguns, on the same vein if you take buffs into account you could also run the numbers on firewarriors with 42" pulse rifles from the bor'khan trait and a pulse accelerator drone.
Do we really need to say that a unit with 30" range will outshoot a unit with 24" when targeting units at 30" range? But if you really want to know, a 10-man Fire warrior team will kill 2 Guardsmen at 30". Which I brought up before, and factored into my scenario. Of course, it was dismissed by someone who said FW and Guardsmen don't have the same role and so are incomparable.
But since you seem more reasonable let's give it a go:
1) No buffs:
- 12 fire warriors (84 pts)
- 20 Guard (80 pts)
Round 1 at 24-30"
- FW kill 2 Guardsmen
- Guard move 6", and get within 24". Kill 2 FW Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts)
I really don't need to continue, since it only gets worse for the tau.
2) Steel Legion guard with commander vs Borkan tau with fireblade and accelerator drone
- 20 Guard + 1 C Commander (110 pts)
- 12 FW + 1 Fireblade + 1 drone (132 pts)
Round 1 at 42"
- FW kill 2 Guard
- Guard move 15" with "Move! Move! Move!" to get within 27" of the FW Round 2 at 27"
12 FW vs 18 Guard
- FW retreat 6" (33" total away) and fire: 2 kills
- Guard advance and get within 24", use "Forwards for the Emperor": 2 kills
Round 3:
10 FW vs 16 Guard
- FW move up to within 21": 7 kills
- Guard move up to within 18", FRFSRF: 5 kills
Round 4:
5 FW vs 9 Guard
- FW shoot: 3 kills
- Guard FRFSRF: 3 kills
Round 5:
2 FW vs 6 Guard
- FW shoot: 1 kill
- Guard FRFSRF: 2 kills
Guard win.
Of course, depending on terrain and the board, the Guard could have made it into combat by round 4, which still nets a win for them.
Note: commander and fireblade contributions (other than buffs) were ignored since I was focusing on the squad outputs. If you want to know, the fireblade would have killed 5 guard total, and the c commander would have killed 1-2 FW if he gets into combat at round 4, but that would have locked down the FW and fireblade from shooting for the last turn saving 3 Guardsmen. So, maybe 2 more guard die than shown above, but the end result is the same.
Now, you may be wondering why I chose to compare 110pts of guard vs 132 pts of tau, well, because if guard go to 5pts that would be 130pt vs 132pts.
Edit: I'd like to take a moment to appreciate how saying the orders makes the whole scenario more cinematic. Hands down my favorite part of playing guard.
Thanks for taking the time to run the maths, my only question would be are you taking the fireblade's buff into account? that's an extra shot on everyone of those firewarriors and 2 dead guardsmen seems pretty low output for 24 shots against t3 5+. plugging numbers into a mathhammer site shows that they should net 5 dead guardsmen on each of the first two rounds which leads to the guard squad being wiped round 4 with 5 firewarrior's left standing.
Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.
Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.
Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.
Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.
20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332
Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.
Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.
I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.
Nah you forgot variables, man. I'm just gonna say that to ignore the evidence you presented.
And honestly even if they limited CP to the detachment it came with, you think people will stop running Infantry as their screen and objective holders? No.
look whatever we argue the fact is SOMETHING needs to be done about guard CP batteries. because they are the issue here. But guard themselves aren't the problem, you don't see people using guard as a major offensive/defensive portion of their list, they take basicly the bare mkinimum of guard.
but before anything is done I think more data is needed. if a major tourny banned those two things it would, at the very least, give us some intreasting data.
fe40k wrote: Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).
This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.
Guardsman - 4ppm Range 24" Rapid Fire 1, S3, AP-0
Firewarrior - 7ppm Range 30", Rapid Fire 1, S5, AP-0
Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.
Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.
Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.
Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.
20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12" [I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.] VS MEQ R24": (18)*.5*.333*.333 = .998001 Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665 TOTAL: 1.1641681665 R12": (18*4)*.5*.333*.333 = 3.992004 Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666 TOTAL: 4.656672666 VS 5EQ R24": (18)*.5*.333*.166 = .497502 Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083 TOTAL: .580336083 R12": (18*4)*.5*.333*.166 = 1.990008 Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332 TOTAL: 2.321344332
Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.
Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.
I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.
Sorry but this way of doing math is IMHO misleading. Troops having a shoot out between each other is an absurd scenario that is never going to matter in the game. What you should calculate, as i did, is how much wounds per point those troops inflict on typical targets, and at what range. Or how durable they are against the typical shooting profiles.
If you do this, you will discover that when no buffs are applied, guards are the most durable troops in the game, but they are FAR from being the most powerful. Many factions have troops that easily outshoot them. What is unique to guards is their durability, but please let's not say that guardsmen are OP due to their firepower, because that would 100% false.
Now, the combination of an OK firepower and high durability can be worth 5 points, i agree. But if you claim that you have "mathematically shown" something, do it in a reasonable way.
That said, fixing guardmen is not even in the top 5 of changes that are most urgent for guards, so i don't see why it is getting all the hate. Before that you should:
1) Fix grand strategist 2) Nerf Artemis Hellhounds 3) Nerf vanilla Hellhounds 4) Nerf shadowswords (the fact that the Castellan is even more OP doesn't mean that the shadowsword is now fair) 5) Take Cover doen not influence invul saves.
All of those are more important that increasing by 1 point the guardsmen.
This just in: If you enter a tournament, you are not allowed to play something just because you enjoy it. You must use the most competitive army possible, even it it means including units you have no interest in using or armies you have no interest in playing. Do that or GTFO.
This just in: people take what they believe to be the most competitive list they have to a tournament. People are taking mono Guard armies and performing better than other armies that are forced to do mono. Also players can still play something they enjoy if they play Guard because they can take a Guard army AND ally in other armies to suit.
fe40k wrote: Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).
This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.
Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0
Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0
Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.
Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.
Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.
Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.
20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332
Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.
Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.
I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.
Sorry but this way of doing math is IMHO misleading. Troops having a shoot out between each other is an absurd scenario that is never going to matter in the game. What you should calculate, as i did, is how much wounds per point those troops inflict on typical targets, and at what range.
Or how durable they are against the typical shooting profiles.
If you do this, you will discover that when no buffs are applied, guards are the most durable troops in the game, but they are FAR from being the most powerful. Many factions have troops that easily outshoot them. What is unique to guards is their durability, but please let's not say that guardsmen are OP due to their firepower, because that would 100% false.
Now, the combination of an OK firepower and high durability can be worth 5 points, i agree. But if you claim that you have "mathematically shown" something, do it in a reasonable
way.
That said, fixing guardmen is not even in the top 5 of changes that are most urgent for guards, so i don't see why it is getting all the hate.
Before that you should:
1) Fix grand strategist
2) Nerf Artemis Hellhounds
3) Nerf vanilla Hellhounds
4) Nerf shadowswords (the fact that the Castellan is even more OP doesn't mean that the shadowsword is now fair)
5) Take Cover doen not influence invul saves.
All of those are more important that increasing by 1 point the guardsmen.
But the most typical and ideal objetive for guardsmen shooting would be vs other infantry hordes. There, they have also the most efficient, or one of the most efficient firepower-per-point of the game. Guardsmen have no place being 4ppm. At 4ppm they are even better than undercosted units like Firewarriors that should be 8ppm. Its a no brainer.
At the moment, per point, without any buffs, Guard infantry are marginally better shooting T3 and T5 targets than Fire Warriors, while FW are slightly better against T4. Make Guard 5ppm and they’re still better against T3, but FW are better against T4 and 5. Even at 5ppm, Guard are still more resilient, in terms of points lost, to small arms fire than FW.
However, I think the point that if soup options are more restricted we can’t see how Guard will fare is a valid one; with as many variables and interactions as 40K has, straight-up maths can’t be used as the ultimate determinor of what each unit should cost. It seems reasonable to me to suggest that the soup issue get tweaked first, see how that works, and if it turns out Infantry Squads are still mad good when they’re not being used to prop up CP-based nonsense, then one might argue they need a price bump.
Take a basic squad of each thing, no buffs, and go from there.
???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.
And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...
Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).
Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.
Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.
Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.
Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.
Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.
Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.
Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.
So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.
Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.
Take a basic squad of each thing, no buffs, and go from there.
???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.
And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...
Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).
Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.
Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.
Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.
Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.
Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.
Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.
Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.
So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.
Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.
All you have shown is they are better than Tau, Marines, Thousand sons, orks and Admech.
While in your example the warriors win, I don't think that would hold up inna game as reanimation protocols are easy to play arround by focusing unit afyer unit off the table.
So they only one it was even close with was nids and you have a huge board control advantage over them.
Take a basic squad of each thing, no buffs, and go from there.
???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.
And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...
Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).
Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.
Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.
Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.
Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.
Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.
Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.
Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.
So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.
Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.
All you have shown is they are better than Tau, Marines, Thousand sons, orks and Admech.
While in your example the warriors win, I don't think that would hold up inna game as reanimation protocols are easy to play arround by focusing unit afyer unit off the table.
So they only one it was even close with was nids and you have a huge board control advantage over them.
Arguably, it shows that while Guard are “better” in a troop v troop situation in a lot of cases, it also shows that it only actually matters vs Marines and Orks.
It doesn’t matter if the Guardsmen will kill more T’au Fire Warriors than the T’au will kill Guardsmen, when, over a standard game length of 6 turns neither side is tabled. The advantage instead comes from positioning and objectives and the mission being played.
As for the Necron’s not holding up, you’ll note that it was 1 Necron unit vs 3 Guardmen units in my example. Sure, you can focus fire down 1 unit of Warriors with Guardsmen, but you would need 10 Infantry squads shooting first to ensure you 100% kill the unit. At which point, the return fire kills 9 of the Guardsmen, meaning that unless you get lucky turn 2, the Guardsmen won’t “1 shot” another squad. Plus, there is also the logistics of getting 10 squads into range of 1 unit turn 1. Yes, the rest of the Guard army can help nail a complete unit each turn, but, we are looking at troops in isolation as per the original set of math hammer done on previous pages.
In terms of the Nids matchup, it was 1 unit of Warriors vs 2 units of Guardsmen – so, overall, wouldn’t give you much, if anything, in terms of additional board control.
The point I was trying to make with these figures, is that, in a Guardsmen v Other Troop durability fire fight, Guardsmen aren’t always the be all and end all in regards to durability, as seems to be the often “highlighted” stat when talking about Guard.
Now, this of course is in total isolation (another Dakka math hammer speciality) and doesn’t take into account what the rest of the 2000 points is doing, or the mission, or cover, or morale, or combat, so we know that the figures will be different when considering everything else. But, they do help give some figures behind the narrow isolation views.
That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.
This just in: If you enter a tournament, you are not allowed to play something just because you enjoy it. You must use the most competitive army possible, even it it means including units you have no interest in using or armies you have no interest in playing. Do that or GTFO.
This just in: people take what they believe to be the most competitive list they have to a tournament. People are taking mono Guard armies and performing better than other armies that are forced to do mono. Also players can still play something they enjoy if they play Guard because they can take a Guard army AND ally in other armies to suit.
Wow, that's amazing I guess all these times I've brought 100% mono armies to tournaments it's because of my secret belief that it's super competitive and not simply my liking of mono themed lists.
Also is "people taking mono guard armies and performing better than other armies" referring to the single time guard managed to finish behind tau? Is finishing behind tau really the evidence we want to use for deserving nerfs?
Marin wrote: That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.
Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
It's gotta be only like 20% of the field that bring lists that are, in their opinion, as optimized as possible. The vast majority of tournament players (this is my own anecdotal experience) bring mostly optimized versions of armies they want to play. That same vast majority don't have the time, money, or inclination to chase the latest seasonal craze.
My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power.
You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
That doesn't change the fact that guard are better than most armies in melee, and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
Marin wrote: That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.
Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
So now you want us to start comparing 10 models vs 10 models? You'll be proud of how Terminators hold up!
It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.
If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
I mean, if we're combining the base unit and cherrypicked Stratagems, Officers & Orders, Regiment Bonuses, and appropriate maneuver of all elements in acting in coordination at full strength, sure, but then how much of that is the Infantry Squad, and how much of that is the successful convergence all those things at the time and place of the commanders choosing?
You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
Still wondering about those Chimeras...
That doesn't change the fact that guard are better than most armies in melee
In cherrypicked webforum thought experiments involving extremely specific contexts? Maybe. Let me know when a melee guard amy beats another army inherently built around melee combat, I've never seen one.
and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
And only 1pt better than Orks, the worst shooting in the game
Huzzah for BS differantiation that uses only 3 of a whopping 6 values!
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
It seems very disingenuous to not include the cost of the support units in this.
Straken costs almost as much as those two squads (75pts), and a Ministrum Priest is another 35pts. So you're paying about 40% more for support units than for the squads you're actually buffing. Worth noting also that, whilst you can include multiple Priests, Straken is a special character and thus you're already limited in the number of squads you can realistically pull this trick with.
Also, the Fix Bayonets Order requires the squad to already be in melee when you use it. So, no, you can't just charge in with double attacks.
What's more, I think you're vastly overestimating the threat posed by melee guardsmen. Those 60 attacks amount to, what, a dead 5-man marine squad? So you're spending 190pts to kill 65pts of a squad that pretty much everyone agrees isn't good to begin with. And this is assuming absolutely perfect conditions - with the guardsmen advancing completely unscathed up the field (perfectly reasonable for T3 5+ models), their target obligingly coming to them or not backing away from the cumbersome melee blob, the support characters never being sniped out, the opponent not taking the opportunity to charge himself with actual assault units, the squad taking no damage from overwatch etc.
I don't deny that IG are strong but is anyone seriously dominating with melee-IG?
Marin wrote: That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.
Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
So now you want us to start comparing 10 models vs 10 models? You'll be proud of how Terminators hold up!
Sure, that's what I said.
Or maybe it's that I said that it's one of many issues, where people present the scenario as though points v. points is the only metric that matters rather than comparing unit to unit. We've also seen the wonderful fact that some people just don't know what the hell they're talking about, like Marmatag giving Bullgryn the buffs from a Catachan Officer.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
It seems very disingenuous to not include the cost of the support units in this.
Straken costs almost as much as those two squads (75pts), and a Ministrum Priest is another 35pts. So you're paying about 40% more for support units than for the squads you're actually buffing. Worth noting also that, whilst you can include multiple Priests, Straken is a special character and thus you're already limited in the number of squads you can realistically pull this trick with.
Also, the Fix Bayonets Order requires the squad to already be in melee when you use it. So, no, you can't just charge in with double attacks.
What's more, I think you're vastly overestimating the threat posed by melee guardsmen. Those 60 attacks amount to, what, a dead 5-man marine squad? So you're spending 190pts to kill 65pts of a squad that pretty much everyone agrees isn't good to begin with. And this is assuming absolutely perfect conditions - with the guardsmen advancing completely unscathed up the field (perfectly reasonable for T3 5+ models), their target obligingly coming to them or not backing away from the cumbersome melee blob, the support characters never being sniped out, the opponent not taking the opportunity to charge himself with actual assault units, the squad taking no damage from overwatch etc.
I don't deny that IG are strong but is anyone seriously dominating with melee-IG?
Don't forget that he talks about Combining the squads, which means they're both Infantry Squads and you've burned some CPs to do that and the units had to already be positioned in a certain range of each other.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power.
You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
That doesn't change the fact that guard are better than most armies in melee, and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
What about all the DE/E soup that consistently places in tournaments. What about chaos/ chaos soup that consistently places in tournaments. What about the tyranids/GSC that places at tournaments. Its funny the selective memory Dakka has that its always just Imperium and of all the ingredients it's the IG that the issue. We have to have a selective memory to forget that the feared mono guard list finished behind tau.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
I mean, if we're combining the base unit and cherrypicked Stratagems, Officers & Orders, Regiment Bonuses, and appropriate maneuver of all elements in acting in coordination at full strength, sure, but then how much of that is the Infantry Squad, and how much of that is the successful convergence all those things at the time and place of the commanders choosing?
Why on God's green earth shouldn't we assume this? It's a pittance and provides insane value, if you're building a list to incorporate guard melee. It's not like you have to make some huge commitment here, you can still comfortably afford 3 hellhounds, 3 basilisks, a Castellan, etc, on top of your brokenly overpowered melee.
You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
Still wondering about those Chimeras...
Still wondering why you have the best army in the game and require more...
That doesn't change the fact that guard are better than most armies in melee
In cherrypicked webforum thought experiments involving extremely specific contexts? Maybe. Let me know when a melee guard amy beats another army inherently built around melee combat, I've never seen one.
It happens frequently. Bullgryns with 1+/2++ and 5 attacks per guy? 120 attacks out of infantry squads? On top of all the artillery and a Castellan? Guard can do melee better without fully committing to it. Only guard players don't see this as a problem. You are spoiled.
and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
And only 1pt better than Orks, the worst shooting in the game
Yeah, and that's a good point, because Orks can also take a Castellan (hits on 3s) or a Shadow Sword (hits on 2s), and Hellhound tanks (auto hit), and mortar squads (full rerolls).
Marmatag wrote: Bullgryns are what terminators should have been.
It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.
If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.
The only rerolls available to Bullgryns are from Yarrick (1's to hit) and Old Grudges (all wounds vs a single unit selected at the beginning of the game), if they are within 6" of the warlord (who can't also be Yarrick, mind you).
They are capable of getting a 3++, for 52 points per model.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power. .
Part of the problem with threads like this are posts exactly like this. This post is grossly misleading. For one, there is no way that infantry squads can gain rerolls to hit in close combat. I assume you are talking about the Ministorum Priest who has the Zealot special rule, which allows HIM to reroll close combat attacks on the turn he charges, was charged, or makes a heroic intervention; this does not effect any other units. 60 attacks with an 80 point unit? I can only assume you're referring to two Infantry Squads, which would bring the attacks up to 64 due to the sergeants with chainswords. However, this fails to take into account the points for both Strakken (75 points, and very possibly undercosted for what he can do), as well as the Ministorum Priest (35 points). So now we're looking at 190 points to make this happen. Is that undercosted? Maybe, but I would definitely point at Strakken as being the biggest problem, along with the Catachan Regimental traits.
This is certainly not IG being busted "wall to wall". This is a potential problem with one character (Strakken), one Regimental trait (Catachan), and possibly, possibly Infantry Squads, and I'll even go out and throw in Hellhounds (again, really only seem to be too powerful with the Catachan trait). Saying that the faction is "busted wall to wall" is the reason that people get so defensive about this topic, especially when there are so many bad units and mediocre units in the codex already.
Marmatag wrote: Bullgryns are what terminators should have been.
It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.
If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.
The only rerolls available to Bullgryns are from Yarrick (1's to hit) and Old Grudges (all wounds vs a single unit selected at the beginning of the game), if they are within 6" of the warlord (who can't also be Yarrick, mind you).
They are capable of getting a 3++, for 52 points per model.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power. .
Part of the problem with threads like this are posts exactly like this. This post is grossly misleading. For one, there is no way that infantry squads can gain rerolls to hit in close combat. I assume you are talking about the Ministorum Priest who has the Zealot special rule, which allows HIM to reroll close combat attacks on the turn he charges, was charged, or makes a heroic intervention; this does not effect any other units. 60 attacks with an 80 point unit? I can only assume you're referring to two Infantry Squads, which would bring the attacks up to 64 due to the sergeants with chainswords. However, this fails to take into account the points for both Strakken (75 points, and very possibly undercosted for what he can do), as well as the Ministorum Priest (35 points). So now we're looking at 190 points to make this happen. Is that undercosted? Maybe, but I would definitely point at Strakken as being the biggest problem, along with the Catachan Regimental traits.
This is certainly not IG being busted "wall to wall". This is a potential problem with one character (Strakken), one Regimental trait (Catachan), and possibly, possibly Infantry Squads, and I'll even go out and throw in Hellhounds (again, really only seem to be too powerful with the Catachan trait). Saying that the faction is "busted wall to wall" is the reason that people get so defensive about this topic, especially when there are so many bad units and mediocre units in the codex already.
I love the TLDR is essentially:
1. This is made up of infantry squads, Straken, and a Priest. It also requires orders, and command points. 2. Admits that Straken might be broken 3. Admits that priest might be broken 4. Admits that infantry squads might be broken 5. Admits that the trait might be broken
Get over it! Guard get better melee than almost every army without even having to commit to it. This pittance of points gets you a ridiculous counter-melee force, that you can COMFORTABLY fit in, on top of all the artillery in the world + a Castellan or a Shadowsword.
I mean it does make sense that Infantry squads would be cheaper than Orks and have more attacks per battle round. It's fluffy. Oh wait.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power. .
Part of the problem with threads like this are posts exactly like this. This post is grossly misleading. For one, there is no way that infantry squads can gain rerolls to hit in close combat. I assume you are talking about the Ministorum Priest who has the Zealot special rule, which allows HIM to reroll close combat attacks on the turn he charges, was charged, or makes a heroic intervention; this does not effect any other units. 60 attacks with an 80 point unit? I can only assume you're referring to two Infantry Squads, which would bring the attacks up to 64 due to the sergeants with chainswords. However, this fails to take into account the points for both Strakken (75 points, and very possibly undercosted for what he can do), as well as the Ministorum Priest (35 points). So now we're looking at 190 points to make this happen. Is that undercosted? Maybe, but I would definitely point at Strakken as being the biggest problem, along with the Catachan Regimental traits.
This is certainly not IG being busted "wall to wall". This is a potential problem with one character (Strakken), one Regimental trait (Catachan), and possibly, possibly Infantry Squads, and I'll even go out and throw in Hellhounds (again, really only seem to be too powerful with the Catachan trait). Saying that the faction is "busted wall to wall" is the reason that people get so defensive about this topic, especially when there are so many bad units and mediocre units in the codex already.
I love the TLDR is essentially:
1. This is made up of infantry squads, Straken, and a Priest. It also requires orders, and command points.
2. Admits that Straken might be broken
3. Admits that priest might be broken
4. Admits that infantry squads might be broken
5. Admits that the trait might be broken
Get over it! Guard get better melee than almost every army without even having to commit to it. This pittance of points gets you a ridiculous counter-melee force, that you can COMFORTABLY fit in, on top of all the artillery in the world + a Castellan or a Shadowsword.
Let's try not to misrepresent my points too much, eh? For one, I never said that Ministorum Priests are anything remotely resembling broken. My greater point is that you seem to have a lot of issues with one specific Regiment and that Regiment's special characters, yet are calling the entire codex "busted wall to wall." If the problem is that the Catachan Regimental trait is too good (possibly for both Infantry and Vehicles), or that Strakken is undercosted for what he can do, why not change those things? Why nerf units that other Regiments use that are clearly not as powerful for those other Regiments? Nobody complains about Valhallan Hellhounds or Vostroyan Ministorum Priests.
Marmatag wrote: Bullgryns are what terminators should have been.
It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.
If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.
The only rerolls available to Bullgryns are from Yarrick (1's to hit) and Old Grudges (all wounds vs a single unit selected at the beginning of the game), if they are within 6" of the warlord (who can't also be Yarrick, mind you).
They are capable of getting a 3++, for 52 points per model.
Don't forget your psychic powers.
Which one, specifically, is giving your 1+/2++? Bullgryn are 4+, with Slabshields granting +2 to the save rolls of the model carrying it. Brute Shields grant a 4+ Invulnerable Save to the models carrying them. Psychic Barrier grants +1 to the save rolls of a unit, not +1 to their actual armor save. Nightshroud grants a -1 to be hit. The "Take Cover!" Stratagem grants +1 to, again, the save rolls.
So Bullgryn will be 2+ with no Invulnerable Save with Slabshields and 4+/4++ with Brute Shields.
Also again: Bullgryn cannot be Ordered or benefit from Straken's buffs.
I love the TLDR is essentially:
1. This is made up of infantry squads, Straken, and a Priest. It also requires orders, and command points. 2. Admits that Straken might be broken 3. Admits that priest might be broken 4. Admits that infantry squads might be broken 5. Admits that the trait might be broken
Get over it! Guard get better melee than almost every army without even having to commit to it. This pittance of points gets you a ridiculous counter-melee force, that you can COMFORTABLY fit in, on top of all the artillery in the world + a Castellan or a Shadowsword.
Do we have an FAQ right now as to whether or not "Fix Bayonets!" actually benefits from Straken's "Cold Steel and Courage" trait?
Because that's actually an important distinction, since he grants +1A at the start of the Fight phase and Orders happen during the Shooting phase.
But hey, you keep complaining about your bizarre Catachan fetish scenarios.
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power. .
Part of the problem with threads like this are posts exactly like this. This post is grossly misleading. For one, there is no way that infantry squads can gain rerolls to hit in close combat. I assume you are talking about the Ministorum Priest who has the Zealot special rule, which allows HIM to reroll close combat attacks on the turn he charges, was charged, or makes a heroic intervention; this does not effect any other units. 60 attacks with an 80 point unit? I can only assume you're referring to two Infantry Squads, which would bring the attacks up to 64 due to the sergeants with chainswords. However, this fails to take into account the points for both Strakken (75 points, and very possibly undercosted for what he can do), as well as the Ministorum Priest (35 points). So now we're looking at 190 points to make this happen. Is that undercosted? Maybe, but I would definitely point at Strakken as being the biggest problem, along with the Catachan Regimental traits.
This is certainly not IG being busted "wall to wall". This is a potential problem with one character (Strakken), one Regimental trait (Catachan), and possibly, possibly Infantry Squads, and I'll even go out and throw in Hellhounds (again, really only seem to be too powerful with the Catachan trait). Saying that the faction is "busted wall to wall" is the reason that people get so defensive about this topic, especially when there are so many bad units and mediocre units in the codex already.
I love the TLDR is essentially:
1. This is made up of infantry squads, Straken, and a Priest. It also requires orders, and command points.
2. Admits that Straken might be broken
3. Admits that priest might be broken
4. Admits that infantry squads might be broken
5. Admits that the trait might be broken
Get over it! Guard get better melee than almost every army without even having to commit to it. This pittance of points gets you a ridiculous counter-melee force, that you can COMFORTABLY fit in, on top of all the artillery in the world + a Castellan or a Shadowsword.
Let's try not to misrepresent my points too much, eh? For one, I never said that Ministorum Priests are anything remotely resembling broken. My greater point is that you seem to have a lot of issues with one specific Regiment and that Regiment's special characters, yet are calling the entire codex "busted wall to wall." If the problem is that the Catachan Regimental trait is too good (possibly for both Infantry and Vehicles), or that Strakken is undercosted for what he can do, why not change those things? Why nerf units that other Regiments use that are clearly not as powerful for those other Regiments? Nobody complains about Valhallan Hellhounds or Vostroyan Ministorum Priests.
This might be taken out of context because I am a well known space marine fanboy. Really though. Guardsmen should not be able to compete with space marines in close combat under any circumstance. Much less - do almost 9 times the damage per point. Point is that cheap units benefit from buffs the most. Cheap units should really not have buffs like this available.
Straken and a priest is cheap as heck - calgar is 200 points (not saying he is not worth that) this is what other armys pay for their buff units though.
This might be taken out of context because I am a well known space marine fanboy. Really though. Guardsmen should not be able to compete with space marines in close combat under any circumstance. Much less - do almost 9 times the damage per point. Point is that cheap units benefit from buffs the most. Cheap units should really not have buffs like this available.
Straken and a priest is cheap as heck - calgar is 200 points (not saying he is not worth that) this is what other armys pay for their buff units though.
Straken's a 5+/5++ T4 5W model, whose primary benefit(Orders) can only affect 2 units per turn. His +1A also only applies to friendly Catachan units within 6" of him at the start of the Fight phase. A Priest is a 6+/4++ T3 4W model, whose benefit only applies to CC characteristics in a primarily shooting dominated army.
Straken is 75pts(includes wargear) and a Priest is 35(not including wargear...but effectively everything he has access to is 0 pts so it does). So it's 110pts for the two of them vs 200 pts for a 2+/4++(with all damage suffered halved[rounding up]) T4 5W model whose toting a pair of Powerfists that don't make him subtract from his rolls and a ranged weapon and a Relic Blade...and if he's your Warlord, you receive an immediate additional 2 CPs and friendly Ultramarines units within 6" of him can reroll failed hit rolls(whether or not he's your Warlord for the Chapter Master perk)...
Did I mention that those items are sitting on a WS/BS 2+ that has 5A?
Also it's weirdly specific to have picked Calgar for the comparison.
Automatically Appended Next Post:
Spoletta wrote: You know what? Chaplains giving 1 more attack in the bubble would do a lot of good to the marine factions.
Honestly, I'd just make it so "Astartes Combat Knives" had the same effects as a Chainsword(each time the bearer fights, it can make 1 additional attack with this weapon) and become part of the standard kit across all non-Terminator Armor/vehicle models.
Make it so that Chaplains have an ability allowing them to have a "Deny the Witch" bubble around them or grant a "Disgustingly Resilient" style perk.
If you guys are going to end up pulling buffs, strategems and units over the entire codex to show how to power up a single unit, don't you end up just comparing one codex to another? Which at that point we end up at the same point of that you don't see mono guard lists running around topping tournaments. I mean if cc guard is so absolutely busted why don't we see lists with 150+ catachan guardsman just running around stomping everything in sight?
Marmatag wrote: My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.
Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
I mean, if we're combining the base unit and cherrypicked Stratagems, Officers & Orders, Regiment Bonuses, and appropriate maneuver of all elements in acting in coordination at full strength, sure, but then how much of that is the Infantry Squad, and how much of that is the successful convergence all those things at the time and place of the commanders choosing?
Why on God's green earth shouldn't we assume this?
Because the opponent has a say in things, those units may have other things to do, the Infantry Squads may not be Catachan, etc
Ultimately, none of these are directly an inherent issue with the fundamental Infantry Squad (this isn't going to happen with a Steel Legion Infantry Squad for example), but a combination of multiple specific factors, units, and abilities that have to not only be inherently built around in the list but also be executed by the commander on the table with the enemy obliging by providing a target theyll be effective against in melee and able to reach.
You're taking a highly conjured scenario where everything is present and fully functional and assuming the opponent is putting something worthwhile in the way. In that particular scenario, is it super powerful relative to what the base Infantry squad is capable of? Yes. Is this something that is terribly difficult for an opponent to deal with through other means? No. Is it something inherent to the basic Infantry Squad to be able to pull off at any time in any list? No.
You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
Still wondering about those Chimeras...
Still wondering why you have the best army in the game and require more...
Woo, an evasive goal-post moving response to the challenge of a overly-broad hyperbolic statement about everything Guard being super strong, who would have guessed?
Did you really need to ask this question? Or was it just a weak evasion?
Perhaps I own a bunch of Chimeras, like the concept of the unit, and would like to run them in an army and have them be productive and functional? Is that wrong? Should the classic IG dedicated transport just not be a functional unit? Maybe I own no Custodes bikes or Bullgryns or Shadowswords or Castellans or trios of every artillery platform?
As is, they are not functional, and not because of the Hellhound as you evasively tried to claim earlier. The Guard codex is not super strong wall to wall, there's a ton of thoroughly mediocre to totally garbage stuff in there.
That doesn't change the fact that guard are better than most armies in melee
In cherrypicked webforum thought experiments involving extremely specific contexts? Maybe. Let me know when a melee guard amy beats another army inherently built around melee combat, I've never seen one.
It happens frequently. Bullgryns with 1+/2++ and 5 attacks per guy? 120 attacks out of infantry squads? On top of all the artillery and a Castellan? Guard can do melee better without fully committing to it. Only guard players don't see this as a problem. You are spoiled.
Wooo, now we're onto personal attacks.
An army of artillery and Castellans with a single heavily invesed melee hammer unit is not a melee guard army. Where are you getting 120 attacks from an Infantry squad from?
Methinks your broad proclamations are a wee bit exaggerated.
and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
And only 1pt better than Orks, the worst shooting in the game
Yeah, and that's a good point, because Orks can also take a Castellan (hits on 3s) or a Shadow Sword (hits on 2s), and Hellhound tanks (auto hit), and mortar squads (full rerolls).
You do realize that Castellans are not part of the Imperial Guard army, and that getting a Shadowsword to hit on 2's requires very specific support and context right? None of these things are just pick up an go. Im fine with some things like the Shadowsword getting a price bump, but a lot of your examples are tied to things which require multiple supporting units and abilities acting in concert within narrowly defined contexts not representative of the army as a whole.
Lets also not make it out like many BS3+ armies dont have tons of their own abilities to increase BS or give rerolls or the like.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This might be taken out of context because I am a well known space marine fanboy. Really though. Guardsmen should not be able to compete with space marines in close combat under any circumstance. Much less - do almost 9 times the damage per point. Point is that cheap units benefit from buffs the most. Cheap units should really not have buffs like this available.
Straken and a priest is cheap as heck - calgar is 200 points (not saying he is not worth that) this is what other armys pay for their buff units though.
Straken's a 5+/5++ T4 5W model, whose primary benefit(Orders) can only affect 2 units per turn. His +1A also only applies to friendly Catachan units within 6" of him at the start of the Fight phase.
A Priest is a 6+/4++ T3 4W model, whose benefit only applies to CC characteristics in a primarily shooting dominated army.
Straken is 75pts(includes wargear) and a Priest is 35(not including wargear...but effectively everything he has access to is 0 pts so it does).
So it's 110pts for the two of them vs 200 pts for a 2+/4++(with all damage suffered halved[rounding up]) T4 5W model whose toting a pair of Powerfists that don't make him subtract from his rolls and a ranged weapon and a Relic Blade...and if he's your Warlord, you receive an immediate additional 2 CPs and friendly Ultramarines units within 6" of him can reroll failed hit rolls(whether or not he's your Warlord for the Chapter Master perk)...
Did I mention that those items are sitting on a WS/BS 2+ that has 5A?
Also it's weirdly specific to have picked Calgar for the comparison.
Automatically Appended Next Post:
Spoletta wrote: You know what? Chaplains giving 1 more attack in the bubble would do a lot of good to the marine factions.
Honestly, I'd just make it so "Astartes Combat Knives" had the same effects as a Chainsword(each time the bearer fights, it can make 1 additional attack with this weapon) and become part of the standard kit across all non-Terminator Armor/vehicle models.
Make it so that Chaplains have an ability allowing them to have a "Deny the Witch" bubble around them or grant a "Disgustingly Resilient" style perk.
"the unit can immiediately fight as if it were the fight phase" or in other words. When they fight. It's the Gakking fight phase.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
So when comparing oranges to watermelons in terms of their flavor and taste, we should just bring as many oranges as it takes to match the watermelon?
That's what these nonsense comparisons are. When we have units being taken effectively understrength just so you can "make the points match", it should be showing you that simply mathhammering things is an exercise in futility.
Xenomancers wrote:"the unit can immiediately fight as if it were the fight phase" or in other words. When they fight. It's the Gakking fight phase.
So when I'm firing Overwatch, I can also issue Orders?
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This entire thread is pants on head crazy. Guard apologists have nothing to stand on, except "it takes some of our amazing near-free synergy to make things even more amazing than they already are."
Marmatag wrote: The closest comparison would be Pedro Kantor.
Or Cato Sicarius or Shrike or any of the other 'basic' HQs. Calgar is rocking Terminator Armour and still considered what would basically be the 'Creed' of the Marine book.
But you know this.
But then marines don't get orders, and don't have stratagems on par with Guard, and cost more than double per model.
Gee, I wonder why Marine characters "cost more than double per model"...
Could it be the 3+ saves? The T4? The WS/BS 2+? The LD9?
Why they don't get Orders...could it be the Auras that come standard on their HQs?
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This entire thread is pants on head crazy. Guard apologists have nothing to stand on, except "it takes some of our amazing near-free synergy to make things even more amazing than they already are."
What's "pants on head crazy" is you keep coming in here like you have something valuable to contribute when you don't know what the heck you're talking about.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
So when comparing oranges to watermelons in terms of their flavor and taste, we should just bring as many oranges as it takes to match the watermelon?
That's what these nonsense comparisons are. When we have units being taken effectively understrength just so you can "make the points match", it should be showing you that simply mathhammering things is an exercise in futility.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
So when comparing oranges to watermelons in terms of their flavor and taste, we should just bring as many oranges as it takes to match the watermelon?
That's what these nonsense comparisons are. When we have units being taken effectively understrength just so you can "make the points match", it should be showing you that simply mathhammering things is an exercise in futility.
Xenomancers wrote:"the unit can immiediately fight as if it were the fight phase" or in other words. When they fight. It's the Gakking fight phase.
So when I'm firing Overwatch, I can also issue Orders?
Cool deal!
Orders have to be given in the shooting phase per voice of command.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
So when comparing oranges to watermelons in terms of their flavor and taste, we should just bring as many oranges as it takes to match the watermelon?
That's what these nonsense comparisons are. When we have units being taken effectively understrength just so you can "make the points match", it should be showing you that simply mathhammering things is an exercise in futility.
That is a false analogy if I have ever seen one.
You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
So when comparing oranges to watermelons in terms of their flavor and taste, we should just bring as many oranges as it takes to match the watermelon?
That's what these nonsense comparisons are. When we have units being taken effectively understrength just so you can "make the points match", it should be showing you that simply mathhammering things is an exercise in futility.
Xenomancers wrote:"the unit can immiediately fight as if it were the fight phase" or in other words. When they fight. It's the Gakking fight phase.
So when I'm firing Overwatch, I can also issue Orders?
Cool deal!
Orders have to be given in the shooting phase per voice of command.
And per Straken's rule, the extra attack is given at the start of the Fight phase.
So if your argument is that Fix Bayonet makes it count as the Fight Phase, then Overwatch makes it count as the Shooting Phase.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This entire thread is pants on head crazy. Guard apologists have nothing to stand on, except "it takes some of our amazing near-free synergy to make things even more amazing than they already are."
The crazy part of the thread could be the people calling guard "obviously broken" while pointing to their greatest example a mono guard list finishing 20th at a GT.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This entire thread is pants on head crazy. Guard apologists have nothing to stand on, except "it takes some of our amazing near-free synergy to make things even more amazing than they already are."
The crazy part of the thread could be the people calling guard "obviously broken" while pointing to their greatest example a mono guard list finishing 20th at a GT.
He also won first place at another not that long before it.
Fun fact for those of you who don't attend tournaments: When everyone has a stellar list & they know how to play it, a few bad rolls can drop you from 1st to 20th. Additionally, matchups are important. That said, not many lists can stand up to the standard knights + guard list right now. But that is obviously getting adjusted, starting with the Castellan. It will be a blip on the radar, whereas Guard have been broken for the duration of 8th.
That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
This is completely pants on head crazy, even from you. Of fething course we need to compare equal points! But hey, if the points don't matter, we can make the guardsmen 15 ppm, and their effectiveness is not diminished as long as the squad size remains the same!
This entire thread is pants on head crazy. Guard apologists have nothing to stand on, except "it takes some of our amazing near-free synergy to make things even more amazing than they already are."
The crazy part of the thread could be the people calling guard "obviously broken" while pointing to their greatest example a mono guard list finishing 20th at a GT.
He also won first place at another not that long before it.
Fun fact for those of you who don't attend tournaments: When everyone has a stellar list & they know how to play it, a few bad rolls can drop you from 1st to 20th. Additionally, matchups are important. That said, not many lists can stand up to the standard knights + guard list right now. But that is obviously getting adjusted, starting with the Castellan. It will be a blip on the radar, whereas Guard have been broken for the duration of 8th.
You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Going past that though, how is this a round peg and square hole? The reason people do "point vs point" comparisons is because that is the best way to see if a unit is over or under performing compared to other similar units. How would you propose comparing units then if you aren't going to use "point vs point"?
Going past that though, how is this a round peg and square hole? The reason people do "point vs point" comparisons is because that is the best way to see if a unit is over or under performing compared to other similar units. How would you propose comparing units then if you aren't going to use "point vs point"?
He wants to compare ten Guardsmen to ten Firewarriors, and because the Firewarriors will win it proves the Guard is not OP. Yes, that is literally the logic here.
You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Because he was basically called out for ignoring it with his examples. Also worth mentioning that he didn't actually show the maths, just threw out the casualties. For all you know he was using 20 Guardsmen with Lasguns(not an uncommon thing with these examples that get thrown out) rather than the 18 that actually would be the case(reiterating once again for those in the back:SERGEANTS DON'T GET LASGUNS).
Going past that though, how is this a round peg and square hole? The reason people do "point vs point" comparisons is because that is the best way to see if a unit is over or under performing compared to other similar units. How would you propose comparing units then if you aren't going to use "point vs point"?
By actually comparing a unit as would commonly be fielded to another unit?
I'm not going to compare "500 points of Crisis Suits" to "500 points of Y". I'm going to compare a reasonable build of Crisis Suits to a reasonable build of whatever Y is.
You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Because he was basically called out for ignoring it with his examples. Also worth mentioning that he didn't actually show the maths, just threw out the casualties. For all you know he was using 20 Guardsmen with Lasguns(not an uncommon thing with these examples that get thrown out) rather than the 18 that actually would be the case(reiterating once again for those in the back:SERGEANTS DON'T GET LASGUNS).
Going past that though, how is this a round peg and square hole? The reason people do "point vs point" comparisons is because that is the best way to see if a unit is over or under performing compared to other similar units. How would you propose comparing units then if you aren't going to use "point vs point"?
By actually comparing a unit as would commonly be fielded to another unit?
I'm not going to compare "500 points of Crisis Suits" to "500 points of Y". I'm going to compare a reasonable build of Crisis Suits to a reasonable build of whatever Y is.
This isn't rocket science here.
Let's hear it then, what "reasonable" unit would you compare guardsmen with?
Let's hear it then, what "reasonable" unit would you compare guardsmen with?
Whatever the unit in question is commonly fielded/potentially fielded as...?
10 Guard vs 12 Strike Team Fire Warriors with Pulse Rifles(the unit number here is a legacy item and really should have been normalized to 10), whatever unit sizes Rangers(both Aeldari and AdMech), Vanguard, etc are being fielded at. Going from there, you then start to look at the actual traits that are being used and common buffs. And then from there? You start looking at the actual corner case stuff like Pulse Accelerator Drones or things of that nature.
Additionally? I want to actually see Morale being discussed when it comes to these comparisons. Guard don't auto-immune. They can reduce casualties or they blow CPs or a Psyker/Custodes Banner to do auto-immune now.
This is the point I've been trying to iterate for god knows how long at this point but constantly get garbage like Crimson's little personal attack about. If people want some kind of in-depth dive, they need to actually do it properly. They need to make sure they know what the hell they're talking about.
Let's hear it then, what "reasonable" unit would you compare guardsmen with?
Whatever the unit in question is commonly fielded/potentially fielded as...?
10 Guard vs 12 Strike Team Fire Warriors with Pulse Rifles(the unit number here is a legacy item and really should have been normalized to 10), whatever unit sizes Rangers(both Aeldari and AdMech), Vanguard, etc are being fielded at.
This is the point I've been trying to iterate for god knows how long at this point but constantly get garbage like Crimson's little personal attack about. Is it so frigging wrong to want to see a squad vs squad comparison?
Most people arn't fielding 12 man strike teams of fire warriors it's mostly start with 6 5 man units then maybe add a few models if there's points left in your list or if you know you're going to need a unit to take a charge 8th edition is MSU centric.
Most people arn't fielding 12 man strike teams of fire warriors it's mostly start with 6 5 man units then maybe add a few models if there's points left in your list or if you know you're going to need a unit to take a charge 8th edition is MSU centric.
I figured most people aren't fielding 12 mans, but it's good to have that confirmed.
10 Guard vs 12 Strike Team Fire Warriors with Pulse Rifles(the unit number here is a legacy item and really should have been normalized to 10), whatever unit sizes Rangers(both Aeldari and AdMech), Vanguard, etc are being fielded at.
Yeah, fething bonkers. How the hell are you going to figure out if point costs are right if you ignore the points? But by this logic it doesn't matter if the guardsmen point cost is increased, they remain just as effective because their squad size stays the same!
So Catachan brigades with 60-120 Infantry Squads, Straken, priest, and basically a meele horde are very common in tournaments (Reecius ran one a couple of months ago). Of curse, with soup, because why woun't you take Smashfester or Adeptus Custodes Captains.
But people from Dakkadakka come and say that guard meele is only good on paper and it is cherrypicked, and not actually good.
Wow.
Pure meele armies don't exist in this game. All have some amount of shooting. In the context of pure meele armies, as if, one army with literally no shoting and only meele (We'll ignore secondary shooting like Berzerker's pistols), a pure Imperial Guard Catachan army is probably one of the top ones if not the top. Both mono (Pure meele catachan guard would win vs pure Adeptus Custodes Meele) and soup because imperial soup is OP we all know that.
Also, I genuinely LOL'ed about the comment of comparing unit at their "reasonable size" (The feth is reasonable size?) for mathhammering their efficience instead of models (Respecting the models per unit, of course, you can't mathhammer a squad of 5 imperial guardsmen) per point invested.
10 Guard vs 12 Strike Team Fire Warriors with Pulse Rifles(the unit number here is a legacy item and really should have been normalized to 10), whatever unit sizes Rangers(both Aeldari and AdMech), Vanguard, etc are being fielded at.
Yeah, fething bonkers. How the hell are you going to figure out if point costs are right if you ignore the points? But by this logic it doesn't matter if the guardsmen point cost is increased, they remain just as effective because their squad size stays the same!
Hey it it gets Bobby G down to 200 points because he's just one LoW who dies to all Guard LoW starting at maximum shooting range I'm OK with that
This topic has devolved into the Olympic games of mental gymnastics. Its really, really sad to see Guard players desperately try and defend their broken toys. The credibility you had, as a community, is rapidly going out the window.
Infantry are under costed at 4ppm, likely at 5ppm too. There is no maths that makes any sense and goes against this. Obviously equal points worth of units must be considered, I can't believe any other comparison is even suggested.
Priests also look, on the face of it, way, way too cheap.
Meh, all codex armies got a boost, guard just Rocks the imperium keyword and the cp Regeneration for castellans, smashcaptains and Co to abuse on their broken stratagems.
Infact cp Regen, even double of the guard, would be fine since guard stratagems themselves are not really to write Home about, let other factions use said cp however though, now there the tune changes drastically.
Galas wrote: So Catachan brigades with 60-120 Infantry Squads, Straken, priest, and basically a meele horde are very common in tournaments (Reecius ran one a couple of months ago).
I wasn't aware that a single example from a couple of months ago constituted 'very common', but whatever.
Anyway, it seems I was completely wrong and mono-IG can actually be a viable melee threat.
Galas wrote: Of curse, with soup, because why woun't you take Smashfester or Adeptus Custodes Captains.
Sigh. Nevermind.
Galas wrote: But people from Dakkadakka come and say that guard meele is only good on paper and it is cherrypicked, and not actually good.
What "people" are saying is that guard melee would not be even remotely viable in competitive play if they didn't have access to Knights and Smash Captains to do the meaningful damage.
It's almost as if Soup is causing the issues by allowing armies to freely circumvent their weaknesses by cherry-picking units from other armies with no penalties whatsoever.
An Actual Englishman wrote: This topic has devolved into the Olympic games of mental gymnastics. Its really, really sad to see Guard players desperately try and defend their broken toys. The credibility you had, as a community, is rapidly going out the window.
Infantry are under costed at 4ppm, likely at 5ppm too. There is no maths that makes any sense and goes against this. Obviously equal points worth of units must be considered, I can't believe any other comparison is even suggested.
Priests also look, on the face of it, way, way too cheap.
Only tournament results that show mono guard isn't top tier. The IG hate community should show some actual facts to back up their hate.
There is even counter-evidence. FLG posted the percentages of armies with keywords (so this means not even mono guard but the much better soup). At the BAO armies with a "primary" detachment of guard did not make the top tier for win % or points earned per round. The more guard at BAO that was included in your army your win % and points per round decreased.
Galas wrote: So Catachan brigades with 60-120 Infantry Squads, Straken, priest, and basically a meele horde are very common in tournaments (Reecius ran one a couple of months ago). Of curse, with soup, because why woun't you take Smashfester or Adeptus Custodes Captains.
But people from Dakkadakka come and say that guard meele is only good on paper and it is cherrypicked, and not actually good.
Wow.
People made the point that the interaction between Regiment bonuses, Officers & Orders, Special Character abilities, and Stratagems combined is not a fundamental reflextion on the Infantry Squad as a basic unit. It is a very much cherrypicked combo. It may be a powerful, it may even need a nerf, but its not a good reflection of the basic infantry squad.
Mostly it sounds like the issue is with Catachan doctrines and abilites, which I noted sounded like a bit much when tbe book was released.
Pure meele armies don't exist in this game. All have some amount of shooting.
Sure, but when we are assuming that there is an artillery park and allied Knights, the basic guardsmen are generally not being used in offensive melee really, calling it a melee guard army at that point is no longer accurate.
An Actual Englishman wrote: This topic has devolved into the Olympic games of mental gymnastics. Its really, really sad to see Guard players desperately try and defend their broken toys. The credibility you had, as a community, is rapidly going out the window.
Infantry are under costed at 4ppm, likely at 5ppm too. There is no maths that makes any sense and goes against this. Obviously equal points worth of units must be considered, I can't believe any other comparison is even suggested.
Priests also look, on the face of it, way, way too cheap.
Only tournament results that show mono guard isn't top tier. The IG hate community should show some actual facts to back up their hate.
There is even counter-evidence. FLG posted the percentages of armies with keywords (so this means not even mono guard but the much better soup). At the BAO armies with a "primary" detachment of guard did not make the top tier for win % or points earned per round. The more guard at BAO that was included in your army your win % and points per round decreased.
This right here is the reason Guard players are so unwilling to agree to nerfs. Despite the claims, and the mathhammer, and the speculation, the raw data is showing guard to be performing solidly average. Maybe that's because the soup lists are so much more overpowered that it's keeping guard from dominating, who knows? It's clear the first step is to nerf soup as its near universally agreed to be a issue in competitive play. If Guard starts to dominate afterwards, then nerf guard.
How hard can it be to understand that soup is made of its ingredients? The core part of every competitive Imperial soup build is the Guard battalion or brigade.
Only tournament results that show mono guard isn't top tier. The IG hate community should show some actual facts to back up their hate.
There is even counter-evidence. FLG posted the percentages of armies with keywords (so this means not even mono guard but the much better soup). At the BAO armies with a "primary" detachment of guard did not make the top tier for win % or points earned per round. The more guard at BAO that was included in your army your win % and points per round decreased.
This right here is the reason Guard players are so unwilling to agree to nerfs. Despite the claims, and the mathhammer, and the speculation, the raw data is showing guard to be performing solidly average. Maybe that's because the soup lists are so much more overpowered that it's keeping guard from dominating, who knows? It's clear the first step is to nerf soup as its near universally agreed to be a issue in competitive play. If Guard starts to dominate afterwards, then nerf guard.
I posted evidence. Various and multiple times in this thread but you Guard players keep moving the goalposts.
First it was stated that 'Guard are only taken as a CP farm min detachment!' So I provided evidence of how well armies that ran primary Guard lists (including mono) have performed over the last 6 months competitively compared to all other factions, including mixed Aeldari and Chaos. Its something like 3 first place finishes, 2 4th place finishes, a second place and a third place. I posted this about 2 pages ago if you'd like to check. The the goalposts moved 'well they aren't doing the heavy lifting' or 'they aren't only mono Guard lists so they don't count'. Its a joke.
The exact same thing has happened with the maths - 'show us the maths that Guardsmen are too strong!' *maths is shown*, 'no that isn't the right maths - do it with this buff and with this taken into account', *maths is done, as requested*, 'maths doesn't represent reality and isn't useful for discussions'.
Basically Guard players are showing themselves to be completely unable to accept that any part of their army is too powerful. The maths backs up the raw data and it all points to Guard having SOME UNITS (not all) that need to be brought in line. As other factions have SOME UNITS that are too strong.
Finally can all you Guard players stop strawmanning a ridiculous anti-Guard agenda you wrongly believe certain posters to have? Its about a very few and select group of units, relics and stratagems that need sorting, not the "nuke" so many of you claim.
Crimson wrote: How hard can it be to understand that soup is made of its ingredients? The core part of every competitive Imperial soup build is the Guard battalion or brigade.
Yeah the few hundred points worth of dudes sitting on objectives providing cp and tossing a few mortar rounds is the problem, not the Castellan that can shoot anything off the board in one turn, or the smash captains that kill 4x worth their points in melee. Nerfing the parts doesn't solve the problem either, it just makes people find new ingredients for the soup. Before the rise of Knights super charged Imperial soup, it was Eldar soup dominating, and before that Chaos soup, and before that Imperial Soup again. The trend is soup and the way allied detachments are able to fill in gaps in each other's strength with no penalty or disadvantage. You can nerf parts all day long, but as long as there is no down side to taking multiple factions soup will always be the best lists.
Only tournament results that show mono guard isn't top tier. The IG hate community should show some actual facts to back up their hate.
There is even counter-evidence. FLG posted the percentages of armies with keywords (so this means not even mono guard but the much better soup). At the BAO armies with a "primary" detachment of guard did not make the top tier for win % or points earned per round. The more guard at BAO that was included in your army your win % and points per round decreased.
This right here is the reason Guard players are so unwilling to agree to nerfs. Despite the claims, and the mathhammer, and the speculation, the raw data is showing guard to be performing solidly average. Maybe that's because the soup lists are so much more overpowered that it's keeping guard from dominating, who knows? It's clear the first step is to nerf soup as its near universally agreed to be a issue in competitive play. If Guard starts to dominate afterwards, then nerf guard.
I posted evidence. Various and multiple times in this thread but you Guard players keep moving the goalposts.
First it was stated that 'Guard are only taken as a CP farm min detachment!' So I provided evidence of how well armies that ran primary Guard lists (including mono) have performed over the last 6 months competitively compared to all other factions, including mixed Aeldari and Chaos. Its something like 3 first place finishes, 2 4th place finishes, a second place and a third place. I posted this about 2 pages ago if you'd like to check. The the goalposts moved 'well they aren't doing the heavy lifting' or 'they aren't only mono Guard lists so they don't count'. Its a joke.
The exact same thing has happened with the maths - 'show us the maths that Guardsmen are too strong!' *maths is shown*, 'no that isn't the right maths - do it with this buff and with this taken into account', *maths is done, as requested*, 'maths doesn't represent reality and isn't useful for discussions'.
Basically Guard players are showing themselves to be completely unable to accept that any part of their army is too powerful. The maths backs up the raw data and it all points to Guard having SOME UNITS (not all) that need to be brought in line. As other factions have SOME UNITS that are too strong.
Finally can all you Guard players stop strawmanning a ridiculous anti-Guard agenda you wrongly believe certain posters to have? Its about a very few and select group of units, relics and stratagems that need sorting, not the "nuke" so many of you claim.
You provided unreliable mathhammer and anecdotal evidence. The only actual stats we have showing Guard performance in competitive events shows them to be average.
Basically Guard haters are showing themselves to be completely unable to accept that any part of their argument is wrong. The raw data doesn't backup their math and it all points to Guard performing average.
Why are you people so unwilling to accept a top to bottom approach to balancing? Why does everything have to be nerfed all at once instead of starting at the top and working down to cover any unforeseen consequences and to avoid overnerfing units?
Guardsmanwaffle wrote: Yeah the few hundred points worth of dudes sitting on objectives providing cp and tossing a few mortar rounds is the problem, not the Castellan that can shoot anything off the board in one turn, or the smash captains that kill 4x worth their points in melee.
Both of those things need to be nerfed too.
Nerfing the parts doesn't solve the problem either, it just makes people find new ingredients for the soup.
Nerfing OP units does actually solve the issue, unless one thinks the soup existing is the issue. For example, if you nerf Castellan to the level of IG superheavy tanks then you can bring either and still compete.
Guardsmanwaffle wrote: You provided unreliable mathhammer and anecdotal evidence. The only actual stats we have showing Guard performance in competitive events shows them to be average.
Basically Guard haters are showing themselves to be completely unable to accept that any part of their argument is wrong. The raw data doesn't backup their math and it all points to Guard performing average.
Hmm I've provided no mathhammer, I speak only for my colleagues though I can see how much attention you pay to a thread by that assertion.
You clearly haven't looked at my evidence. It is anything but anecdotal, as I said it is a record of how well primary Guard armies have done for the past 6 months. Finishing top 3 months out of 6 is not 'average'. Having always finished in the top 5 armies is not 'average'. This record beats every other army - Tyranids, CWE, DE, SM, IK, BA, Ynarri, Nurgle, Demon etc cannot compete with this record.
Literally everything from tournament results (that's more than one result by the way, not just BAO which seems to be the total of your and Asmodias' knowledge) to theory goes against your conclusion but gosh darn it maybe if you believe hard enough it'll make something true. Or not.
Guardsmanwaffle wrote: Yeah the few hundred points worth of dudes sitting on objectives providing cp and tossing a few mortar rounds is the problem, not the Castellan that can shoot anything off the board in one turn, or the smash captains that kill 4x worth their points in melee.
Both of those things need to be nerfed too.
Nerfing the parts doesn't solve the problem either, it just makes people find new ingredients for the soup.
Nerfing OP units does actually solve the issue, unless one thinks the soup existing is the issue. For example, if you nerf Castellan to the level of IG superheavy tanks then you can bring either and still compete.
In theory yes, you could nerf every over performing unit until there are none left in a process that could take years to work out all they ways units interact with each other and eventually the problem of soup being better than mono would be solved. I'm not gonna explain why that's unfeasible.
Isn't the problem that each Infantry squad is a Troops choice? Why not return to platoons? I didn't read the whole thread, so apologies if it's been mooted.
Here's those Guard results again for all of you who missed it first time:
In contrast to your statement, armies that are primarily Guard (ie - those that spend more points on a Guard detachment than any other) have been doing extremely well (read - too well) competitively for some time, here's how they placed in the ITC over the last few months;
August - most top 3 results in all ITC events (best faction)
July - most top 3 results in all ITC events (best faction)
June - 4th most top 3 results in all ITC events
May - 2nd most top 3 results in all ITC events
April - most top 3 results in all ITC events (best faction)
March - 4th most top 3 results in all ITC events
In contrast to your statement, armies that are primarily Guard (ie - those that spend more points on a Guard detachment than any other) have been doing extremely well (read - too well) competitively for some time, here's how they placed in the ITC over the last few months;
August - most top 3 results in all ITC events (best faction)
July - most top 3 results in all ITC events (best faction)
June - 4th most top 3 results in all ITC events
May - 2nd most top 3 results in all ITC events
April - most top 3 results in all ITC events (best faction)
March - 4th most top 3 results in all ITC events
But I guess they're actually really weak right?
And most of those guard blobs were backed up by knights and smash captains. Congrats you've proved what everyone else already knows that soup is overpowered.
I'll say it again in case you missed it the first time. Nerf the way a soup army's detachments interact with each other and more specifically their cp. Don't change any units (except maybe the Castellan) and see how things play out over the fall. If Guard, Blood Angel Captians, Kabal of the Black Heart, etc. is still over performing then you nerf them. Doing everything at the same times leads to over nerfs and under nerfs especially with GW. Hell if Guard is still over performing I'll be right beside you championing for a nerf.
In contrast to your statement, armies that are primarily Guard (ie - those that spend more points on a Guard detachment than any other) have been doing extremely well (read - too well) competitively for some time, here's how they placed in the ITC over the last few months;
August - most top 3 results in all ITC events (best faction)
July - most top 3 results in all ITC events (best faction)
June - 4th most top 3 results in all ITC events
May - 2nd most top 3 results in all ITC events
April - most top 3 results in all ITC events (best faction)
March - 4th most top 3 results in all ITC events
But I guess they're actually really weak right?
All that tells us is that Guard+Soup is really strong and has been placing well over that time frame, what's the stats on pure guard? just mono, no soup elements thrown in?
Soup is more than the sum of it's parts and the synergy Guard brings via it's CP shenanigans is a large part of that, nerf that first, see how things play out then hit units if there's still issues.
Guardsmanwaffle wrote: Yeah the few hundred points worth of dudes sitting on objectives providing cp and tossing a few mortar rounds is the problem, not the Castellan that can shoot anything off the board in one turn, or the smash captains that kill 4x worth their points in melee.
Both of those things need to be nerfed too.
Nerfing the parts doesn't solve the problem either, it just makes people find new ingredients for the soup.
Nerfing OP units does actually solve the issue, unless one thinks the soup existing is the issue. For example, if you nerf Castellan to the level of IG superheavy tanks then you can bring either and still compete.
Actually it does nothing to solve the issue. Because soup will always be greater than any individual dex because of its ability to cover weaknesses. What you will do is end up playing wackamole each time the new soup flavor of the month is found. In the wake of your nerfs what you creat is a bunch of nerfed mono dex armies that are more reliant on soup than ever. Instead if you fix soup you can than properly see which units/ codex is over preforming and adjust accordingly
In contrast to your statement, armies that are primarily Guard (ie - those that spend more points on a Guard detachment than any other) have been doing extremely well (read - too well) competitively for some time, here's how they placed in the ITC over the last few months;
August - most top 3 results in all ITC events (best faction)
July - most top 3 results in all ITC events (best faction)
June - 4th most top 3 results in all ITC events
May - 2nd most top 3 results in all ITC events
April - most top 3 results in all ITC events (best faction)
March - 4th most top 3 results in all ITC events
But I guess they're actually really weak right?
Yeah a a single 1 maybe 2 of all of those is a mono guard list.... thanks for pointing out that soup is the issue yet again
Thanks for taking the time to run the maths, my only question would be are you taking the fireblade's buff into account? that's an extra shot on everyone of those firewarriors and 2 dead guardsmen seems pretty low output for 24 shots against t3 5+. plugging numbers into a mathhammer site shows that they should net 5 dead guardsmen on each of the first two rounds which leads to the guard squad being wiped round 4 with 5 firewarrior's left standing.
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Because he was basically called out for ignoring it with his examples. Also worth mentioning that he didn't actually show the maths, just threw out the casualties. For all you know he was using 20 Guardsmen with Lasguns(not an uncommon thing with these examples that get thrown out) rather than the 18 that actually would be the case(reiterating once again for those in the back:SERGEANTS DON'T GET LASGUNS).
Just FYI, sergeant pistols were factored into all my math. In the unbuffed shootout, 2 guard died out of 20 in the first turn, leaving 16 lasguns to shoot. 16*1/2*1/2*1/2=2 killed FW.
But then once you start taking casualties you can always knock off the sergeant if you're not worried about morale. Wait, maybe that's where commissars help in the grander game!
In contrast to your statement, armies that are primarily Guard (ie - those that spend more points on a Guard detachment than any other) have been doing extremely well (read - too well) competitively for some time, here's how they placed in the ITC over the last few months;
August - most top 3 results in all ITC events (best faction) July - most top 3 results in all ITC events (best faction) June - 4th most top 3 results in all ITC events May - 2nd most top 3 results in all ITC events April - most top 3 results in all ITC events (best faction) March - 4th most top 3 results in all ITC events
But I guess they're actually really weak right?
Is it so hard to understand that those stats prove nothing? We have battle reports with a castellan knight keeping the fight for 2 more turns after his whole army was deleted in the first 2 and almost won the game alone, since he had a lot of CP to spare.
1400 guard + castellan is not representaive of what mono guard can do. The same is true with smashers and bananas.
Smashers in particular make the army sooo much better than the equivalent points in guards, because they are the counter to every guard weakness.
I want to see IG nerfed in many ways, but those numbers are not a good basis for an analysis.
Kanluwen wrote: You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
I'd like to mention that all those points are considered in my math. 2 10-man guard squads vs 1 12-man FW squad. FW shoot first every time due to range but that's about it. Oh, and sergeant pistols too. It's nice to know you ignore the math and scenario completely and then make things up.
Thanks for taking the time to run the maths, my only question would be are you taking the fireblade's buff into account? that's an extra shot on everyone of those firewarriors and 2 dead guardsmen seems pretty low output for 24 shots against t3 5+. plugging numbers into a mathhammer site shows that they should net 5 dead guardsmen on each of the first two rounds which leads to the guard squad being wiped round 4 with 5 firewarrior's left standing.
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
The Fireblade's buff might only work at half range of the weapon, but the Fireblade's buff can also scale with expanding the range of the weapon.
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Because he was basically called out for ignoring it with his examples. Also worth mentioning that he didn't actually show the maths, just threw out the casualties. For all you know he was using 20 Guardsmen with Lasguns(not an uncommon thing with these examples that get thrown out) rather than the 18 that actually would be the case(reiterating once again for those in the back:SERGEANTS DON'T GET LASGUNS).
Just FYI, sergeant pistols were factored into all my math. In the unbuffed shootout, 2 guard died out of 20 in the first turn, leaving 16 lasguns to shoot. 16*1/2*1/2*1/2=2 killed FW.
Maybe you should have showed that in the math then?
But then once you start taking casualties you can always knock off the sergeant if you're not worried about morale. Wait, maybe that's where commissars help in the grander game!
Kanluwen wrote: You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
I'd like to mention that all those points are considered in my math. 2 10-man guard squads vs 1 12-man FW squad. FW shoot first every time due to range but that's about it. Oh, and sergeant pistols too. It's nice to know you ignore the math and scenario completely and then make things up.
Oh you mean the "scenario" where nothing is really labeled outside of the two things shooting at each other? Where you used Steel Legion as the Regiment?
And most of those guard blobs were backed up by knights and smash captains. Congrats you've proved what everyone else already knows that soup is overpowered.
I'll say it again in case you missed it the first time. Nerf the way a soup army's detachments interact with each other and more specifically their cp. Don't change any units (except maybe the Castellan) and see how things play out over the fall. If Guard, Blood Angel Captians, Kabal of the Black Heart, etc. is still over performing then you nerf them. Doing everything at the same times leads to over nerfs and under nerfs especially with GW. Hell if Guard is still over performing I'll be right beside you championing for a nerf.
Is it so hard to understand that those stats prove nothing?
We have battle reports with a castellan knight keeping the fight for 2 more turns after his whole army was deleted in the first 2 and almost won the game alone, since he had a lot of CP to spare.
1400 guard + castellan is not representaive of what mono guard can do.
The same is true with smashers and bananas.
Smashers in particular make the army sooo much better than the equivalent points in guards, because they are the counter to every guard weakness.
I want to see IG nerfed in many ways, but those numbers are not a good basis for an analysis.
Lol these excuses are unreal. You realise some of these results are PRE KNIGHT CODEX right? That they have been performing consistently at the top as soon as their codex was released?
There is no discussion to be had here - you apologists will make excuses out of anything. When I'm next at a computer in a week or so I'll go back over all their results since their codex and we can see how strong Guard have been since 8th dropped.
Guard feature in EVERY IMPERIAL SOUP LIST, they are the most common and largest ingredient of the soup list therefore they need the most balancing. Keep dreaming up those excuses though guys, its always entertaining to see how someone will turn away from reality so much when it doesn't suit them.
Crimson wrote: How hard can it be to understand that soup is made of its ingredients?
Soup is made of its ingredients, but it's more than the sum of its parts. That's the real issue.
Nerfing the individual parts does nothing to address the fact that Soup is still going to be outright better because it's all upside and no downside.
Soup needs to be addressed - to the point where they're on equal footing to mono-armies - and this needs to happen *before* you start nerfing individual options.
If anything, you're just going to make mono-armies even worse, because (unlike Soup), when one of their units gets nerfed they can't just swap out for the best replacement unit from all available codices.
I don't like to assume bad intent, but it really seems like a lot of people in these threads just want to see Imperial Guard nerfed out of some sort of personal grudge, whilst their own Soup armies remain dominant.
Crimson wrote: How hard can it be to understand that soup is made of its ingredients?
Soup is made of its ingredients, but it's more than the sum of its parts. That's the real issue.
Nerfing the individual parts does nothing to address the fact that Soup is still going to be outright better because it's all upside and no downside.
Soup needs to be addressed - to the point where they're on equal footing to mono-armies - and this needs to happen *before* you start nerfing individual options.
If anything, you're just going to make mono-armies even worse, because (unlike Soup), when one of their units gets nerfed they can't just swap out for the best replacement unit from all available codices.
I don't like to assume bad intent, but it really seems like a lot of people in these threads just want to see Imperial Guard nerfed out of some sort of personal grudge, whilst their own Soup armies remain dominant.
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
And most of those guard blobs were backed up by knights and smash captains. Congrats you've proved what everyone else already knows that soup is overpowered.
I'll say it again in case you missed it the first time. Nerf the way a soup army's detachments interact with each other and more specifically their cp. Don't change any units (except maybe the Castellan) and see how things play out over the fall. If Guard, Blood Angel Captians, Kabal of the Black Heart, etc. is still over performing then you nerf them. Doing everything at the same times leads to over nerfs and under nerfs especially with GW. Hell if Guard is still over performing I'll be right beside you championing for a nerf.
Is it so hard to understand that those stats prove nothing?
We have battle reports with a castellan knight keeping the fight for 2 more turns after his whole army was deleted in the first 2 and almost won the game alone, since he had a lot of CP to spare.
1400 guard + castellan is not representaive of what mono guard can do.
The same is true with smashers and bananas.
Smashers in particular make the army sooo much better than the equivalent points in guards, because they are the counter to every guard weakness.
I want to see IG nerfed in many ways, but those numbers are not a good basis for an analysis.
Lol these excuses are unreal. You realise some of these results are PRE KNIGHT CODEX right? That they have been performing consistently at the top as soon as their codex was released?
There is no discussion to be had here - you apologists will make excuses out of anything. When I'm next at a computer in a week or so I'll go back over all their results since their codex and we can see how strong Guard have been since 8th dropped.
You've been repeating yourself for the past 10 pages while backhand insulting anyone that disagrees with you. You refuse to listen to or even consider any feedback that isn't calling for a kneejerk nerf to guard.
Thanks for taking the time to run the maths, my only question would be are you taking the fireblade's buff into account? that's an extra shot on everyone of those firewarriors and 2 dead guardsmen seems pretty low output for 24 shots against t3 5+. plugging numbers into a mathhammer site shows that they should net 5 dead guardsmen on each of the first two rounds which leads to the guard squad being wiped round 4 with 5 firewarrior's left standing.
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
The Fireblade's buff might only work at half range of the weapon, but the Fireblade's buff can also scale with expanding the range of the weapon.
@Dandelion already did a comparision with Fire Warriors @ 30" with FW going first and guardsmen still won that shootout.
Because he was basically called out for ignoring it with his examples. Also worth mentioning that he didn't actually show the maths, just threw out the casualties. For all you know he was using 20 Guardsmen with Lasguns(not an uncommon thing with these examples that get thrown out) rather than the 18 that actually would be the case(reiterating once again for those in the back:SERGEANTS DON'T GET LASGUNS).
Just FYI, sergeant pistols were factored into all my math. In the unbuffed shootout, 2 guard died out of 20 in the first turn, leaving 16 lasguns to shoot. 16*1/2*1/2*1/2=2 killed FW.
Maybe you should have showed that in the math then?
But then once you start taking casualties you can always knock off the sergeant if you're not worried about morale. Wait, maybe that's where commissars help in the grander game!
Kanluwen wrote: You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
I'd like to mention that all those points are considered in my math. 2 10-man guard squads vs 1 12-man FW squad. FW shoot first every time due to range but that's about it. Oh, and sergeant pistols too. It's nice to know you ignore the math and scenario completely and then make things up.
Oh you mean the "scenario" where nothing is really labeled outside of the two things shooting at each other? Where you used Steel Legion as the Regiment?
Read the actual post. The first example had 2 10 man guard squads vs the 12 man FW squad included no buffs. No CC's, no regimental doctrines, etc.
Kanluwen wrote: You understand the concept of "round peg, square hole" yeah?
Because that is a common trend with the "points vs points" comparisons. People throwing understrength units or just randomly tossing point values out there does nothing to showcase anything. And people ignoring that starting at the point when both sides can engage is a bit misrepresentative, since there's still potentially actions going on before then.
Someone brought it up already with regards to Tau Fire Warriors and the 6" difference between their guns and a Lasgun, but that's a whole potential Shooting Phase being ignored when talking about the math.
I'd like to mention that all those points are considered in my math. 2 10-man guard squads vs 1 12-man FW squad. FW shoot first every time due to range but that's about it. Oh, and sergeant pistols too. It's nice to know you ignore the math and scenario completely and then make things up.
Oh you mean the "scenario" where nothing is really labeled outside of the two things shooting at each other? Where you used Steel Legion as the Regiment?
Read the actual post. The first example had 2 10 man guard squads vs the 12 man FW squad included no buffs. No CC's, no regimental doctrines, etc.
And it also didn't say how many of each weapon was being fired.
I read the post. But just for posterity's sake, here's the post in question:
Dandelion wrote:
Spoiler:
Do we really need to say that a unit with 30" range will outshoot a unit with 24" when targeting units at 30" range? But if you really want to know, a 10-man Fire warrior team will kill 2 Guardsmen at 30". Which I brought up before, and factored into my scenario. Of course, it was dismissed by someone who said FW and Guardsmen don't have the same role and so are incomparable.
But since you seem more reasonable let's give it a go: 1) No buffs: - 12 fire warriors (84 pts) - 20 Guard (80 pts) Round 1 at 24-30" - FW kill 2 Guardsmen - Guard move 6", and get within 24". Kill 2 FW Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts) I really don't need to continue, since it only gets worse for the tau.
2) Steel Legion guard with commander vs Borkan tau with fireblade and accelerator drone - 20 Guard + 1 C Commander (110 pts) - 12 FW + 1 Fireblade + 1 drone (132 pts) Round 1 at 42" - FW kill 2 Guard - Guard move 15" with "Move! Move! Move!" to get within 27" of the FW Round 2 at 27" 12 FW vs 18 Guard - FW retreat 6" (33" total away) and fire: 2 kills - Guard advance and get within 24", use "Forwards for the Emperor": 2 kills Round 3: 10 FW vs 16 Guard - FW move up to within 21": 7 kills - Guard move up to within 18", FRFSRF: 5 kills Round 4: 5 FW vs 9 Guard - FW shoot: 3 kills - Guard FRFSRF: 3 kills Round 5: 2 FW vs 6 Guard - FW shoot: 1 kill - Guard FRFSRF: 2 kills
Guard win. Of course, depending on terrain and the board, the Guard could have made it into combat by round 4, which still nets a win for them. Note: commander and fireblade contributions (other than buffs) were ignored since I was focusing on the squad outputs. If you want to know, the fireblade would have killed 5 guard total, and the c commander would have killed 1-2 FW if he gets into combat at round 4, but that would have locked down the FW and fireblade from shooting for the last turn saving 3 Guardsmen. So, maybe 2 more guard die than shown above, but the end result is the same.
Now, you may be wondering why I chose to compare 110pts of guard vs 132 pts of tau, well, because if guard go to 5pts that would be 130pt vs 132pts.
Edit: I'd like to take a moment to appreciate how saying the orders makes the whole scenario more cinematic. Hands down my favorite part of playing guard.
I'd highly advise that if you're going to tell people to "read the post", that you at least make a minimal effort to understand what is being said. There's no mention of how many Lasguns are being fired. This is an issue that has cropped up time and fricking time again with regards to putting out "the math" where they leave off exactly what they're testing and then surprise surprise, something doesn't actually add up.
Guardsmanwaffle wrote:You've been repeating yourself for the past 10 pages while backhand insulting anyone that disagrees with you. You refuse to listen to or even consider any feedback that isn't calling for a kneejerk nerf to guard.
Given that you've already proven you can't (or haven't) read previous pages of the thread when you accused me of mathhammering forgive me when I take everything you say a j a hefty chunk of continent sized salt.
I have listened, I have reacted. Unfortunately you and many other Guard posters seem unable to consider basic maths PR indeed tournament results.
A reaction to something that has been dominating for over 6 months is not kneejerk.
Your early posts are riddled with inaccuracies, inconsistencies and poor assumptions. I hope you improve over the course of your dakka career.
And most of those guard blobs were backed up by knights and smash captains. Congrats you've proved what everyone else already knows that soup is overpowered.
I'll say it again in case you missed it the first time. Nerf the way a soup army's detachments interact with each other and more specifically their cp. Don't change any units (except maybe the Castellan) and see how things play out over the fall. If Guard, Blood Angel Captians, Kabal of the Black Heart, etc. is still over performing then you nerf them. Doing everything at the same times leads to over nerfs and under nerfs especially with GW. Hell if Guard is still over performing I'll be right beside you championing for a nerf.
Is it so hard to understand that those stats prove nothing?
We have battle reports with a castellan knight keeping the fight for 2 more turns after his whole army was deleted in the first 2 and almost won the game alone, since he had a lot of CP to spare.
1400 guard + castellan is not representaive of what mono guard can do.
The same is true with smashers and bananas.
Smashers in particular make the army sooo much better than the equivalent points in guards, because they are the counter to every guard weakness.
I want to see IG nerfed in many ways, but those numbers are not a good basis for an analysis.
Lol these excuses are unreal. You realise some of these results are PRE KNIGHT CODEX right? That they have been performing consistently at the top as soon as their codex was released?
There is no discussion to be had here - you apologists will make excuses out of anything. When I'm next at a computer in a week or so I'll go back over all their results since their codex and we can see how strong Guard have been since 8th dropped.
Guard feature in EVERY IMPERIAL SOUP LIST, they are the most common and largest ingredient of the soup list therefore they need the most balancing. Keep dreaming up those excuses though guys, its always entertaining to see how someone will turn away from reality so much when it doesn't suit them.
Do you even follow the meta? I forgot that smash captains were part of the knight codex . Last time mono guard was relevant was pre rule of three with the spam hell hound list..... but even then it was overshadowed by several other lists. I mean over and over you keep throwing out that IG are broken and bringing up examples of soup.... then you wonder why nobody is taking your argument seriously
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
Except Guard players have also suggested locking them to Factions, not just Detachments--and we still get the same nonsense arguments that you're currently making.
So which is it? Is it not cool for Detachment locking or is it not cool for Faction locking? Either one of those would kill soup as an issue. So would a fluffy rule preventing Guard Warlords when other factions have HQ choices on the field.
Personally I would like to see them sub codex locked as well (Cadian SC ordering some Catachans around fair enough, not with the level of control needed for CPs however!), but others would cry.
Guard wise plenty of things I could say boost wise, but given the level of loathing for the poor troopers nerf wise I would do the CP change, make Catachans armour 6+ (they basically aren't wearing any) but +2 in cover and make vengeance for Cadia a 2CP stratagem as currently it is just roflstomp against chaos with it.
I honestly couldn't care less about guardsmen being 5 points each, it is a minor change to the points I spend in an army. I would anyway prefer for their upgrades to come down in price and the difference be added onto the base cost of a squad to try and stop the naked guardsman syndrome which isn't very military...
Ice_can wrote: The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
Okay, two further possibilities:
1) CPs can only be spent by the same Faction that generated them.
2) Your Warlord's faction is considered your Primary Faction, with all other factions being Secondary. Secondary factions do not generate CP and you can only spend CP on rulebook stratagems or stratagems from your Primary faction.
Either of these would allow mono-armies to do whatever the hell they wanted regarding subfactions, without suffering CP loss as a result.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
Whilst I'd put forward that 20CP in a (mono) IG army is very different to 20CP in, say, an Imperial Knight army, I fully agree that such an imbalance is far from ideal.
If you want to change or replace one or both of IG's CP regeneration abilities, I'd be fine with that. Though, quite frankly, I'd like to see *all* CP-regeneration abilities removed.
However, you've still got the issue that initial CP generation favours armies with cheap troops and HQs.
Frankly, I'm of the opinion that CP generation in general needs a complete overhaul. Hell, I'm not convinced that we even need the detachment system anymore. It seems like we'd be far better off with a Warmachine-style system with players taking whatever they want but certain units have limits on how many of them you can take. CPs could be entirely independent of this (maybe something like 'start with 5CPs and gain 3 at the start of each turn') or they could be based on the points spent on troops in your army (e.g. get 1CP for every 50pts you spend on troops).
I'm open to other suggestions in this regard. I just don't think the current CP system is fit for purpose.
vipoid wrote: 2) Your Warlord's faction is considered your Primary Faction, with all other factions being Secondary. Secondary factions do not generate CP and you can only spend CP on rulebook stratagems or stratagems from your Primary faction.
Any faction that relies on allies gets hammered with this one.
(or rather - will get hammered, since most of the minor factions have little to nothing in the way of stratagems at this time)
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
The Fireblade's buff might only work at half range of the weapon, but the Fireblade's buff can also scale with expanding the range of the weapon.
Read the second sentence.
Anyway, since you don't trust my math:
1) No buffs:
- 12 fire warriors (84 pts)
- 20 Guard (80 pts)
Round 1 at 24-30"
- FW kill 2 Guardsmen
12 pulse rifle shots: 12*1/2*2/3*2/3 = 8/3 = 2.66 kills
- Guard move 6", and get within 24". Kill 2 FW 17-18 guard left: either A) 3 guardsmen die, B) 2 sergeants die and 1 guardsmen, C) 1 sergeant and 2 guardsmen, D) 2 Guardsmen die, E) 1 Sergeant and 1 guardsmen, or F) 2 Sergeants die
- A) 15 lasgun shots: 15*1/2*1/2*1/2 = 15/8 = 1.875 kills
- B) and E) 17 lasgun shots: 17*1/2*1/2*1/2 = 17/8 = 2.125 kills
- C) and D) 16 lasgun shots: 16*1/2*1/2 *1/2 = 2 kills
- F) 18 lasguns shots: 18*1/2*1/2*1/2= 2.25 kills
Now, 2 sergeants being killed is highly unlikely so we will take the average ignoring those 2 cases (B and F):
[1.875 (A)+ 2*2 (C and D) + 2.125 (E)]/4= 2 kills
Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts)
If you want to be more precise, change the guard casualty to 2.66 and pts lost to 10.64
I really don't need to continue, since it only gets worse for the tau.
In case it's not obvious, I also believe that FW are likely undercosted, so guardsmen outperform an undercosted unit...
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
Once you limit CP to detachment or codex you can address this issue much like they did with the knight mini-FAQ. First off remove all CP regeneration from the game. Once codexes have a finite CP amount per game simply balance by raising or lowering the amount of CP generated by an armies detachment. Do we find that custodes need more CP.... fine increase the amount they generate for a battalion from 5 to X (x being the appropriate amount). Restricting the sharing of CP allows CP to be used as an additional balancing tool. The more tools you have for balance the more you can fine-tune the game.
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
The Fireblade's buff might only work at half range of the weapon, but the Fireblade's buff can also scale with expanding the range of the weapon.
Read the second sentence.
Anyway, since you don't trust my math:
1) No buffs:
- 12 fire warriors (84 pts)
- 20 Guard (80 pts)
Round 1 at 24-30"
- FW kill 2 Guardsmen
12 pulse rifle shots: 12*1/2*2/3*2/3 = 8/3 = 2.66 kills
- Guard move 6", and get within 24". Kill 2 FW 17-18 guard left: either A) 3 guardsmen die, B) 2 sergeants die and 1 guardsmen, C) 1 sergeant and 2 guardsmen, D) 2 Guardsmen die, E) 1 Sergeant and 1 guardsmen, or F) 2 Sergeants die
- A) 15 lasgun shots: 15*1/2*1/2*1/2 = 15/8 = 1.875 kills
- B) and E) 17 lasgun shots: 17*1/2*1/2*1/2 = 17/8 = 2.125 kills
- C) and D) 16 lasgun shots: 16*1/2*1/2 *1/2 = 2 kills
- F) 18 lasguns shots: 18*1/2*1/2*1/2= 2.25 kills
Now, 2 sergeants being killed is highly unlikely so we will take the average ignoring those 2 cases (B and F):
[1.875 (A)+ 2*2 (C and D) + 2.125 (E)]/4= 2 kills
Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts)
If you want to be more precise, change the guard casualty to 2.66 and pts lost to 10.64
I really don't need to continue, since it only gets worse for the tau.
In case it's not obvious, I also believe that FW are likely undercosted, so guardsmen outperform an undercosted unit...
How do things change if the Guardsmen have a 6+ save I wonder. (like they used to many moons ago)
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
Once you limit CP to detachment or codex you can address this issue much like they did with the knight mini-FAQ. First off remove all CP regeneration from the game. Once codexes have a finite CP amount per game simply balance by raising or lowering the amount of CP generated by an armies detachment. Do we find that custodes need more CP.... fine increase the amount they generate for a battalion from 5 to X (x being the appropriate amount). Restricting the sharing of CP allows CP to be used as an additional balancing tool. The more tools you have for balance the more you can fine-tune the game.
I actually liked the idea of tying CPs to points spent in a detachment. Something like:
Battalions give 1 CP for every 50 points of troops in the detachment.
Brigades give 1 CP for every 50 points of troops and 1 more for every 100 points of other units
The fireblade's buff only works at half range of the weapon. The FW only get one shot each at 42", they then get 3 at 21".
The Fireblade's buff might only work at half range of the weapon, but the Fireblade's buff can also scale with expanding the range of the weapon.
Read the second sentence.
And read my whole statement. I'm not refuting that the Fireblade's buff only works at half range, I specifically noted that the buff scales with expanding the range of the weapon. That's a thing that some people overlook.
Anyway, since you don't trust my math:
Spoiler:
1) No buffs: - 12 fire warriors (84 pts) - 20 Guard (80 pts) Round 1 at 24-30" - FW kill 2 Guardsmen 12 pulse rifle shots: 12*1/2*2/3*2/3 = 8/3 = 2.66 kills - Guard move 6", and get within 24". Kill 2 FW 17-18 guard left: either A) 3 guardsmen die, B) 2 sergeants die and 1 guardsmen, C) 1 sergeant and 2 guardsmen, D) 2 Guardsmen die, E) 1 Sergeant and 1 guardsmen, or F) 2 Sergeants die - A) 15 lasgun shots: 15*1/2*1/2*1/2 = 15/8 = 1.875 kills - B) and E) 17 lasgun shots: 17*1/2*1/2*1/2 = 17/8 = 2.125 kills - C) and D) 16 lasgun shots: 16*1/2*1/2 *1/2 = 2 kills - F) 18 lasguns shots: 18*1/2*1/2*1/2= 2.25 kills Now, 2 sergeants being killed is highly unlikely so we will take the average ignoring those 2 cases (B and F): [1.875 (A)+ 2*2 (C and D) + 2.125 (E)]/4= 2 kills Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts) If you want to be more precise, change the guard casualty to 2.66 and pts lost to 10.64 I really don't need to continue, since it only gets worse for the tau.
In case it's not obvious, I also believe that FW are likely undercosted, so guardsmen outperform an undercosted unit...
I'm not questioning your math specifically--I've been using your example as an example of what gets thrown out there. People just throw numbers out there and don't showcase the actual numbers they run. If I did that nonsense in any math class I'd ever taken, it would have been considered incomplete.
Kcalehc wrote:How do things change if the Guardsmen have a 6+ save I wonder. (like they used to many moons ago)
So pre-3rd edition(presumably--Doctrines and Eye of Terror books both have Guardsmen with 5+ saves)...yeah, no.
Conscripts should be a 6+ save, but they're not. Conscripts should have Autoguns and the Auxilia keyword, but they don't.
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
as far as im concerned the CP regen things can go byebye, if they're meant to be a limited resource then they shouldnt be regenable outside rare instances anyway. That said, I don't think it will have the effect on Guard some think it will, as they don't need it to generate 20 CP if that's what they're after.
However, the sharing of CP between factions needs to be cut either way first and foremost, as that is the single largest balance issue above and beyond anything else, as is plainly evident by every tournament result we've seen, way more than anything related to any single army. The allies rules are simply way too permissive.
I actually liked the idea of tying CPs to points spent in a detachment. Something like:
Battalions give 1 CP for every 50 points of troops in the detachment.
Brigades give 1 CP for every 50 points of troops and 1 more for every 100 points of other units
I'd maybe suggest making CP for non-troops a little harder to get (1 CP per 200pts or something like that), but otherwise I like the idea.
One question though - if we tie CP to points spent, do we need detachments at all?
It seems like we could easily get rid of them altogether. Or basically just have a single detachment with minimum 1 HQ and then the rest taken as desired (with per-army limits on individual units to reflect power or scarcity).
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
as far as im concerned the CP regen things can go byebye, if they're meant to be a limited resource then they shouldnt be regenable outside rare instances anyway. That said, I don't think it will have the effect on Guard some think it will, as they don't need it to generate 20 CP if that's what they're after.
However, the sharing of CP between factions needs to be cut either way first and foremost, as that is the single largest balance issue above and beyond anything else, as is plainly evident by every tournament result we've seen, way more than anything related to any single army. The allies rules are simply way too permissive.
Well done on making my point for me.
So people playing inquisition forces or my personal one of Sisters of Silence plus knight's so 9 CP total at 2k should loose the ability to share CP.
But Guard with 22 starting CP shouldn't lose Grand Strategists and Kurov's. So having 22 CP alone doesn't give you a big enough advantage? Thats a Command reroll per phase (ie the maximum you can use of that 1CP rule book so common CP cost strategum) for 4 turns. Add Grand cheesemaster and Kurov's and your over 30 CP or a reroll per phase for 6 turns.
You keep saying soup is the issue, to deflect from the fact that your faction broke the CP balance for 8th edition.
Purely being able to throw down a reroll per phase per turn is extremely powerful.
Except Guard doesn't have an excessive need for CP. Yes, they can potentially spam rerolls, but is that really borked compared to, say, rerolling literally every hit and wound?
JNAProductions wrote: Except Guard doesn't have an excessive need for CP. Yes, they can potentially spam rerolls, but is that really borked compared to, say, rerolling literally every hit and wound?
When you can do it that consistently yes it's a problem, I'm using the command reroll as its universal to evey faction.Hence it's esentially cheaper for guard than other factions.
Just to be clear I'm not saying soup vrs mono as it is is balanced but Aldari and Choas soup isn't done for CP.
Imperial soup is only doing the CP stuff because Guard broke the CP balance.
Locking CP to detachments harms a lot of non competitive lists while not actually addressing the problem.
And read my whole statement. I'm not refuting that the Fireblade's buff only works at half range, I specifically noted that the buff scales with expanding the range of the weapon. That's a thing that some people overlook.
Now I'm confused. I said that the FW get 3 shots at 21", using Borkan and a PA drone which is that expanded half range. Were you just clarifying that?
I'm not questioning your math specifically--I've been using your example as an example of what gets thrown out there. People just throw numbers out there and don't showcase the actual numbers they run. If I did that nonsense in any math class I'd ever taken, it would have been considered incomplete.
But is the math I presented an acceptable data-point now?
I've satisfied all your criteria afaik:
- full squads
- no buffs
- sergeant pistols
- range difference
- math is shown
And read my whole statement. I'm not refuting that the Fireblade's buff only works at half range, I specifically noted that the buff scales with expanding the range of the weapon. That's a thing that some people overlook.
Now I'm confused. I said that the FW get 3 shots at 21", using Borkan and a PA drone which is that expanded half range. Were you just clarifying that?
I'm not questioning your math specifically--I've been using your example as an example of what gets thrown out there. People just throw numbers out there and don't showcase the actual numbers they run. If I did that nonsense in any math class I'd ever taken, it would have been considered incomplete.
But is the math I presented an acceptable data-point now?
I've satisfied all your criteria afaik:
- full squads
- no buffs
- sergeant pistols
- range difference
- math is shown
Your actually giving the guard an advantage as you haven't included the points cost of the pathfinders that a required to unlock said drone.
Imperial soup relies on Guard CP. Pure Guard army is far less dependant on CP regeneration. If you nerf the Guard's ability to generate CP, it will hurt those CP intensive soup builds more than it will hurt pure Guard.
But why only guard? Surely it would be better to change CP so that allied detachments can't generate CP or use stratagems at all, or so that CP can only be used by the detachments that generated it?
This would not only stop IGCP batteries in Imperial Soup, it would also stop *all* CP batteries in Imperial Soup and even future-proof the game against CP batteries in as-yet unreleased factions.
The reason a lot of people are against the blanket locking of CP to detachments is because it impacts mono codex factions mixing subfactions and factions that can't generate CP.
It simply swings a huge nerfbad around and still leaves Guard with 20+CP a game thats a reroll every phase of every turn. That alone is powerful regardless of how much guard players try and spin it that they don't have strategums worth spending CP on anyway.
as far as im concerned the CP regen things can go byebye, if they're meant to be a limited resource then they shouldnt be regenable outside rare instances anyway. That said, I don't think it will have the effect on Guard some think it will, as they don't need it to generate 20 CP if that's what they're after.
However, the sharing of CP between factions needs to be cut either way first and foremost, as that is the single largest balance issue above and beyond anything else, as is plainly evident by every tournament result we've seen, way more than anything related to any single army. The allies rules are simply way too permissive.
Well done on making my point for me.
So people playing inquisition forces or my personal one of Sisters of Silence plus knight's so 9 CP total at 2k should loose the ability to share CP.
But Guard with 22 starting CP shouldn't lose Grand Strategists and Kurov's.
I straight up said in my first sentence I'm fine with them going bye-bye...
So having 22 CP alone doesn't give you a big enough advantage?
I would posit that perhaps the issue lies with the fact that the Imperial Guard are an actual fully fleshed out army with a developed codex and complete model line, as opposed to a mishmash of disparate niche Index units, that GW treats largely as an afterthought, being cobbled together into a makeshift army.
Likewise, there *should* be penalties for mixed force armies, as they're able to cherrypick the best units from different factions and gain access to tools not available to mono-army lists, and in terms of background and fluff, coordinating a disparate group of forces is always more difficult than a single coherent force. It makes sense that the logistical strength and tactical methods of the Imperial Guard wouldn't really feed the specialized methods and equipment and tactics of say, a Space Marine chapter or Knight household. If it were up to me, I'd even extend that distinction down to the Regiment/Chapter/etc level.
You keep saying soup is the issue, to deflect from the fact that your faction broke the CP balance for 8th edition.
*glances at own sig and wonders how that dastardly Chaos Marine drivel got in there*
I've got armies for half the factions in the game, from Eldar to DKoK to GK's and Tau to CSM's and Guard as well as smaller 1000-1500pt Tyranid, Sisters and Custodes forces. Guard are what I own the most of, but I play a bit of everything have probably attended more tournaments with my CSM's than any other faction.
Other armies, especially with the recent CP changes, can now compete on much closer footing, and generally have more powerful stratagems than just a random reroll. If GW want to reintroduce the Platoon & Command squad structure of previous editions to cut back on CP generation, I can live with that too, but Soup will remain just as much of an issue.
Purely being able to throw down a reroll per phase per turn is extremely powerful.
It can be. Being able to spam costly stratagems on key lynchpin power units like Custodes Captains and Castellans is demonstrably moreso however.
There is far more ample direct evidence of that (and the power of cherrypicking the best units from each book) than anything else in the game.
I'd favour locking stuff via Faction rather than detachment, detachment introduces too much bookkeeping whereas having CP generated by an AM detachment only be able to be used by on a AM model etc is much simpler while achieving the same purpose. Another reason I prefer this system is that you could set it up so an Imperium detachment would allow the CP generated to be used on any Imperium model with the downside of said models in that detachment losing faction traits, relics and stratagems. This would create actual tradeoffs in taking allies and in how you're taking them which is something that's sorely needed. I'd also have CP raven along faction grounds, so grand strategist etc would only work on CP spent on AM strats.
Slayer-Fan123 wrote: And then how do you expect Grey Knights and Deathwatch to function without a heavy rewrite?
I don't see why one or two codex's having significant issues should prevent changes which benefit the entire game, if a change like this renders them utterly unplayable then they should be rewritten, because they have clear and significant issues which require rewriting anyway.
I have looked at all the lists that placed in the top 3 of a Major or GT from January 2018 to July 2018 as listed on Blood of Kittens http://bloodofkittens.com/8th-edition-top-army-list-compendium/ and compiled all the lists containing any amount of Astra Militarum along with making a few notes about any standout units the list contained.
There are 3 mono guard lists that placed in the top 3 of a GT or Major between January and July. That's less top 3s than Tau and Tyranids. Guard is not dominating competitive warhammer, soup is dominating competitive warhammer, and that's any soup Imperial, Eldar, and Chaos are all widely out performing any mono faction lists.
Slayer-Fan123 wrote: And then how do you expect Grey Knights and Deathwatch to function without a heavy rewrite?
They could both already be said to be in need of a heavy rewrite and/or incorporation into a larger "Inquisition & Chambers Militant" codex, especially GK's. If they're having to rely on Guard CP batteries to function (and specifically Guard CP because no other faction is providing that in the same way), then the problem is inherent to those armies, relying on Guard as a crutch to keep them viable is treating a symptom not a cause.
And read my whole statement. I'm not refuting that the Fireblade's buff only works at half range, I specifically noted that the buff scales with expanding the range of the weapon. That's a thing that some people overlook.
Now I'm confused. I said that the FW get 3 shots at 21", using Borkan and a PA drone which is that expanded half range. Were you just clarifying that?
I'm not questioning your math specifically--I've been using your example as an example of what gets thrown out there. People just throw numbers out there and don't showcase the actual numbers they run. If I did that nonsense in any math class I'd ever taken, it would have been considered incomplete.
But is the math I presented an acceptable data-point now?
I've satisfied all your criteria afaik:
- full squads
- no buffs
- sergeant pistols
- range difference
- math is shown
Your actually giving the guard an advantage as you haven't included the points cost of the pathfinders that a required to unlock said drone.
To be fair, that was the unbuffed scenario so no drone, but you are correct in that any scenario with a pulse drone requires a min pathfinder team, which makes them more difficult to get. There's also the fact that a single pulse accelerator drone can be singled out by anything with the range. A single basilisk round can undo all that careful positioning.
Guardsmanwaffle wrote: I have looked at all the lists that placed in the top 3 of a Major or GT from January 2018 to July 2018 as listed on Blood of Kittens http://bloodofkittens.com/8th-edition-top-army-list-compendium/ and compiled all the lists containing any amount of Astra Militarum along with making a few notes about any standout units the list contained.
There are 3 mono guard lists that placed in the top 3 of a GT or Major between January and July. That's less top 3s than Tau and Tyranids. Guard is not dominating competitive warhammer, soup is dominating competitive warhammer, and that's any soup Imperial, Eldar, and Chaos are all widely out performing any mono faction lists.
How many Imperium soup lists that placed in the top 3 contained no Guard?
Why would any Guard player not soup when there is absolutely no negative to doing so? Perhaps there are more mono Tau top 3s because they cannot soup in any way shape or form so all Tau players have to run mono or not run at all? Do you really think if Tau had the Imperium keyword you'd see any mono Tau armies? Nids, ironically and ridiculously, can soup with some Guard units via GSC.
You're correct in that soup is dominating. Out of all soup options Imperial is the strongest. The largest part of the Imperial soup is Guard. There are certain units that are always, without fail, taken in a competitive imperial soup list - these units need changes. Those units highly popular in other soup lists also need changing, whether that flavour of soup is Chaos or Aeldari.
I don't get how anyone could say that stopping the broken units from being broken isn't the correct fix and the REAL fix is to leave those units alone.
The fact is Guard Infantry will be taken even if you limited CP they generate to their Detachment.
No, but when a unit bests all other, similarly priced units on paper, then is also the most taken unit in a competitive list bar none and is a feature of all the best lists that can take the model I think were somewhat passed the 'worth taking' point, don't you?
Slayer-Fan123 wrote: I don't get how anyone could say that stopping the broken units from being broken isn't the correct fix and the REAL fix is to leave those units alone.
The fact is Guard Infantry will be taken even if you limited CP they generate to their Detachment.
At anything near the same rate they are now? I suspect not, without that extra CP, many of those Soup lists don't work, at least not in the way they're intended to now, if they're no longer viable with the reduced CP, then we're going to see a different meta emerge, and I don't think anyone can say exactly what that would look like.
Ultimately, I don't really mind one way or the other if guardsmen go up in price, however, I think people are pinning big hopes of change on what ultimately for many lists will be a minor housekeeping change. My current 2K list drops handful of infantry squad carried BS4+ Heavy Bolters and carries on. An extra 30-60pts in a 2k Soup list isn't going to make a major dent in it's ability to do what it does, nerfing the CP sharing will probably do far more to most of them. Nerfing the CP sharing also does something about many of the hideous Eldar soup lists which have been doing just as well as anything using Guardsmen.
Guardsmanwaffle wrote: I have looked at all the lists that placed in the top 3 of a Major or GT from January 2018 to July 2018 as listed on Blood of Kittens http://bloodofkittens.com/8th-edition-top-army-list-compendium/ and compiled all the lists containing any amount of Astra Militarum along with making a few notes about any standout units the list contained.
There are 3 mono guard lists that placed in the top 3 of a GT or Major between January and July. That's less top 3s than Tau and Tyranids. Guard is not dominating competitive warhammer, soup is dominating competitive warhammer, and that's any soup Imperial, Eldar, and Chaos are all widely out performing any mono faction lists.
How many Imperium soup lists that placed in the top 3 contained no Guard?
More than 3, you’re welcome to look through the data.
Why would any Guard player not soup when there is absolutely no negative to doing so? Perhaps there are more mono Tau top 3s because they cannot soup in any way shape or form so all Tau players have to run mono or not run at all? Do you really think if Tau had the Imperium keyword you'd see any mono Tau armies? Nids, ironically and ridiculously, can soup with some Guard units via GSC.
Guard is one of the most popular factions, the sample size is large enough that enough people would be playing mono guard that if they were good enough to be placing they would.
You're correct in that soup is dominating. Out of all soup options Imperial is the strongest. The largest part of the Imperial soup is Guard. There are certain units that are always, without fail, taken in a competitive imperial soup list - these units need changes. Those units highly popular in other soup lists also need changing, whether that flavour of soup is Chaos or Aeldari.
Before Knights came out Eldar soup was dominating and before that Chaos soup. Imperial soup with guard has been a thing since the Guard codex came out, it was only after knights came out that it became dominant. Guard plus knights plus smash captains is overpowered, guard plus smash captains is powerful, mono guard is average at best based on their tournament results.
Guardsmanwaffle wrote:
Before Knights came out Eldar soup was dominating and before that Chaos soup. Imperial soup with guard has been a thing since the Guard codex came out, it was only after knights came out that it became dominant. Guard plus knights plus smash captains is overpowered, guard plus smash captains is powerful, mono guard is average at best based on their tournament results.
Patently false given my previous statistics around the success of primary Guard armies prior to the IK codex release.
You have no data on 'mono Guard' because virtually no one plays them. Soup is king. Your data also only tells a tiny part of the full story. A part, obviously, that you want to propagate because it suits your argument.
Its been stated already but the broken elements of.soup need to be addressed or the meta stagnates. Part of the broken elements are Infantry and Commanders. CP, Stratagems and relics do not completely change the unit from middling to OP, they are OP standalone.
Guardsmanwaffle wrote:
Before Knights came out Eldar soup was dominating and before that Chaos soup. Imperial soup with guard has been a thing since the Guard codex came out, it was only after knights came out that it became dominant. Guard plus knights plus smash captains is overpowered, guard plus smash captains is powerful, mono guard is average at best based on their tournament results.
Patently false given my previous statistics around the success of primary Guard armies prior to the IK codex release.
You have no data on 'mono Guard' because virtually no one plays them. Soup is king. Your data also only tells a tiny part of the full story. A part, obviously, that you want to propagate because it suits your argument.
Its been stated already but the broken elements of.soup need to be addressed or the meta stagnates. Part of the broken elements are Infantry and Commanders. CP, Stratagems and relics do not completely change the unit from middling to OP, they are OP standalone.
I have sourced my data, anyone is welcome to view it. Everything points to mono guard performing average and soup of all kinds to be over performing. Nerfing guard does nothing to fix the problem that is soup and makes a already average performing faction worse.
Soup in all forms needs a nerf that part is 100% clear. There is nothing stopping GW from nerfing soup as a whole to be on par with mono factions and if Guard is dominating after the nerf to soup then nerf them in the next faq.
Guardsmanwaffle wrote:
Before Knights came out Eldar soup was dominating and before that Chaos soup. Imperial soup with guard has been a thing since the Guard codex came out, it was only after knights came out that it became dominant. Guard plus knights plus smash captains is overpowered, guard plus smash captains is powerful, mono guard is average at best based on their tournament results.
Patently false given my previous statistics around the success of primary Guard armies prior to the IK codex release.
You have no data on 'mono Guard' because virtually no one plays them. Soup is king. Your data also only tells a tiny part of the full story. A part, obviously, that you want to propagate because it suits your argument.
Its been stated already but the broken elements of.soup need to be addressed or the meta stagnates. Part of the broken elements are Infantry and Commanders. CP, Stratagems and relics do not completely change the unit from middling to OP, they are OP standalone.
You don't have any data either to show though. You are talking about "primary guard". In this discussion only "mono guard" matters, beause if not you are talking about a list that takes the wastes of one (guard CPs) and fuels broken stuff on another (smashers, bananas...) and many of those were pre knight.
Pure guard lists and guards lists with 3 bananas or 3 smashers are two different tiers of competition, you can't take data from one for the other.
It's like saying that an SM army is good because they have won events with Gman, and after all the rest of the list is "primarily not Gman" so if the list with Gman is good then the rest of it must be good too, right?
Guardsmanwaffle wrote:
Before Knights came out Eldar soup was dominating and before that Chaos soup. Imperial soup with guard has been a thing since the Guard codex came out, it was only after knights came out that it became dominant. Guard plus knights plus smash captains is overpowered, guard plus smash captains is powerful, mono guard is average at best based on their tournament results.
Patently false given my previous statistics around the success of primary Guard armies prior to the IK codex release.
You have no data on 'mono Guard' because virtually no one plays them. Soup is king. Your data also only tells a tiny part of the full story. A part, obviously, that you want to propagate because it suits your argument.
Its been stated already but the broken elements of.soup need to be addressed or the meta stagnates. Part of the broken elements are Infantry and Commanders. CP, Stratagems and relics do not completely change the unit from middling to OP, they are OP standalone.
I have sourced my data, anyone is welcome to view it. Everything points to mono guard performing average and soup of all kinds to be over performing. Nerfing guard does nothing to fix the problem that is soup and makes a already average performing faction worse.
Soup in all forms needs a nerf that part is 100% clear. There is nothing stopping GW from nerfing soup as a whole to be on par with mono factions and if Guard is dominating after the nerf to soup then nerf them in the next faq.
"Performing average" is a bit pushing it, as a mono codex they are among the top without a doubt and they are in need of a couple of changes (mostly the artemis hellhounds and shadowswords).
Many fractions are made not to faction without soap, so most IG players prepositions are not really viable. If mono guard was winning tournaments than the balance of the game will totally be broken. So no mono guard should never be a thing in this editions and IG players will have to learn to life with that. The soap players alywas have the option to get AM for cheap CP, but they the top players prefer guard, since they are better. Having extra wounds, extra CP, extra shoots give to much tactical flexibility that win tournaments. That is the simple reason many people think guard are to good for their price, the tournament math also confirm it. Guard make lists redundant, increase the allowed margin of mistakes and are good us everything. In environment where you can`t switch your units it`s to strong.
Marin wrote: Many fractions are made not to faction without soap, so most IG players prepositions are not really viable. If mono guard was winning tournaments than the balance of the game will totally be broken. So no mono guard should never be a thing in this editions and IG players will have to learn to life with that.
So your saying that every faction that can soup needs to be inferior just because they have the option to soup? Yeah that's gonna be a no from me dawg.
Marin wrote: Many fractions are made not to faction without soap, so most IG players prepositions are not really viable. If mono guard was winning tournaments than the balance of the game will totally be broken. So no mono guard should never be a thing in this editions and IG players will have to learn to life with that.
So your saying that every faction that can soup needs to be inferior just because they have the option to soup? Yeah that's gonna be a no from me dawg.
ditto from me, not everybody WANTS to soup, I shouldn't have to buy 3 friggen extra armies just because I want to play Space Marines for example.
Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
Marin wrote: Many fractions are made not to faction without soap, so most IG players prepositions are not really viable. If mono guard was winning tournaments than the balance of the game will totally be broken. So no mono guard should never be a thing in this editions and IG players will have to learn to life with that.
So your saying that every faction that can soup needs to be inferior just because they have the option to soup? Yeah that's gonna be a no from me dawg.
ditto from me, not everybody WANTS to soup, I shouldn't have to buy 3 friggen extra armies just because I want to play Space Marines for example.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
Come again? How about we buff some gakky units first before we do something so petty and Single out one army, which we only ever saw perform in soup and arguably even there they were just picked for their cp.
For exemple Necrons and orkz (albeit maybee the codex does some good)
But then again you'd rather nerf solely guard into the ground instead of taming outliers like castellans /knights, and slamguiniusses, etc.
I have the distinct feeling that you are just petty and not really interested in propper balance.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
Come again? How about we buff some gakky units first before we do something so petty and Single out one army, which we only ever saw perform in soup and arguably even there they were just picked for their cp.
For exemple Necrons and orkz (albeit maybee the codex does some good)
But then again you'd rather nerf solely guard into the ground instead of taming outliers like castellans /knights, and slamguiniusses, etc.
I have the distinct feeling that you are just petty and not really interested in propper balance.
If you have no use for the CP how is it a Nerf?
Either Guard are using their cheap CP so have an unfair advantage on the amount of strategums they can play.
Or as guard players keep saying Guard have no use for CP, it's just bringing them into line with other factions CP for a given points level. I.E. it will hurt soup but not mono guard.
Either that or someones being dishonest about guard CP
Bring guard back into line with the level of CP other factions have stops the strategum abuse that only guard can power.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
It's a dumb fix. Screws mono guards while not touching imperial soups. Oh nice they will have 2-3 less CPs, how terrible for them!
No, the only good and simple fix here is keeping CPs in detachment/faction. I can't use more than one CP for my allies? Then maybe if you want to use stratagems on your allies, bring a battalion of them, not a plugged in force.
You word it the way that the new minidexes are wording it, so if you want to reroll something on an assassin, you can use the 3 starting CPs for this.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
It's a dumb fix. Screws mono guards while not touching imperial soups. Oh nice they will have 2-3 less CPs, how terrible for them!
No, the only good and simple fix here is keeping CPs in detachment/faction. I can't use more than one CP for my allies? Then maybe if you want to use stratagems on your allies, bring a battalion of them, not a plugged in force.
You word it the way that the new minidexes are wording it, so if you want to reroll something on an assassin, you can use the 3 starting CPs for this.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
It's a dumb fix. Screws mono guards while not touching imperial soups. Oh nice they will have 2-3 less CPs, how terrible for them!
No, the only good and simple fix here is keeping CPs in detachment/faction. I can't use more than one CP for my allies? Then maybe if you want to use stratagems on your allies, bring a battalion of them, not a plugged in force.
You word it the way that the new minidexes are wording it, so if you want to reroll something on an assassin, you can use the 3 starting CPs for this.
This, thank you
So uour saying that guard having double the amount of rerolls is fair?
Way to show the hypocrisy.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
It's a dumb fix. Screws mono guards while not touching imperial soups. Oh nice they will have 2-3 less CPs, how terrible for them!
No, the only good and simple fix here is keeping CPs in detachment/faction. I can't use more than one CP for my allies? Then maybe if you want to use stratagems on your allies, bring a battalion of them, not a plugged in force.
You word it the way that the new minidexes are wording it, so if you want to reroll something on an assassin, you can use the 3 starting CPs for this.
This, thank you
So uour saying that guard having double the amount of rerolls is fair?
Way to show the hypocrisy.
How much is a single re-roll worth in a mono Guard army?
Genuine question. I’m curious as to what the impact of having a re-roll in 6 shoot phases is vs armies that will only maybe have 3-4.
Automatically Appended Next Post:
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
I’m guessing this is in regards to Battalions and Brigades only, right?
As for mono Guard and stratagems – you can still easily burn through a lot with Guard, it is just that the impact of those stratagems isn’t exactly “high”.
Over the course of a turn, in mono Guard I’d expect to be using Take Cover, Jury Rigging, Consolidate squads, at least 1 CP re-roll and potentially Fight to the Death and Inspired tactics – not to mention any spent on regiment specific ones or pre-game.
Now, looking at those overall, they (even collectively) have a relatively minor impact on any game. Sure, regaining a wound on a tank to up its bracket has a bigger impact than when it’s used to just gain a wound, and combining squads could come up clutch late game to prevent kill points.
By reducing Guard CP by half, you essentially limit the impact of their collectively weak stratagems even more, when, in reality, there is little reason to do so (imo).
I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
And you again run into scalling problems, a guardsmen at 5 pts compared to a kabalite profile seems off, etc.
Also again by your logic any frequently picked unit would need to be reconsidered. You don't need a sledge hammer to screw in a handle now do you?
Edit: i also like how you accuse everyone that "defends " guard as beeing an implied egotistical guard player.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
It's a dumb fix. Screws mono guards while not touching imperial soups. Oh nice they will have 2-3 less CPs, how terrible for them!
No, the only good and simple fix here is keeping CPs in detachment/faction. I can't use more than one CP for my allies? Then maybe if you want to use stratagems on your allies, bring a battalion of them, not a plugged in force.
You word it the way that the new minidexes are wording it, so if you want to reroll something on an assassin, you can use the 3 starting CPs for this.
This, thank you
So uour saying that guard having double the amount of rerolls is fair?
Way to show the hypocrisy.
How much is a single re-roll worth in a mono Guard army?
Genuine question. I’m curious as to what the impact of having a re-roll in 6 shoot phases is vs armies that will only maybe have 3-4.
Automatically Appended Next Post:
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
It still leaves allies intact and as guard have "unusable" strategums thry won't miss the CP.
I’m guessing this is in regards to Battalions and Brigades only, right?
As for mono Guard and stratagems – you can still easily burn through a lot with Guard, it is just that the impact of those stratagems isn’t exactly “high”.
Over the course of a turn, in mono Guard I’d expect to be using Take Cover, Jury Rigging, Consolidate squads, at least 1 CP re-roll and potentially Fight to the Death and Inspired tactics – not to mention any spent on regiment specific ones or pre-game.
Now, looking at those overall, they (even collectively) have a relatively minor impact on any game. Sure, regaining a wound on a tank to up its bracket has a bigger impact than when it’s used to just gain a wound, and combining squads could come up clutch late game to prevent kill points.
By reducing Guard CP by half, you essentially limit the impact of their collectively weak stratagems even more, when, in reality, there is little reason to do so (imo).
I rarely see Guard taken in anything other than battalions or brigades as the 150 points to make any 1CP detachment into a battalion is trivial, but Yes.
A command reroll is worth the same as it is to any army really it is just guard can throw more of them as they have plentiful CP.
Roll a 1 for the damage on that lascannon shot, reroll not even a question. If that reroll prevented you say fighting again later its a bigger decision.
I'm definitely not able to be so carefree with my knights or Tau or Marines as they just can't be used so freely when your 2k army has 9CP, 14 CP and 11CP respectively. I've played against Guard lists at 2k that start with 18CP then dump Grand Strategists and Kurov's ontop of that. They can throw rerolls for anything as the cost is trivial.
I've never seen a guard player not play a strategum when they could I see every other army having to make a choice. While a number of their strategums might be weak, a number are the same CP cost and do the same as other codex's strategums.
Just to show the difference, necron player vrs a guard player's comment after a game. "I wasn't sure if we where playing 40K or Magic the amount of Cards(strategums) he kept pulling out. Like seriously they have to run out of CP sometime don't they?"
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
And you again run into scalling problems, a guardsmen at 5 pts compared to a kabalite profile seems off, etc.
Also again by your logic any frequently picked unit would need to be reconsidered. You don't need a sledge hammer to screw in a handle now do you?
Edit: i also like how you accuse everyone that "defends " guard as beeing an implied egotistical guard player.
Strawmanning aside I've yet to see a convincing mathematical argument that shows 5ppm Guardsmen to be 'off' the profile of a Kabalite warrior. If that is the case though, there are far less Kabalite warrior examples as there are units that come nowhere near a Guardsman. Including the oft cited Fire Warrior.
I’m just hoping that everyone is thinking reasonably and my pure Militarum Tempestus and Airwing Valkyrie list doesn’t lose out over trigger happy nerfs to the guard codex.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP).
Because Soup is often the main reason that these units are overpowered in the first place, as it gives them access to stuff (particularly excess CP) that they would otherwise have no or limited access to.
Why is it so hard to grasp that Soup armies are not merely equal to the sum of their parts but are greater than the sum of their parts?
If a unit is fine in the context of its own army, but overpowered in a Soup army, then it is Soup that needs to change - not that unit.
This is why I've said repeatedly that we need to fix Soup *first*. I am not saying that potentially-overpowered units in IG and other armies should never be fixed, merely that they need to be looked at purely in the context of their own army. And this simply cannot be done whilst Soup is dominant, because everything is being examined in that context.
So I say once again, bring Soup into line *first* and then see what the meta looks like. If Smashcaptains are still running wild even without allied CP-batteries, by all means nerf them. If Guardsmen melee armies are slicing their way through enemy armies, by all means nerf them.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP).
Because Soup is often the main reason that these units are overpowered in the first place, as it gives them access to stuff (particularly excess CP) that they would otherwise have no or limited access to.
Why is it so hard to grasp that Soup armies are not merely equal to the sum of their parts but are greater than the sum of their parts?
If a unit is fine in the context of its own army, but overpowered in a Soup army, then it is Soup that needs to change - not that unit.
This is why I've said repeatedly that we need to fix Soup *first*. I am not saying that potentially-overpowered units in IG and other armies should never be fixed, merely that they need to be looked at purely in the context of their own army. And this simply cannot be done whilst Soup is dominant, because everything is being examined in that context.
So I say once again, bring Soup into line *first* and then see what the meta looks like. If Smashcaptains are still running wild even without allied CP-batteries, by all means nerf them. If Guardsmen melee armies are slicing their way through enemy armies, by all means nerf them.
The most balanced method IMHO to balance Allies is via the battleforged CP. As its the only thing common to every army in 8th edition. However as a fix that doesn't work aslong as Guard can break the CP balance. That issue needs to be addressed to allow anything to address competitive soup without destroying allies as GW hasn't shown any hint of fixing the smaller factions that got hammered by the battlebrothers rule in the april FAQ.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
And you again run into scalling problems, a guardsmen at 5 pts compared to a kabalite profile seems off, etc.
Also again by your logic any frequently picked unit would need to be reconsidered. You don't need a sledge hammer to screw in a handle now do you?
Edit: i also like how you accuse everyone that "defends " guard as beeing an implied egotistical guard player.
Strawmanning aside I've yet to see a convincing mathematical argument that shows 5ppm Guardsmen to be 'off' the profile of a Kabalite warrior. If that is the case though, there are far less Kabalite warrior examples as there are units that come nowhere near a Guardsman. Including the oft cited Fire Warrior.
So the change makes sense.
So, for 60 points, you can get 10 Kabalites – 10 points more than your proposed 5ppm Guard squad.
For those 10 points you get
+1 movement
+1 ws +1 bs +1 ld A weapon that always wounds infantry on 4s
Turn 1 onwards 6+++ (it is a free buff so must be included, unlike including orders)
Now – I think we can all agree that the 10 points is well worth it when comparing it vs the “new” Guard.
Are 10 Fire Warriors, worth only 20 points more than 10 Guardsmen? Given that they wound everything far more reliably than Guardsmen can?
Automatically Appended Next Post: Before anyone says – I do not, nor do I have any plans to, run mono Guard ever in my life (at least infantry heavy anyway) due to me not having the desire to paint hundreds of models.
If a unit is fine in the context of its own army, but overpowered in a Soup army, then it is Soup that needs to change - not that unit.
When a unit is fine in the context of his own army but is a problem in Soup, that means the unit is overpowered but the rest of the codex is underpowered. In the context of a mono army, the weakness of one part balances with the OP'ness of the other part. Examples: Guillimand and Space Marines, Blood Angel Captain and Blood Angels, Custodes Jetbikes+Telemon Dreadnoughts vs the rest of the Custodes Army.
But they become very obvious in Soup because you can basically cherrypick the most OP unit in every codex and mix them to have a uber army. But those units, even without soup, would be still a problem, at least from a context of internal balance of their factions.
Saying that AC Captains on Jetbikes are fine because when played as Mono-Custodes the army is middle of the road, is like saying Flyrants in 7th where fine because when played with the rest of the Tyranid Codex they aren't that powerfull. No, that means Flyrants are OP, the Tyranid Codex sucks, and playing that army is a miserable experience because if you want to compete you need to spam the 1-2 units that are actually good.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
And you again run into scalling problems, a guardsmen at 5 pts compared to a kabalite profile seems off, etc.
Also again by your logic any frequently picked unit would need to be reconsidered. You don't need a sledge hammer to screw in a handle now do you?
Edit: i also like how you accuse everyone that "defends " guard as beeing an implied egotistical guard player.
Strawmanning aside I've yet to see a convincing mathematical argument that shows 5ppm Guardsmen to be 'off' the profile of a Kabalite warrior. If that is the case though, there are far less Kabalite warrior examples as there are units that come nowhere near a Guardsman. Including the oft cited Fire Warrior.
So the change makes sense.
So, for 60 points, you can get 10 Kabalites – 10 points more than your proposed 5ppm Guard squad.
For those 10 points you get
+1 movement
+1 ws +1 bs +1 ld A weapon that always wounds infantry on 4s
Turn 1 onwards 6+++ (it is a free buff so must be included, unlike including orders)
Now – I think we can all agree that the 10 points is well worth it when comparing it vs the “new” Guard.
Are 10 Fire Warriors, worth only 20 points more than 10 Guardsmen? Given that they wound everything far more reliably than Guardsmen can?
Automatically Appended Next Post: Before anyone says – I do not, nor do I have any plans to, run mono Guard ever in my life (at least infantry heavy anyway) due to me not having the desire to paint hundreds of models.
Kabalites are a 7ppm model. Firewarriors and Skitarii Rangers are a 8ppm model. But the math has been run many times. 5ppm Infantry Squads are balanced vs 7ppm Firewarriors.
Also, 10 firewarriors for 70 points vs 10 Guardsmen for 50 points is an increase in price of 45%.
The other option would be to make all the other infantry of the game cheaper. But personally I don't like that. When the problem are 3-4 units, fix those units, not the rest in a way that will make armies even more expensive mone-wise and with even more models on the table.
An Actual Englishman wrote: I've yet to see a convincing reason why we shouldn't nerf the elements of soup that are always taken (hence OP). Guard players are acting as if it'll only affect their army but there are other units that make up the most common imperial soup list and will also need nerfing. The same goes for Eldar and Chaos.
If every unit was balanced against each other soup would not provide any benefit over mono armies, apart from access to stratagems. Let that sink in. If Guardsmen weren't the objectively best Imperial troop in the game people would instead take Conscripts or another similarly costed unit. The same goes for Hellhounds, Smash Captains, Custard Jet Bikes and the Castellan. The same also goes for those units in Chaos soup that are always taken and Shining Spears, Dark Reapers for Eldar soup.
Any change in how CP is spent or accrued in a soup list will not effect soup lists build, we have already seen a soup list win a major event with only 5 CP.
I'm also struggling to understand why Guard should have the best troop in the game and not expect a nerf to said troop, or why it makes any sense that Conscripts and Infantry are the same points. 3 ppm Conscripts were way too cheap. 4 ppm Infantry are way too cheap.
And you again run into scalling problems, a guardsmen at 5 pts compared to a kabalite profile seems off, etc.
Also again by your logic any frequently picked unit would need to be reconsidered. You don't need a sledge hammer to screw in a handle now do you?
Edit: i also like how you accuse everyone that "defends " guard as beeing an implied egotistical guard player.
Strawmanning aside I've yet to see a convincing mathematical argument that shows 5ppm Guardsmen to be 'off' the profile of a Kabalite warrior. If that is the case though, there are far less Kabalite warrior examples as there are units that come nowhere near a Guardsman. Including the oft cited Fire Warrior.
So the change makes sense.
So, for 60 points, you can get 10 Kabalites – 10 points more than your proposed 5ppm Guard squad.
For those 10 points you get
+1 movement
+1 ws +1 bs +1 ld A weapon that always wounds infantry on 4s
Turn 1 onwards 6+++ (it is a free buff so must be included, unlike including orders)
Now – I think we can all agree that the 10 points is well worth it when comparing it vs the “new” Guard.
Are 10 Fire Warriors, worth only 20 points more than 10 Guardsmen? Given that they wound everything far more reliably than Guardsmen can?
All of these troops are the "haves" of the game. As currently priced, they make sense with respect to each other. However, when you then factor in marines, eldar troops, and necron warriors, all of them look VERY broken. It's not fair to just raise the price on guardsmen. All of the "haves" need to get more expensive, or the "have nots" need to get cheaper. A lot cheaper.
@Galas
Wait, what?
So, if a unit is balanced within their own codex, but falls out of balance in a soup army, then the unit is naturally (within its own codex) overpowered??
I’d rather look at what makes it overpowered in a soup list and address that, rather than unbalance a unit in its own codex that was previously considered balanced.
Imperial soup (in some of its forms) is unbalanced currently. It is primarily down to having access to large amounts of very reliable CP regeneration, and a couple of outlying unit combinations. (I.E Straken, a Priest and 30 Infantry).
Those issues can easily be solved by addressing the primary causes. Nerf CP regen, adjust the points of Straken and/or Priests.
Just upping the points of Infantry squads by 10 points isn’t going to change a great deal. At most it’ll mean the Nova list will have to find 70 points. For the winning list, that is a drop from 18 Crusaders down to 14 Crusaders, and removing the heavy flamer on the Scout Sentinel for a 3rd multi laser.
Martel732 wrote: If you compare Leman Russ to predators and hammerheads, something has to happen there, too.
That’s because, for some reason, GW decided that Russes and Fire Prisms needed to be able to fire twice a turn, for no reason what so ever.
Easiest fix, is to give Predator and Hammerhead main weapons the ability to also double tap for free.
What about other mbt's? (Ork also would like that)
What about daemon mbt's (defilers?)
Also grinding advance is only on movement has a condition and weakens non turret weaponry.
When a unit is fine in the context of his own army but is a problem in Soup, that means the unit is overpowered but the rest of the codex is underpowered.
What are you even talking about?
Galas wrote: In the context of a mono army, the weakness of one part balances with the OP'ness of the other part. Examples: Guillimand and Space Marines, Blood Angel Captain and Blood Angels, Custodes Jetbikes+Telemon Dreadnoughts vs the rest of the Custodes Army.
Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
But they become very obvious in Soup because you can basically cherrypick the most OP unit in every codex and mix them to have a uber army.
Except that Soup also allows interactions that would not normally be allowed, as well as allowing armies to cover their weaknesses. For example, Imperial Knights would normally have access to very few CPs, but with allies they can suddenly gain access to a ton of CP generation/regeneration that they would not normally have access to and which can then fuel their uber-stratagems. It's a similar issue with, for example, Farseers in Eldar Soup. Doom is above any beyond literally any buff that Dark Eldar could bring with their own codex, and indeed synergises far better with many DE units than their own merge buffs.
This sort of thing goes far beyond the power level of individual units because it's based around the interactions that allies permit.
Galas wrote: But those units, even without soup, would be still a problem, at least from a context of internal balance of their factions.
You've literally contradicted the point you were supposed to be arguing against.
Saying that AC Captains on Jetbikes are fine because when played as Mono-Custodes the army is middle of the road
Dear Lord, could you maybe leave the goalposts in place for 5 minutes? You've moved them so much that they must have crossed at least 3 boarders at this point.
I specifically pointed to the power levels of units, not armies. If AC Captains on Jetbikes are overpowered even in the context of mono-Custodes (i.e. without allied CP batteries or any such), then by all means nerf them to bring them into line.
How many times do I have to say this? If I put it in my signature, will that help get the message across?
Kdash wrote: @Galas
Wait, what?
So, if a unit is balanced within their own codex, but falls out of balance in a soup army, then the unit is naturally (within its own codex) overpowered??
I’d rather look at what makes it overpowered in a soup list and address that, rather than unbalance a unit in its own codex that was previously considered balanced.
But what does "balanced withint their own codex" means? Are Adeptus Custodes Jetbike Captains balanced withint their own codex because when played in a mono Custodes Army, the combined strenght of that army is mid tier? No. That just means Jetbike Captains are OP and the rest is weak, and the end result balances out. But that is just very bad internal balance, and is bad for the game, and it makes a miserable experience because when you try to make a Adeptus Custodes mono-army you find out that... why take anything other than Jetbikes and a Telemon?
That what I was talking about. The problem with soup is that you can take those badly internally balanced units without the weak stuff they have to take in a mono-army, so they show their true colours. But that does not mean that those units are only a problem in soup. Maybe without soup they wouldn't be an issue from the perspective of external, competitive balance, but they will be still a problem of internal balance.
When a unit is fine in the context of his own army but is a problem in Soup, that means the unit is overpowered but the rest of the codex is underpowered.
What are you even talking about?
Galas wrote: In the context of a mono army, the weakness of one part balances with the OP'ness of the other part. Examples: Guillimand and Space Marines, Blood Angel Captain and Blood Angels, Custodes Jetbikes+Telemon Dreadnoughts vs the rest of the Custodes Army.
Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
But they become very obvious in Soup because you can basically cherrypick the most OP unit in every codex and mix them to have a uber army.
Except that Soup also allows interactions that would not normally be allowed, as well as allowing armies to cover their weaknesses. For example, Imperial Knights would normally have access to very few CPs, but with allies they can suddenly gain access to a ton of CP generation/regeneration that they would not normally have access to and which can then fuel their uber-stratagems. It's a similar issue with, for example, Farseers in Eldar Soup. Doom is above any beyond literally any buff that Dark Eldar could bring with their own codex, and indeed synergises far better with many DE units than their own merge buffs.
This sort of thing goes far beyond the power level of individual units because it's based around the interactions that allies permit.
Galas wrote: But those units, even without soup, would be still a problem, at least from a context of internal balance of their factions.
You've literally contradicted the point you were supposed to be arguing against.
Saying that AC Captains on Jetbikes are fine because when played as Mono-Custodes the army is middle of the road
Dear Lord, could you maybe leave the goalposts in place for 5 minutes? You've moved them so much that they must have crossed at least 3 boarders at this point.
I specifically pointed to the power levels of units, not armies. If AC Captains on Jetbikes are overpowered even in the context of mono-Custodes (i.e. without allied CP batteries or any such), then by all means nerf them to bring them into line.
How many times do I have to say this? If I put it in my signature, will that help get the message across?
I have the impresion you are agreeing with me, at least in some parts, but I have express myself wrongly. I apologize for that.
For example, my example of Guillimand and Space Marines was not to say that Guilliman is fine, but to reflect how you can have armies composed of OP units and Weak units, with a net result of "Mid tier army", but that does not mean Guilliman is not OP and the other units are no underpowered. That reflects a Codex that has a very bad internal balance.
Also, I agree about allies allowing for unexpected sinergyes that should be fixed and controlled. And that the CP system needs changes.
I'll try to make clear what my point was:
I disagree with the idea that many people have said. That idea is "Blood Angel Captains are only OP because they have many CP to spend in soup, they are fine in a pure BA army" (For example, apply that to Imperial Knights and Castellans or Adeptus Custodes and Jetbikes or Telemon).
I disagree with it, because those armies are not fine. They are badly balanced, internally, because you have one or two OP units carryng the rest of the codex. Those units are a problem in soup, but they are also a problem in mono-armies of their own codex.
And thats a problem you can't see only looking at tournament results.
For example, my example of Guillimand and Space Marines was not to say that Guilliman is fine, but to reflect how you can have armies composed of OP units and Weak units, with a net result of "Mid tier army", but that does not mean Guilliman is not OP and the other units are no underpowered. That reflects a Codex that has a very bad internal balance.
Also, I agree about allies allowing for unexpected sinergyes that should be fixed and controlled. And that the CP system needs changes.
I'll try to make clear what my point was:
I disagree with the idea that many people have said. That idea is "Blood Angel Captains are only OP because they have many CP to spend in soup, they are fine in a pure BA army" (For example, apply that to Imperial Knights and Castellans or Adeptus Custodes and Jetbikes or Telemon).
I disagree with it, because those armies are not fine. They are badly balanced, internally, because you have one or two OP units carryng the rest of the codex. Those units are a problem in soup, but they are also a problem in mono-armies of their own codex.
And thats a problem you can't see only looking at tournament results.
Yeah, that's fair. The point I was trying to make was that I didn't want units to be nerfed because they're overpowered in Soup armies (because of CP shenanigans or such), if those units are actually balanced okay within the context of their own army.
If Blood Angel captains are overpowered even in mono-BA armies, then I'm more than happy for them to be nerfed. I just believe that they should be looked at in that context - not in the context of soup.
I'm definitely not a fan of otherwise weak armies being propped up by a few OP units, so I'm definitely not proposing that we only look at the average power level of an army.
I just think that nerfing soup first will give a better idea as to which units are being taken because they're overpowered in and of themselves, and which units are being taken because of synergies that are only possible in Soup.
Yeah. I agree with that. Sadly I believe soup is a bigger problem than GW expected and I don't believe they have changed their mentality about how the game plays to reflect the new paradigma of competitive play.
They still are balancing with the idea of mono-armies in mind. It will took a time for them to find the way to attack the Soup problem. Or at least thats my impresion.
Galas wrote: Yeah. I agree with that. Sadly I believe soup is a bigger problem than GW expected and I don't believe they have changed their mentality about how the game plays to reflect the new paradigma of competitive play.
They still are balancing with the idea of mono-armies in mind. It will took a time for them to find the way to attack the Soup problem. Or at least thats my impresion.
Yeah, I'd concur with that.
I've heard rumours that CP generation is going to be tweaked in the FAQ, but I've no idea whether that's accurate or what the change will actually be. If it's limited to factions then that might help address allies to some degree, but that might just be wishful thinking on my part.
Galas wrote: Yeah. I agree with that. Sadly I believe soup is a bigger problem than GW expected and I don't believe they have changed their mentality about how the game plays to reflect the new paradigma of competitive play.
They still are balancing with the idea of mono-armies in mind. It will took a time for them to find the way to attack the Soup problem. Or at least thats my impresion.
Yeah, very little is being done to account for unintended synergies and the books, especially for more complete armies, are basically still being written as self contained forces as they have been in previous editions.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
Because allies issues aren't just related to the Guard, the issue could potentially arise in the future with other books, and wholesale just arbitrarily halving Guard CP can affect many different IG builds that may not have gobs of CP (say those built around Russ tanks and Spearhead detachments).
Marin wrote: Many fractions are made not to faction without soap, so most IG players prepositions are not really viable. If mono guard was winning tournaments than the balance of the game will totally be broken. So no mono guard should never be a thing in this editions and IG players will have to learn to life with that.
So your saying that every faction that can soup needs to be inferior just because they have the option to soup? Yeah that's gonna be a no from me dawg.
ditto from me, not everybody WANTS to soup, I shouldn't have to buy 3 friggen extra armies just because I want to play Space Marines for example.
Martel732 wrote: If you compare Leman Russ to predators and hammerheads, something has to happen there, too.
That’s because, for some reason, GW decided that Russes and Fire Prisms needed to be able to fire twice a turn, for no reason what so ever.
Easiest fix, is to give Predator and Hammerhead main weapons the ability to also double tap for free.
Well, the problem there was that many of the Russ weapons were poorly translated into 8E, and instead of fixing the weapons profiles or unit costs, they just allowed them all to double-shoot, and decided to just roll with that for Fire Prisms for whatever reason. I doubt that's going to go away for the lifetime of this edition, but hopefully whenever 9E rolls around they'll dump it and fix the weapon profiles instead.
Once I started using guardsmen, the floodgates have opened. I'm using primaris psykers (better than libbies), Russes (better than every marine vehicle), IG fixer dum dums (better than techmarines), and company commander (crazy undercosted). I understand what the IG players are saying about tournament results, but the IG codex just has way more handy units than their marine equivalents. Marines are just paying way too much for the in-game utility of their stats. I'm not missing librarians at all. Not missing techmarines. Not missing any marine troop. I've only got 15 scouts for a battalion attached to capt smash. I don't even miss jump marines, because go go go guardsmen move about as fast. Nothing lives in 8th ed, so why pay marine prices? Ever? Except as minimal life support to capt smash?
The IG book is so much better, top to bottom, than any marine book save chaos marines. This is clear to me from even non-competitive souping.
Upon looking at the math hammer for firewarriors with buffs vs tau with buffs the problem is he doesn't include Morale. If I'm double tapping into guard with tau I'll shoot the full squad kill 7 and the rest should all flee on average. Your 7 kills just became 10 and tau handily win the rest. So then guard shoot frfsrf with 6 guys killing 2-3 so 7 fire warriors vs 6 guardsmen, guardsmen die next turn.
Even including a commissar doesn't help since their changes. Fire warriors with buffs handily beat guard. Also I don't he included the marker light the fireblade had which would also help the tau as well as sacrificing the Recon Droid using savior protocols once they got with 18" range to retain one more guy.
knightofdread wrote: Upon looking at the math hammer for firewarriors with buffs vs tau with buffs the problem is he doesn't include Morale. If I'm double tapping into guard with tau I'll shoot the full squad kill 7 and the rest should all flee on average. Your 7 kills just became 10 and tau handily win the rest. So then guard shoot frfsrf with 6 guys killing 2-3 so 7 fire warriors vs 6 guardsmen, guardsmen die next turn.
Even including a commissar doesn't help since their changes. Fire warriors with buffs handily beat guard.
Hmm? What do you mean I was referring to the flawed math hammer dandelion did earlier in the thread trying to prove guard superiority. One for one guardsmen beat a firewarrior. But a firewarrior does much better vs marines then guards do. A guardsmen kills a sm .05445 per shot a firewarrior kills one every .1089 exactly double that of a guard yet are not double the pts, if guard are 5ppm its even worse. This is not even including the superior range or armor of the tau
Firewarriors, guardsmen, kabalites, sisters of battle and to a lesser extent termagants are all far too effective for their price when compared to guardians, DA, marines, and necron warriors. This creates a "haves" and "have not" duality in the area of troops. I think it is inappropriate to single out guardsmen when there are several other offenders. Simplest fix: make the "have nots" much cheaper in order to be comparable in effectiveness.
Ahh I understand. As I siad my post was nothing against you I just don't like seeing bad math used as a argument as to why infantry squads are op. Which everybody keeps citing without looking at what was actually done.
Guards definitely are strong thus codex but are not nerf bat required crazy strong that I keep seeing mentioned. Russes double tap is bs.
The duality is exacerbated by the fact that marines are repeated as base troops in 5 or 6 codices. This amplifies the benefit gained by firewarriors, guardsmen, kabalites, sisters.
Cheaper is almost always better in 8th. I don't need much math to show that 3 guardsmen are WAY better than a single marine at everything.
Math hammer wise a one on one fight the marine actually beats three guard on average depending if he gets first turn and if it takes 3 or 4 rounds to kill the first one. If guard get first turn and the marine taje 4 turns to kill one they should win on average.
Galas wrote: Yeah. I agree with that. Sadly I believe soup is a bigger problem than GW expected and I don't believe they have changed their mentality about how the game plays to reflect the new paradigma of competitive play.
They still are balancing with the idea of mono-armies in mind. It will took a time for them to find the way to attack the Soup problem. Or at least thats my impresion.
Except soup isn't the problem. Guard players are just pretending it is.
Eliminate the Guard codex for a moment. The closest substitute you'll get is AdMech with Skitarii for some CP and that's it. Not at all nearly as effective. Then you have the mathematical problem with them that was literally presented earlier in this thread.
Martel732 wrote: If you compare Leman Russ to predators and hammerheads, something has to happen there, too.
That’s because, for some reason, GW decided that Russes and Fire Prisms needed to be able to fire twice a turn, for no reason what so ever.
Easiest fix, is to give Predator and Hammerhead main weapons the ability to also double tap for free.
What about other mbt's? (Ork also would like that)
What about daemon mbt's (defilers?)
Also grinding advance is only on movement has a condition and weakens non turret weaponry.
Yeah boohoo, your poor movement condition on weapons with what range again?
Also nobody would care if it was given to Orks. We don't even know if they're getting it anyway, so why bring it up?
Defilers don't make sense as they're not a battle tank like the rest of those. Defilers need help but the problem isn't with their shooting. They're not exactly a shooting model to begin with.
Galas wrote: Yeah. I agree with that. Sadly I believe soup is a bigger problem than GW expected and I don't believe they have changed their mentality about how the game plays to reflect the new paradigma of competitive play.
They still are balancing with the idea of mono-armies in mind. It will took a time for them to find the way to attack the Soup problem. Or at least thats my impresion.
Except soup isn't the problem. Guard players are just pretending it is.
Eliminate the Guard codex for a moment. The closest substitute you'll get is AdMech with Skitarii for some CP and that's it. Not at all nearly as effective. Then you have the mathematical problem with them that was literally presented earlier in this thread.
Martel732 wrote: If you compare Leman Russ to predators and hammerheads, something has to happen there, too.
That’s because, for some reason, GW decided that Russes and Fire Prisms needed to be able to fire twice a turn, for no reason what so ever.
Easiest fix, is to give Predator and Hammerhead main weapons the ability to also double tap for free.
What about other mbt's? (Ork also would like that)
What about daemon mbt's (defilers?)
Also grinding advance is only on movement has a condition and weakens non turret weaponry.
Yeah boohoo, your poor movement condition on weapons with what range again?
Also nobody would care if it was given to Orks. We don't even know if they're getting it anyway, so why bring it up?
Defilers don't make sense as they're not a battle tank like the rest of those. Defilers need help but the problem isn't with their shooting. They're not exactly a shooting model to begin with.
Soup isn't a problem? No? Seriously? Covering weaknesses or gaining acess to other stratagems isn't an issue ?
Come again? Slamguinius and Castelans provide the hmmph to the guard battery, they are the core units and they use the CP of the guard. They are the units that literally wipe the floor with your army T1, not the freaking guardsmen with his overgrown Laserpointer stolen from a classroom somehwere.
Chaos and Eldar Soup however do not ally for Cp, they ally to either bypass the rule of 3 respectively to gain acess to certain bonkers HQ / units of other subfactions, generally speaking either doubling up on the cherrypicking for really good units or for covering weaknesses.
I am however certain that those soups are perfectly fine and balanced......
Secondly, learn some manners, beeing petty will not win you any argument.
Additionally pointing this to you out since you left it out and are willfully petty about it or dismissive won't change the fact that sponson weaponry get's a 3rd less efficent if you want to fire your turret weaponry twice.Additionally, little newsflash there, what leman russ varaints do you see beyond Battlecannons or Pask potentially in a punisher? I can't recount the last time i saw a exterminator, or a demolisher outside a fluff list.
But that is no problem since i am anyways just an entitled little guard player anyways no? (I am not, I play CSM, R&H and Orkz so please come again.)
vipoid wrote: Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
Off topic but it is possible to have a unit that is OP but still not taken in its own army. If the other stuff you need to take does its job for it, it can still be superfluous, but then great in a mixed army where the other units don't mirror its abilities.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
Because allies issues aren't just related to the Guard, the issue could potentially arise in the future with other books, and wholesale just arbitrarily halving Guard CP can affect many different IG builds that may not have gobs of CP (say those built around Russ tanks and Spearhead detachments).
Indeed, hands off the Leman Russ company armies (though it is currently something of a self limit not taking an armoured fist battalion as backup).
Martel732 wrote: There are plenty of matchups where triple catachan manticore and triple cadian basilisk are just as good or even better than slam/ knight combo.
Bottom line is that any of the "have" troops are a massive advantage in a mono list OR soup list.
Problem also is that any of the "haves" have seen a point reduction coming into 8th, whilest marines are still their 13 pts for whatever reason.
Even cultists got a pricecut of 20% from 7th to 8th whiles the CSM stayed their 13 pts.
If you'd cut those 20% off the marine price you'd also could play marines again and not gimp yourself for that. (10-11pts marines would be fine imo) in a semi fluff/ list.
Martel732 wrote: There are plenty of matchups where triple catachan manticore and triple cadian basilisk are just as good or even better than slam/ knight combo.
Bottom line is that any of the "have" troops are a massive advantage in a mono list OR soup list.
Problem also is that any of the "haves" have seen a point reduction coming into 8th, whilest marines are still their 13 pts for whatever reason.
Even cultists got a pricecut of 20% from 7th to 8th whiles the CSM stayed their 13 pts.
If you'd cut those 20% off the marine price you'd also could play marines again and not gimp yourself for that. (10-11pts marines would be fine imo) in a semi fluff/ list.
Absolutely. At 10 or 11 they would be pretty good units. This also means Primaris need to drop 3 points also.
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Martel732 wrote: Yeah, I don't get it. A single game vs drukhari illustrates how crazy kabalites are compared to marines. It's not just guardsmen.
You pointed it out well. IG are maybe the worst offender but khabs and firewarriors are almost as good when you compare them to elite units like DA/tacs/ Necrons.
Martel732 wrote: Yeah, I don't get it. A single game vs drukhari illustrates how crazy kabalites are compared to marines. It's not just guardsmen.
I remeber Kabalites beeing 8 pts before, now they are 6, that is a pricecut of 25%, when you compare that to units that did get nothing along those lines, like Orks or Spacemarine profile units then you see why many of these struggle when they are not the few specialized units with the right faction traits.
It also raises quite some points about internal balance of the Codex. If you have two base troop units like the CSM codex and one get's a cut of 25% price but both units stay same, that seems off. Worse are the faction traits within certain factions, compare the traits of Ravenguard or Alpha legion with a Word bearer or iron fist marine and tell me which one is more survivable and better for the same price.
vipoid wrote: Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
Off topic but it is possible to have a unit that is OP but still not taken in its own army. If the other stuff you need to take does its job for it, it can still be superfluous, but then great in a mixed army where the other units don't mirror its abilities.
Ice_can wrote: Still not really seen a convincing reason why everyone else gets hit with a nerf bat on CP sharing when a much simpler option is just to half the CP given by guard detachments rounding down.
Because allies issues aren't just related to the Guard, the issue could potentially arise in the future with other books, and wholesale just arbitrarily halving Guard CP can affect many different IG builds that may not have gobs of CP (say those built around Russ tanks and Spearhead detachments).
Indeed, hands off the Leman Russ company armies (though it is currently something of a self limit not taking an armoured fist battalion as backup).
Yes - Manticores and Bassalisks and Russ are all examples of OP units that IG players don't even take to tournaments anymore.
Except soup isn't the problem. Guard players are just pretending it is.
Remember when I said that some people just wanted to nerf guard out of some personal vendetta?
Thank you for proving me right.
How are you possibly saying that Soup isn't a problem? It is completely dominant across tournaments. And this includes Soup armies with no access to Imperial Guard.
I'm sorry but if you think Soup isn't an issue you are provably wrong.
There is literally no disadvantage to using a Soup army over a regular army.
- You can get access to the best units in multiple codices, rather than being limited to the best units in your own book.
- You can take units that cover what would otherwise be weaknesses for your army (Fast Hammer or melee units for armies like guard, cheap screening units or CP generators for elite armies, elite units that can make better use of CP for IG armies etc.).
- You can basically get around the rule of 3 by taking similar units from across different codices.
- You can get access to the best CP-batteries (currently IG for Imperium), so you'll almost always have more Command Points than a mono-army.
- You gain access to synergies that would normally be impossible (e.g. Combining DE Mandrakes, which inflict Mortal Wounds on 6s, with Doom from an Eldar Farseer, allowing failed wounds to be rerolled - something Mandrakes can't get in a mono-DE army.)
As it stands, there is no reason to not play Soup. Like it or nor this is a serious problem and one which needs to be addressed before you go round nerfing individual armies because of your own biases.
vipoid wrote: Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
Off topic but it is possible to have a unit that is OP but still not taken in its own army. If the other stuff you need to take does its job for it, it can still be superfluous, but then great in a mixed army where the other units don't mirror its abilities.
It's not impossible but it seems like it would be very rare. Do you have any examples in mind (from the current edition or previous ones)? (Just curious.)
Martel732 wrote: Yeah, I don't get it. A single game vs drukhari illustrates how crazy kabalites are compared to marines. It's not just guardsmen.
I remeber Kabalites beeing 8 pts before, now they are 6, that is a pricecut of 25%, when you compare that to units that did get nothing along those lines, like Orks or Spacemarine profile units then you see why many of these struggle when they are not the few specialized units with the right faction traits.
It also raises quite some points about internal balance of the Codex. If you have two base troop units like the CSM codex and one get's a cut of 25% price but both units stay same, that seems off. Worse are the faction traits within certain factions, compare the traits of Ravenguard or Alpha legion with a Word bearer or iron fist marine and tell me which one is more survivable and better for the same price.
I have a potential idea for that one. Rank all faction traits on a scale of 1-3. At this time, I'd rate the -1 to hit and cover traits as a 3. The others can be debated. Any given legion, like Word Bearers, gets 3 "trait points", but MUST purchase their canonical trait. Clearly, the word bearer trait would be only 1 pt, leaving them 2 pts to purchase other traits off a generic chart. All traits apply to all units. Done.
There is literally no disadvantage to using a Soup army over a regular army.
- You can get access to the best units in multiple codices, rather than being limited to the best units in your own book.
- You can take units that cover what would otherwise be weaknesses for your army (Fast Hammer or melee units for armies like guard, cheap screening units or CP generators for elite armies, elite units that can make better use of CP for IG armies etc.).
- You can basically get around the rule of 3 by taking similar units from across different codices.
- You can get access to the best CP-batteries (currently IG for Imperium), so you'll almost always have more Command Points than a mono-army.
- You gain access to synergies that would normally be impossible (e.g. Combining DE Mandrakes, which inflict Mortal Wounds on 6s, with Doom from an Eldar Farseer, allowing failed wounds to be rerolled - something Mandrakes can't get in a mono-DE army.)
vipoid,
I really think that sums up the core issue.
Why my gaming group has pretty well insisted on mono-factions in our games.
There is literally no disadvantage to using a Soup army over a regular army.
- You can get access to the best units in multiple codices, rather than being limited to the best units in your own book.
- You can take units that cover what would otherwise be weaknesses for your army (Fast Hammer or melee units for armies like guard, cheap screening units or CP generators for elite armies, elite units that can make better use of CP for IG armies etc.).
- You can basically get around the rule of 3 by taking similar units from across different codices.
- You can get access to the best CP-batteries (currently IG for Imperium), so you'll almost always have more Command Points than a mono-army.
- You gain access to synergies that would normally be impossible (e.g. Combining DE Mandrakes, which inflict Mortal Wounds on 6s, with Doom from an Eldar Farseer, allowing failed wounds to be rerolled - something Mandrakes can't get in a mono-DE army.)
vipoid,
I really think that sums up the core issue.
Why my gaming group has pretty well insisted on mono-factions in our games.
i wouldn't go off one random gamegorup, if we could find multiple gamegroups with such a limitation we could cover the whole spectrum methodically as in have all types of players over all and therefore minimize statistical outliers. Get the data from the base albeit there is a chance that such a method only shows the easier to play factions instead of the stupendiously powerfull broken factions when said faction is more difficult to play.
Martel732 wrote: Yeah, I don't get it. A single game vs drukhari illustrates how crazy kabalites are compared to marines. It's not just guardsmen.
I remeber Kabalites beeing 8 pts before, now they are 6, that is a pricecut of 25%, when you compare that to units that did get nothing along those lines, like Orks or Spacemarine profile units then you see why many of these struggle when they are not the few specialized units with the right faction traits.
It also raises quite some points about internal balance of the Codex. If you have two base troop units like the CSM codex and one get's a cut of 25% price but both units stay same, that seems off. Worse are the faction traits within certain factions, compare the traits of Ravenguard or Alpha legion with a Word bearer or iron fist marine and tell me which one is more survivable and better for the same price.
I have a potential idea for that one. Rank all faction traits on a scale of 1-3. At this time, I'd rate the -1 to hit and cover traits as a 3. The others can be debated. Any given legion, like Word Bearers, gets 3 "trait points", but MUST purchase their canonical trait. Clearly, the word bearer trait would be only 1 pt, leaving them 2 pts to purchase other traits off a generic chart. All traits apply to all units. Done.
I like the approach but i also dislike it.
For one, certain traits heavly favour certain matchups, boards or other factors, so giving them a pts cost is extremely difficult.
Additionally all the -1 to hit shenanigans differ vastly in value, I'll give you an exemple:
-1 on a unit that hits on 2+ is a reduction of 20%
-1 on a unit that hits on 3+ is a reduction in efficency of 25%
-1 on a unit that hits on 4+ ( guardsmen etc) that is a reduction of 33%
-1 on a unit that hits on 5+ (R&H militia, ork boys) that is a 50% loss in efficency.
Armies that allready have medicore BS suffer quite a bit more in their shooting phase, which is the phase were most armies deal the most damage so probably the most important combat phase (beyond psychic smite shenanigans)
Against Custodes and CO Alpha Legion, Alaitoc and Ravenguard gain less advantage compared against Orkz, Guardsmen or other untis.
There are also Stratagems that i'd like to have a look at. VotlW for exemple, or the god specific stratagems Slaneshs cacophony double shooting is strictly better on 90% of all CSM units but does in essence the same as Khornes fury does, for one less CP AND WITH NO REACTION.
Then there is stuff like AA missiles for missile launcher or grenadiers for IG which should've been just base upgrades for units or buyable options.
( imagine if each time a Havoc has to ask for orders from his Chaos Lord to use that missile launcher against a valkyrie and to get the rocket personally from the commander of the army in said battle)
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Martel732 wrote: I'm just curious. It's just as likely to be Tyranids, who are very strong I think in a mono-faction meta.
Tau, IG, Tyranids would be my bet, albeit a mono CSM codex list could also be there easily.
The -1 to hit can also kill plasma units in the enemy force. I think it's hands down a 3 pt trait. Also, RG and AL get the infiltrate ability on top. Definitely 3 pts. I don't know if Alaitoc can do that or not.
Trait costs would be a judgment call,but it's better than what we have now. Especially for white scars and word bearers.
I know you were asking someone else, but here's my answer. I'm sure every meta is different, but aside from a few players here, most of the local guys prefer to go with mono-army lists. Top among them are Death Guard, Ad Mech, Custodes, and Knights. The shop has only ran 2 tournaments so far (using Chapter Approved missions for progressive scoring); one was won by Tyranids, the other was won by my Imperial Fists. We have two regular IG players; one of them is in usually in the top half for rankings, the other is around the middle.
Martel732 wrote: The -1 to hit can also kill plasma units in the enemy force. I think it's hands down a 3 pt trait. Also, RG and AL get the infiltrate ability on top. Definitely 3 pts. I don't know if Alaitoc can do that or not.
Trait costs would be a judgment call,but it's better than what we have now. Especially for white scars and word bearers.
I would have rather seen specific upgrades for units instead of stratagems for things like "forward operatives" it would've even oppened up options to expand the non god legions or diffrent Raven guard.
Alpha legion could've gained Agent's something inbetween a scout and a Guardsmen veteran with sniper rifle and breacher charges.
Raven guard could've gotten something along the same vein.
Basically a troop choice along the line of cult marines for the non- god legions as to diversify them.
For some that would not even be necessary, you could give improved bikers to the whitescars and improved raptors for the nightlords and move them to troops.
Iron warriors could get better cult of destruction units (warpsmiths, Obliterators and mutilators)
Etc. They would differentiate the armies enough so as to still have the subfactions which is much appreciated imo but still make the balancing not so glaringly difficult.
Yeah, there's a lot to unpack with just the army traits. But it clearly needs to be more complex than AL and RG get awesomeness and word bearers get gak on.
Martel732 wrote: Yeah, there's a lot to unpack with just the army traits. But it clearly needs to be more complex than AL and RG get awesomeness and word bearers get gak on.
I have quite some differing parts of CSM, for one there are my soulsellers, which were a bunch of nurglite CSM.
I also have an older iron warrior splinter.
Even those compare terribly to AL trait and that is just within one codex. Needless to say that Hemlocks / miasma of pestilience stacking of -1 on bs is even worse and should not under any circumstance be possible. It is not fun to force certain armies to skip their shooting phase and it should never have happened. Yes this is in regards of alaitocs psykers.
knightofdread wrote: Upon looking at the math hammer for firewarriors with buffs vs tau with buffs the problem is he doesn't include Morale. If I'm double tapping into guard with tau I'll shoot the full squad kill 7 and the rest should all flee on average. Your 7 kills just became 10 and tau handily win the rest. So then guard shoot frfsrf with 6 guys killing 2-3 so 7 fire warriors vs 6 guardsmen, guardsmen die next turn.
Even including a commissar doesn't help since their changes. Fire warriors with buffs handily beat guard. Also I don't he included the marker light the fireblade had which would also help the tau as well as sacrificing the Recon Droid using savior protocols once they got with 18" range to retain one more guy.
I did some math again, but trying to keep up with this discussion is getting exhausting and I'm starting to not care anymore. Most of the reason I want 5 pt guard is to shift the points upwards so we can get more granularity of points. Guard, FW, Skitarii rangers, kabalites all go up one point. Then marines, eldar aspects, necrons etc.. can go down if needed.
So we get:
4 pt conscripts/ 5 pt infantry/ 6 pt veterans
8pt FW 8pt S rangers
7 pt kabalites
Then:
12 pt marines
11 pt dire avengers etc...
Anyway here's the math if you care at all:
Spoiler:
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
I can't say i like the look of that but when soup is adressed and those choices are still problematic i'd like it very much if dandelions suggestion would be used by GW.
It scales well and it adresses over and undercosted units with it.
I am wondering though if you would let cultist be at 4 pts since they are worse equipped then guardsmen or move them aswell to 5 since they get better support from bubbles and stratagems
Anyways i belive GW not doing more in favour of balance is kinda annoying since we get edition half a year later we get Ca and now another half a year we get another CA.
I don't want monthly balance updates but a bimonthly one with smaller steps would be easyier to handle.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
The turret itself is free but the SMS is 15 pts and Missile pod is 24 pts. BTW the math presented doesn't have Heavy Bolters in it. It's the exact same scenario as before but with guard going first and a couple other tweaks.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
The turret is not free. You pay the missiles. Also he only mentioned heavy bolters because theres a point different in his mathhammer based in the actual units and not rounding (like 11 IG infantry), but he has not used them into his math.
Also, I agree with him. At this point this discussion... well, sorry. Not at this point. We pased the point of discussion like 3 weeks ago. We are all trenched here in our opiniones. We can only wait for GW judgement about this.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
The turret itself is free but the SMS is 15 pts and Missile pod is 24 pts. BTW the math presented doesn't have Heavy Bolters in it. It's the exact same scenario as before but with guard going first and a couple other tweaks.
You stated that there's a 22 points difference in favor of the Guard, room enough for 2 Heavy Bolters.
I was pointing out that the points difference when someone throws in HBs doesn't mean a whole lot when there's a freebie to the Fire Warriors unit that only pays for the points of the weapon.
Except soup isn't the problem. Guard players are just pretending it is.
Remember when I said that some people just wanted to nerf guard out of some personal vendetta?
Thank you for proving me right.
How are you possibly saying that Soup isn't a problem? It is completely dominant across tournaments. And this includes Soup armies with no access to Imperial Guard.
I'm sorry but if you think Soup isn't an issue you are provably wrong.
There is literally no disadvantage to using a Soup army over a regular army.
- You can get access to the best units in multiple codices, rather than being limited to the best units in your own book.
- You can take units that cover what would otherwise be weaknesses for your army (Fast Hammer or melee units for armies like guard, cheap screening units or CP generators for elite armies, elite units that can make better use of CP for IG armies etc.).
- You can basically get around the rule of 3 by taking similar units from across different codices.
- You can get access to the best CP-batteries (currently IG for Imperium), so you'll almost always have more Command Points than a mono-army.
- You gain access to synergies that would normally be impossible (e.g. Combining DE Mandrakes, which inflict Mortal Wounds on 6s, with Doom from an Eldar Farseer, allowing failed wounds to be rerolled - something Mandrakes can't get in a mono-DE army.)
As it stands, there is no reason to not play Soup. Like it or nor this is a serious problem and one which needs to be addressed before you go round nerfing individual armies because of your own biases.
vipoid wrote: Either a unit is overpowered in its own army or it isn't. You can't have it both ways. If Space Marines (the unit, not the codex) are weak, then that does not change whether Guilliman is overpowered. It might make the SM codex or certain SM armies weaker, but it does not change whether Guilliman is overpowered. That's just complete nonsense.
Off topic but it is possible to have a unit that is OP but still not taken in its own army. If the other stuff you need to take does its job for it, it can still be superfluous, but then great in a mixed army where the other units don't mirror its abilities.
It's not impossible but it seems like it would be very rare. Do you have any examples in mind (from the current edition or previous ones)? (Just curious.)
I don't have any vendetta. Nice way to play victim like Eldar players the last two editions though. Solid work. Now for the bullet points.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
2. Other units could perform those functions if they were buffed, or the units taken are already overpowered in the first place. Vanguard are a fast melee hammer unit, but they're not taken because Slamguinus is broken in function. Plus Guard could throw Ogre units into the enemy fast if they wanted because of how cheap stuff in the codex is, but they don't because those units hardly perform their melee function in the first place, and GW overcosts transports besides the Dark Eldar ones because reasons.
3. And Rule Of 3 was a bad idea to convince people that they were helping fix the game. It doesn't matter if you can only take 3 Hive Tyrants if Hive Tyrants are still mathematically broken in the first place. Would it be okay if Terminators cost 10 points each and got all their Power Fists free and all got Assault Cannons free, but they were only limited to 3 squads total? The answer is no because the unit is fundamentally broken. Hell, the unit is broken at being limited to only one squad.
Rule of 3 was essentially put away when 6th came about and forgotten about in 7th, but none of the power builds from those editions ever seemed to focus on breaking that outside very specific builds, and those were units you could get tons of anyway with the very basic FOC (Wave Serpents, Centurion Deathstar, Scatterbikes, free Rhinos and Razorbacks, etc), and THEN you had the off units that were taken like Wraithknights and Warp Spiders and Termicide. Wonder why that is?
4. CP is the only thing new to this edition, so you'd almost have a fair point if CP actually mattered when the edition first came out and people weren't just spamming Conscripts + Commisars because they were fundamentally broken. Come to my surprise when they were actually fixed with the Guard codex, though bumping them to 4 points with Chapter Approved is stupid silly, sure. Once again, that's a unit that would break Rule Of 3 anyway.
5. The fun part of your example with Mandrakes is that you get literally a single extra wound on preferred targets for something you'd like that on, like Custodes. Even against a Tactical Marine squad, that's 2.4 dead compared to 3.1 with the Shred bonus.
Hardly scary, huh?
Essentially, rather than there being no reason not to play soup, you only have reasons to because of the internal and external balance still being all fethed up basically.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
The turret itself is free but the SMS is 15 pts and Missile pod is 24 pts. BTW the math presented doesn't have Heavy Bolters in it. It's the exact same scenario as before but with guard going first and a couple other tweaks.
You stated that there's a 22 points difference in favor of the Guard, room enough for 2 Heavy Bolters.
I was pointing out that the points difference when someone throws in HBs doesn't mean a whole lot when there's a freebie to the Fire Warriors unit that only pays for the points of the weapon.
There's 110 pts of guard vs 132 pts of tau. Adding two heavy bolters puts that at 126 pts vs 132 pts. Adding an sms puts it at 126 pts vs 147 pts.
Also, the heavy bolter is just added to the guard squad, you don't pay extra for the team itself.
Edit: Wait wait wait. I said there's a 22 pt advantage in favor of Tau NOT Guard. The Tau have 22 more pts than the Guard which means the guard can stuff 2 heavy bolters in and still have fewer points than the Tau.
There's 110 pts of guard vs 132 pts of tau. Adding two heavy bolters puts that at 126 pts vs 132 pts. Adding an sms puts it at 126 pts vs 147 pts. Also, the heavy bolter is just added to the guard squad, you don't pay extra for the team itself.
You don't pay extra for the team itself, but you do lose out on shots via FRFSRF--something the SMS or MP doesn't do.
I should also point out that losing a Support Turret isn't as big of a deal as a Guard Infantry Squad or Veteran Squad losing their HWT. For 1 CP, there's a Stratagem that lets you replace a destroyed Support Turret...there's not one letting you do so for HWTs.
There's 110 pts of guard vs 132 pts of tau. Adding two heavy bolters puts that at 126 pts vs 132 pts. Adding an sms puts it at 126 pts vs 147 pts.
Also, the heavy bolter is just added to the guard squad, you don't pay extra for the team itself.
You don't pay extra for the team itself, but you do lose out on shots via FRFSRF--something the SMS or MP doesn't do.
The whole point of the heavy bolters was to avoid getting into rapid fire range, otherwise I'd take plasma guns instead. Also, I don't have my codex on me but don't those teams keep both lasguns (I know at least one lasgun is kept for sure)? If so they can still fire them because they're not pistols.
Your point about morale is true, but there are a few things to consider:
- There's a 22 pt difference in favor of the tau, that's enough for 5 more guys, or 2 heavy bolters. The heavy bolters would have killed 1-2 FW at range without risking triple tap. Cadian HB would kill even more.
- FW are also undercosted - CP can be used to pass that morale check
- The FW went first, letting the guard go first would have netted 2 fewer casualties in the first couple rounds
- The pulse accelerator drone can only be taken by pathfinders, which will cost an additional 40 pts. Not to mention if you consider the grander game, that drone can be singled out by anything. The only reason I included it was because another poster wanted it in.
- Starting 42" away is difficult in most games. The board itself is usually 48" across. If the Tau start at the board edge, the Guard can still deploy at 36" and get within rapid fire in 2 turns instead of 3, which also removes the Tau's ability to retreat that one time.
- The Borkan/Fireblade/PA drone combo is brutal, no denying that. 130 pts of most infantry would have been murdered on it's way over. So again FW are also undercosted.
But let's ignore all that and just say that the Guard go first this time, the FW are 42" away and can't retreat and the Fireblade uses his markerlight and the C Commander actually fights, all casualties are rounded. What changes?
- Guard move move move! into 27" first / FW kill 3 guard (morale passes)
- Guard move normally to 21" and FRFSRF (15 lasguns=30 shots) killing 4 FW (morale passes, 8 left) / FW move to between 18" and 21", triple tap killing 6 Guard ( 3 more run, so 1 Guardsmen+7 Guardsmen/sergeant left)
- Guard move into between 12 and 15", FRFSRF (7 lasguns=28 shots cuz steel legion) kills 3 FW +1 drone (saviour) (morale passes, 5 left) / FW triple tap killing 4 Guard (morale passes, 1 Guardsmen+3 Guardsmen/sergeant)
- Guard move (now within at about 6-9") FRFSRF (3 lasguns+ 2 pistols (sarge and commander) =14 shots) kills 2 FW (3 left), FW shoot and kill 2 (including sergeant (morale passes, 2 Guardsmen left + commander)
- Guard FRFSRF (2 lasguns + 1 pistol = 9 shots) 1 kill (2 FW left) Guard charge with commander and 2 guys. lose one wound on commander to overwatch but get in. 4+2 attacks= 1 kill / 1 FW hits back, does nothing. / FW rertreats, Fireblade shoots and kills 1 guy.
- Guard FRFSRF + pistol then charge and fight all to kill the last FW / The Fireblade then kills the last guardsmen.
Then it becomes a slugfest between the two commanders, which the fireblade could win since he has 5 wounds and WS 3+ for some bizarre reason but I don't feel like doing that now.
So we'll call it a tie.
If you're throwing Heavy Bolters in for the Guard, where's the Support Turret for the Fire Warriors? it literally costs them 0 points and gives them a Smart Missile System or Missile Pod.
The turret itself is free but the SMS is 15 pts and Missile pod is 24 pts. BTW the math presented doesn't have Heavy Bolters in it. It's the exact same scenario as before but with guard going first and a couple other tweaks.
You stated that there's a 22 points difference in favor of the Guard, room enough for 2 Heavy Bolters.
I was pointing out that the points difference when someone throws in HBs doesn't mean a whole lot when there's a freebie to the Fire Warriors unit that only pays for the points of the weapon.
There's 110 pts of guard vs 132 pts of tau. Adding two heavy bolters puts that at 126 pts vs 132 pts. Adding an sms puts it at 126 pts vs 147 pts.
Also, the heavy bolter is just added to the guard squad, you don't pay extra for the team itself.
Edit: Wait wait wait. I said there's a 22 pt advantage in favor of Tau NOT Guard. The Tau have 22 more pts than the Guard which means the guard can stuff 2 heavy bolters in and still have fewer points than the Tau.
Which is actually closer to a 62 pt advantage once you pay for the parth finder's to unlock the drone.
So at 126 pts of Guard kills 132 pts of Tau Firewarriors yeah and people say Firewarriors are undercosted.
There's 110 pts of guard vs 132 pts of tau. Adding two heavy bolters puts that at 126 pts vs 132 pts. Adding an sms puts it at 126 pts vs 147 pts.
Also, the heavy bolter is just added to the guard squad, you don't pay extra for the team itself.
You don't pay extra for the team itself, but you do lose out on shots via FRFSRF--something the SMS or MP doesn't do.
I should also point out that losing a Support Turret isn't as big of a deal as a Guard Infantry Squad or Veteran Squad losing their HWT. For 1 CP, there's a Stratagem that lets you replace a destroyed Support Turret...there's not one letting you do so for HWTs.
Your replacing 1 lasgun with a heavybolter and thats loosing out on FRFSRF it's a heavybolter
Does your Heavy weapon team get destroyed if you move the squad? Drone turrets are totally different things. But your also bumping the maths to be even more scewed if 110points of Guard is barely defeated by 132 points of FW. You basically had to give tau 1.6 firewarriors extra to even the odds.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Whirlwinds and basilisk are still WAY too close in cost though. Going by IG costing, the whirlwind is a 60 pt tank.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Whirlwinds and basilisk are still WAY too close in cost though.
Compair a wyvern to a whirlwind as they should do similar things.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Whirlwinds and basilisk are still WAY too close in cost though.
Thats probably fair, but even if they were perfectly costed, there are reasons why you'd take a Basilisk over a Whirlwind just because they do different things.
3. And Rule Of 3 was a bad idea to convince people that they were helping fix the game. It doesn't matter if you can only take 3 Hive Tyrants if Hive Tyrants are still mathematically broken in the first place.
I don't disagree.
Slayer-Fan123 wrote: Would it be okay if Terminators cost 10 points each and got all their Power Fists free and all got Assault Cannons free, but they were only limited to 3 squads total? The answer is no because the unit is fundamentally broken. Hell, the unit is broken at being limited to only one squad.
What has this even got to do with the points I made about allies?
I don't recall ever saying that the rule of 3 was a good rule. Merely that, like it or not, allies provide an advantage by allowing Soup armies to effectively evade it if they so choose.
4. CP is the only thing new to this edition, so you'd almost have a fair point if CP actually mattered when the edition first came out and people weren't just spamming Conscripts + Commisars because they were fundamentally broken.
Wait, are you seriously arguing that CPs don't matter in the current game?
Are you even quoting the right person? Because you've thus far failed to refute any of the points I made. Hell, I'm not even sure you're addressing the points I made. All you seem to have done is attack a lot of things that I never said.
5. The fun part of your example with Mandrakes is that you get literally a single extra wound on preferred targets for something you'd like that on, like Custodes. Even against a Tactical Marine squad, that's 2.4 dead compared to 3.1 with the Shred bonus.
Sigh. My apologies for trying to give a simple example, rather than trying to dig through tournament results or such to find out the best Dark Eldar units to use with Doom.
That said, I'm pretty certain your math is off here. 10 Mandrakes inflict 4.44 wounds on a Tactical squad without Doom, and 6.67 with doom. That's still a 50% increase in casualties.
And, again, I was just using this as an example of buffs/combos that don't exist within mono codices. There is literally no unit in the entire DE codex that can improve Mandrake hitting or wounding with Baleblast, let alone one as synergistic as Doom.
Essentially, rather than there being no reason not to play soup, you only have reasons to because of the internal and external balance still being all fethed up basically.
That doesn't make sense. Even if units in all codices were perfectly balanced, there would still be no reason not to play soup. Because armies are still going to have weaknesses in terms of the units/unit types they simply don't have access to, or the number of CPs they can generate or the buffs they can apply etc.. If you really want a balanced game, then there needs to be some downside to playing Soup armies - it can't just be all upside with no drawbacks as it currently is. Which is apparently how you want it to remain.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Except those two pieces don't do a good job of being that much anti-infantry. If they did you'd have a good reason to use them. There shouldn't be that much a difference in performance and you know that.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Except those two pieces don't do a good job of being that much anti-infantry. If they did you'd have a good reason to use them. There shouldn't be that much a difference in performance and you know that.
Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
Excuse me but harlequins should've never had their own codex to begin with.
Same with knights, same with Asassins, same with even grey knights. These are Codexes that should've been either inbaked into a greater Codex or should've formed a combined Codex to begin with.
Excuse me but harlequins should've never had their own codex to begin with.
Same with knights, same with inquisition, same with even grey knights. These are Codexes that should've been either inbaked into a greater Codex or should've formed a combined Codex to begin with.
Yet with the current ally system they work just fine as minifactions. Almost like it was intended...
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
Excuse me but harlequins should've never had their own codex to begin with.
Same with knights, same with inquisition, same with even grey knights. These are Codexes that should've been either inbaked into a greater Codex or should've formed a combined Codex to begin with.
Yet with the current ally system they work just fine. Almost like it was intended...
MHM Castelaans work so fine that even without CP they still are broken?
And no balance issue at all, not to mention the BS breaking up and selling of piecemeal content for the game that is a scummy buisness model?
You know where Knights should've ended? In admech.
Harlequins in Both DE and Eldar codex
Asassins, inquisitors, greyknights in a combined Inquisition book, you know, a fully fledged book? so that they don't need another 3 freaking codieces to work?
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
oh and this here ofcourse, which mostly fits atm Chaos and Aeldari soup.
3. And Rule Of 3 was a bad idea to convince people that they were helping fix the game. It doesn't matter if you can only take 3 Hive Tyrants if Hive Tyrants are still mathematically broken in the first place.
I don't disagree.
Slayer-Fan123 wrote: Would it be okay if Terminators cost 10 points each and got all their Power Fists free and all got Assault Cannons free, but they were only limited to 3 squads total? The answer is no because the unit is fundamentally broken. Hell, the unit is broken at being limited to only one squad.
What has this even got to do with the points I made about allies?
I don't recall ever saying that the rule of 3 was a good rule. Merely that, like it or not, allies provide an advantage by allowing Soup armies to effectively evade it if they so choose.
4. CP is the only thing new to this edition, so you'd almost have a fair point if CP actually mattered when the edition first came out and people weren't just spamming Conscripts + Commisars because they were fundamentally broken.
Wait, are you seriously arguing that CPs don't matter in the current game?
Are you even quoting the right person? Because you've thus far failed to refute any of the points I made. Hell, I'm not even sure you're addressing the points I made. All you seem to have done is attack a lot of things that I never said.
5. The fun part of your example with Mandrakes is that you get literally a single extra wound on preferred targets for something you'd like that on, like Custodes. Even against a Tactical Marine squad, that's 2.4 dead compared to 3.1 with the Shred bonus.
Sigh. My apologies for trying to give a simple example, rather than trying to dig through tournament results or such to find out the best Dark Eldar units to use with Doom.
That said, I'm pretty certain your math is off here. 10 Mandrakes inflict 4.44 wounds on a Tactical squad without Doom, and 6.67 with doom. That's still a 50% increase in casualties.
And, again, I was just using this as an example of buffs/combos that don't exist within mono codices. There is literally no unit in the entire DE codex that can improve Mandrake hitting or wounding with Baleblast, let alone one as synergistic as Doom.
Essentially, rather than there being no reason not to play soup, you only have reasons to because of the internal and external balance still being all fethed up basically.
That doesn't make sense. Even if units in all codices were perfectly balanced, there would still be no reason not to play soup. Because armies are still going to have weaknesses in terms of the units/unit types they simply don't have access to, or the number of CPs they can generate or the buffs they can apply etc.. If you really want a balanced game, then there needs to be some downside to playing Soup armies - it can't just be all upside with no drawbacks as it currently is. Which is apparently how you want it to remain.
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
Utopian fallacy and false equivalence fallacy. GW can do better than having preds cost the same or more than Leman Russ tanks.
Because it means that Soup armies have a huge advantage over mono-armies right from the get-go, with no disadvantage to speak of.
Crimson wrote: How it is fair that Guard have several times more units to choose from than the Harlequins?
How is it fair that a player who uses Harlequins, Eldar and Dark Eldar has a huge advantage over a player who only uses Harlequins, without incurring any cost or penalty whatsoever?
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Except those two pieces don't do a good job of being that much anti-infantry. If they did you'd have a good reason to use them. There shouldn't be that much a difference in performance and you know that.
Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Nevertheless would it not have a defined role though that it excels at? You'd have to get AT elsewhere perhaps, but would the marine player NEED to go to Basilisks immediately and then get all the benefits of being able to target non-Infantry effectively? Of course not.
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Roffle that adhominem
I really like how you try so hard, yet fail so misserably. Infantery is a non issue, what kills atm are Knights, Vehicles and in the case of Chaos psykers /HQ (especially Daemonprinces)
Neither are infantry now are they and even the supposedly so evil and addmittedly good Leman russ has fallen out of favour in many tournaments. I wonder why?
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Roffle that adhominem
I really like how you try so hard, yet fail so misserably. Infantery is a non issue, what kills atm are Knights, Vehicles and in the case of Chaos psykers /HQ (especially Daemonprinces)
Neither are infantry now are they and even the supposedly so evil and addmittedly good Leman russ has fallen out of favour in many tournaments. I wonder why?
"Hey ignore THIS broken unit! Look at the other broken unit!"
OR, and hear me out, you can focus on all of them at once.
Also accusing people of fallacies and not following up is a classic move for people that want to appear smart but don't want to refute the points presented. I disagree with the poster and we can have a discussion. If you have nothing to add, don't post "lol fallacy" and not follow up with anything.
To be fair, the infantry doesn't kill. It just gets in the way and turns off every assault army in the game that doesn't have berserkers. There is no efficient way I can think of to remove 4 pt models with 5+ armor and access to 4+ on demand.
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
I am not championing for it, I said it would be requirement for the cherrypicking complaint to make sense. And I didn't even mean all armies would need to be identical, merely that their strengths and weaknesses should be equally balance against each other and that there would need to be equal amount of choices. The strengths and weaknesses of factions are not equal. Why does guard have Ogryns or Strakenstar if they're supposed to be a powerful shooting army? Why they're better at everything than vanilla Space Marines?
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
No army should have what smash captain does, at least for that price.
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Roffle that adhominem
I really like how you try so hard, yet fail so misserably. Infantery is a non issue, what kills atm are Knights, Vehicles and in the case of Chaos psykers /HQ (especially Daemonprinces)
Neither are infantry now are they and even the supposedly so evil and addmittedly good Leman russ has fallen out of favour in many tournaments. I wonder why?
"Hey ignore THIS broken unit! Look at the other broken unit!"
OR, and hear me out, you can focus on all of them at once.
Also accusing people of fallacies and not following up is a classic move for people that want to appear smart but don't want to refute the points presented. I disagree with the poster and we can have a discussion. If you have nothing to add, don't post "lol fallacy" and not follow up with anything.
Oh i don't know, if you actually would've taken the time before, were i and multiple other have allready explained it to you and actually tried to understand the points presented to you wouldn't need to base yourself on cheap shots like the Eldar player 5-6th edition remark which still is an ad hominem btw. so excusme for calling you out.
"No army should have what smash captain does, at least for that price."
The BA codex is looking like one of the worst written, I fear. It's all unusable assault units, recycled marine crap that doesn't work, and then smash captain.
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
Excuse me but harlequins should've never had their own codex to begin with.
Same with knights, same with Asassins, same with even grey knights. These are Codexes that should've been either inbaked into a greater Codex or should've formed a combined Codex to begin with.
Edit: meant asassins instead Inquisition
To be honest that could be said about Necrons when they launched with literally 4 units. All factions should start at some point, no? Harlequins are very small now. Maybe in 20 years they will be one of the biggest factions.
I doubt Imperial Guard had as units in rogue trader or 2nd edition has it has now. They don't have any privilege or special right to be a "proper faction" compared with the smaller and newer factions like Harlequins or Genestealer Cults. They just had the luck of being their own army early.
Because it means that Soup armies have a huge advantage over mono-armies right from the get-go, with no disadvantage to speak of.
But some mono-factions already have exactly similar advantage over other mono-factions. Why is it only a problem when the larger selection is drawn from multiple books?
How is it fair that a player who uses Harlequins, Eldar and Dark Eldar has a huge advantage over a player who only uses Harlequins, without incurring any cost or penalty whatsoever?
It is just as fair as a mono-Guard player having a similar advantage over a mono-Harlequin player.
In order of most wins to least (which is zero for last two) for our particular gaming group.
Knights
Tyranids
Eldar
Space Marines (Ultra)
Imperial Guard
Dark Eldar
Necron
Tau
Space Marines (Imperial Fist)
Sisters of Battle
Orks
Cult List
Chaos Space Marines
Cheers,
CB
Edit: Added Necron as I missed them in the list. Some of our armies have only fought a few times, so that would skew the results.
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Roffle that adhominem
I really like how you try so hard, yet fail so misserably. Infantery is a non issue, what kills atm are Knights, Vehicles and in the case of Chaos psykers /HQ (especially Daemonprinces)
Neither are infantry now are they and even the supposedly so evil and addmittedly good Leman russ has fallen out of favour in many tournaments. I wonder why?
"Hey ignore THIS broken unit! Look at the other broken unit!"
OR, and hear me out, you can focus on all of them at once.
Also accusing people of fallacies and not following up is a classic move for people that want to appear smart but don't want to refute the points presented. I disagree with the poster and we can have a discussion. If you have nothing to add, don't post "lol fallacy" and not follow up with anything.
Oh i don't know, if you actually would've taken the time before, were i and multiple other have allready explained it to you and actually tried to understand the points presented to you wouldn't need to base yourself on cheap shots like the Eldar player 5-6th edition remark which still is an ad hominem btw. so excusme for calling you out.
It's literally the same exact attitude and manner though. You blame a host of other things without getting the core issues. Riptide Wing being broken didn't stop Aspect Host and Scatterbikes and Wraithknights from being ridiculous. Yet they wanted their stuff untouched. At least the majority of Tau players could admit Riptides were silly though.
To be honest that could be said about Necrons when they launched with literally 4 units. All factions should start at some point, no? Harlequins are very small now. Maybe in 20 years they will be one of the biggest factions.
I doubt Imperial Guard had as units in rogue trader or 2nd edition has it has now. They don't have any privilege or special right to be a "proper faction" compared with the smaller and newer factions like Harlequins or Genestealer Cults. They just had the look of being their own army early.
Yep. Having this minifactions is amazing. Both Harlequins and Genestealer Cults are amazing. The Inquisition is in a sorry state, but it is possibly the coolest faction in the setting. And of course I'm over the moon about the return of the Rogue Traders in the game. The minifactions are precious, and they often need the soup to function.
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem?
Because these units are being designed and balanced to fit in with a certain playstyle and theme, and in other contexts can combine with other stuff not normally available to be something much more powerful, as is plainly evident by the fact that Soup lists dominate everything.
Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins?
This is an issue where Harlequins aren't really an army, they're a half dozen or so units that should have just been integrated into the Eldar and Dark Eldar books, that got split off into their own distinct faction for its own sake. They're not really a complete army. They really should be treated the way IG treat Stormtroopers, as a wholly incorporated sub-element of another army. Thats not the same thing as SM's taking Basilisks.
1. Which shows the problem is internal balance. Why would a Marine player take Basilisks if GW made Whirlwinds and Thunderfire Cannons functional?
Because a Basilisk is a heavy artillery piece able to engage almost any kind of target, while whirlwinds and thunderfie cannons are anti infantry light artillery. They have different purposes, and that capability is not otherwise available to SM's in that manner.
Different armies have different units with different strengths and abilities. Not all armies have inherent access to the same abilities, thats what defines them. When you throw the world open, of course cherrypicking occurs.
Except those two pieces don't do a good job of being that much anti-infantry. If they did you'd have a good reason to use them. There shouldn't be that much a difference in performance and you know that.
Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Nevertheless would it not have a defined role though that it excels at? You'd have to get AT elsewhere perhaps, but would the marine player NEED to go to Basilisks immediately and then get all the benefits of being able to target non-Infantry effectively? Of course not.
I'm not quite sure what you're getting at here, dunno if it's just the phrasing or my comprehension.
Vaktathi wrote: Even if they were perfectly costed, there's still incentive to cherrypick and take the Basilisk over the others because it does something the SM artillery does not. A Thunderfire cannon, even if all current balance issues are fixed, fills a different role, a role SM's don't natively have an equivalent to because conventional long range heavy artillery is not a feature of their army, but is a defining aspect of the Guard. Different strengths and weaknesses interact differently in different armies.
As SM's do not natively have access to this capability, Soup offers that possibility, and thus there is the incentive to cherrypick.
Unit costing imbalances may aggravate that and enhance that problem, but fundamentally it's an issue with the inherent nature of allies.
Why is cherrypicking a problem? Some factions have way more units to choose from than others to begin with. How it is fair that Guard have several times more units to choose from than the Harlequins? For the cherrypicking complaint to make sense all factions should have equal amount of units, with carefully designed strengths and weaknesses that are equally balanced against each other. This is not even remotely the case, so the whole argument is moot.
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
But the whole faction strengths and weaknesses spiel is not really present in most larger armies:
- Tau have kroot for CC - Guard have Ogryns for CC, and Scions for mobility
- Eldar have fast and slow units, and fragile and tough units
- Orks are pretty well rounded with options: horde vs elite and shooting vs CC - Necrons in theory are also well rounded, with a mix of fast and slow units, shooting and CC - Nids, again, are well rounded.
etc...
If it's a major faction, it's got the tools it needs. The factions have skews, but they don't really lack those other options. So when Tau go up against pure Custodes, the Custodes struggle because they lack strong long range shooting, but since Custodes are designed to ally with other armies it's fine.
That's because you're behaving like an Eldar player from 6th-7th edition. In fact almost all the Guard players here are simply because their army functions. That's nice, but if it's broken it's broken. You've had your fun. Now back to the points.
1. The point was literally that internal balance is always the primary issue. Like, you completely ignored it to say you don't get it? It was blatantly obvious what point I was making. Seriously. Reading comprehension, dude.
2. They will have units that perform almost the same role though, and not every army needs the role to function. Obviously Tau don't need a Slamguinus to function, do they? Therefore it's Slamguinus proving he's an issue.
3. So if those certain units like Predators are going above Rule Of 3, it doesn't matter because the Predator isn't broken. You need to look at the fundamental issues with the unit in discussion. Math proved there was an issue with Infantry whether you like it or not. Math doesn't care about your feelings.
4. CP doesn't matter when discussing unit merit. Simple as that. The beginning of the edition showed that when we had only the three Stratagems to use, and people called for the nerfing of Roboute and Conscripts and Stormravens RATHER than blaming the Ally system like you're choosing to do now.
5. Yeah you might've been better off with using Disintegrator Ravagers, except that the weapon itself is the issue. Or should we just deny that too and blame Doom?
Also I probably had the wrong stats for the Mandrake weapon. Assault 2 S3 AP-1 yes? Even with the math you provided, giving a percentage rather than the points killed is pretty dishonest. 50% sounds nasty when 20 dudes died in the first place, but at that low a number 2 Marines more dying is hardly an issue.
Also who cares if nothing else buffs them?
There are plenty of reasons to not play soup assuming balance was actually achieved. More units to target with your Stratagems, more synergy units for the HQ dudes, etc. Of course with how cheap Commanders and Infantry are who cares right?
Roffle that adhominem
I really like how you try so hard, yet fail so misserably. Infantery is a non issue, what kills atm are Knights, Vehicles and in the case of Chaos psykers /HQ (especially Daemonprinces)
Neither are infantry now are they and even the supposedly so evil and addmittedly good Leman russ has fallen out of favour in many tournaments. I wonder why?
"Hey ignore THIS broken unit! Look at the other broken unit!"
OR, and hear me out, you can focus on all of them at once.
Also accusing people of fallacies and not following up is a classic move for people that want to appear smart but don't want to refute the points presented. I disagree with the poster and we can have a discussion. If you have nothing to add, don't post "lol fallacy" and not follow up with anything.
Oh i don't know, if you actually would've taken the time before, were i and multiple other have allready explained it to you and actually tried to understand the points presented to you wouldn't need to base yourself on cheap shots like the Eldar player 5-6th edition remark which still is an ad hominem btw. so excusme for calling you out.
It's literally the same exact attitude and manner though. You blame a host of other things without getting the core issues. Riptide Wing being broken didn't stop Aspect Host and Scatterbikes and Wraithknights from being ridiculous. Yet they wanted their stuff untouched. At least the majority of Tau players could admit Riptides were silly though.
I don't play any of the factions named, i reiterate, i play Chaos (for which i called out quite alot of bs allready btw) i play r&h an army in such shambles atm that the freaking Ork index looks positively good and I play an Ork mek warband.
I only own the guard codex since R&H is a Chaos hybrid guard thingy therefore i need to know alot of stuff in the AM codex aswell. I play regularly against alot of stuff and no guardsmen at 4 pts are not a problem. Even russes are not a problem, atermis pattern Hellhounds are. In mono guard cp Recycling is a non issue, cp Recycling for knights combined is a monstrositie the likes of taudar of 7th.
Nerfing the freaking guardsmen wont Serve any freaking sense. Castellans will still wipe you.
Nerfing russes wont make BA playable or any other marine for that matter aswell. Giving BAcp and cheap chaff form tying down will however result in stellar victories.
Now is the basic dude with the laserpointer to blame for this?
I don't think so.
Oh and Chaos soup serves to get around the rule of three, a terribly band aid solution in my opinion. This would be the exemple why i dislike the whole cherrypicking aspect of it.
And eldar soup is mainly to get acess to doom as allready pointed out again.
Now excuse me for thinking that allies are fundamentally flawed and want that to be fixed first before all the units because atm we see thanks to allies only the tip of overperforming stuff.
Because these units are being designed and balanced to fit in with a certain playstyle and theme,
Citation needed. The same people who designed these units designed the rules which allow them to be allied.
and in other contexts can combine with other stuff not normally available to be something much more powerful, as is plainly evident by the fact that Soup lists dominate everything.
Or this is a symptom of poor internal balance of the factions.
This is an issue where Harlequins aren't really an army, they're a half dozen or so units that should have just been integrated into the Eldar and Dark Eldar books, that got split off into their own distinct faction for its own sake. They're not really a complete army. They really should be treated the way IG treat Stormtroopers, as a wholly incorporated sub-element of another army.
But the current rules allow them to be treated exactly like that! Whyt does it matter in which book the rules physically reside?
Thats not the same thing as SM's taking Basilisks.
If you don't want Space Marines to be taking Basilisks, then give Space Marines tanks which do not suck?
Automatically Appended Next Post:
Dandelion wrote: But the whole faction strengths and weaknesses spiel is not really present in most larger armies:
- Tau have kroot for CC - Guard have Ogryns for CC, and Scions for mobility
- Eldar have fast and slow units, and fragile and tough units
- Orks are pretty well rounded with options: horde vs elite and shooting vs CC - Necrons in theory are also well rounded, with a mix of fast and slow units, shooting and CC - Nids, again, are well rounded.
etc...
If it's a major faction, it's got the tools it needs. The factions have skews, but they don't really lack those other options. So when Tau go up against pure Custodes, the Custodes struggle because they lack strong long range shooting, but since Custodes are designed to ally with other armies it's fine.
The game you are looking for is chess. Both players have the same pieces with the same strengths and weaknesses. In 40k each army from a lore point is supposed to have a specific playstyle that functions with the lore. Tau are supposed to be amazing at range with no psychic phase and no CC, Khorne Demons are supposed to kill you up close but have crappy shooting, Nurgle is supposed to be hard to remove, ect. What you are championing for is every army having units that do the same thing at the same efficiency. The end goal of making every army have the same amount of unit choices that do the same things is simply play chess with different looking pieces.
I am not championing for it, I said it would be requirement for the cherrypicking complaint to make sense. And I didn't even mean all armies would need to be identical, merely that their strengths and weaknesses should be equally balance against each other and that there would need to be equal amount of choices. The strengths and weaknesses of factions are not equal. Why does guard have Ogryns or Strakenstar if they're supposed to be a powerful shooting army? Why they're better at everything than vanilla Space Marines?
Allowing things like imperium and chaos to cherry pick across multitudes of codexes with no downsides crushes codexes like tau that will never have an army that is meant to do what a BA smashcaptian does
No army should have what smash captain does, at least for that price.
Guard is supposed to be the largest most diverse fighting unit in the galaxy. They are supposed to have something that can do everything ok, but not outstrip specialists outright. So you have Bullgryns that are durable CC meat shields but can't punch like BA or Khorne, Catachan jungle fighters that are good strong, but not as strong as a dedicated cc unit like Khorne berzerkers (imo I think the catachan ability should only apply the first round of combat, I do think its a bit too strong and that's why its always taken, but that's a different discussion). Cherry picking is an issue because it removes your codex weakness and that's what we keep seeing this edition. Part of the weakness of the guard book is we don't have that absolutely crushing character like a smash captain or jetbike custodes. We are also supposed to have relatively fewergame-changing strategems. But we can right now go around that weakness with absolutely no downside. which is what has plagued this edition and its why you see soup always at the top but mono guard as a very middle of the pack army right now.
Martel732 wrote: Bullgryns punch harder than most, if not all, BA units.
I must have missed all the twitch games with Bullgryn droping out of the sky and killing a knight in a single turn..... seems weird people even bring BA captains when a bullgryn can do it
Martel732 wrote: Bullgryns punch harder than most, if not all, BA units.
I must have missed all the twitch games with Bullgryn droping out of the sky and killing a knight in a single turn..... seems weird people even bring BA captains when a bullgryn can do it
That's because the Captains are cheap and you know that.
Martel732 wrote: Bullgryns punch harder than most, if not all, BA units.
I must have missed all the twitch games with Bullgryn droping out of the sky and killing a knight in a single turn..... seems weird people even bring BA captains when a bullgryn can do it
I guess capt smash is a "unit". I mean DC and SG. You know, units.
Martel732 wrote: Bullgryns punch harder than most, if not all, BA units.
I must have missed all the twitch games with Bullgryn droping out of the sky and killing a knight in a single turn..... seems weird people even bring BA captains when a bullgryn can do it
That's because the Captains are cheap and you know that.
So you're saying that smash captains have hitting power per points that bullgryn just cant achieve....... and mobility...... and strategems...... so aka they don't fill the same roll as the specialized BA unit and thus IG doesn't not have something in the codex that can mirror it.... So your making my point
Because these units are being designed and balanced to fit in with a certain playstyle and theme,
Citation needed. The same people who designed these units designed the rules which allow them to be allied.
Mosr of these units already existed before the people currently writing the rules got there, and those paradigms established long ago and havent changed. These people also are under management direction to do things for business reasons, which allies is a huge part of over the last 3 editions. There was an interview with the guy who did the 7E eldar book on reddit where he went over a lot of that sort of thing.
Ultimately the actual in-codex rules for army interaction betwern factions are very thin indeed, that's almost entirely handled in the detachment rules, distinct and apart from the army codex books that are written, presented, and portrayed in most instances as self contained forces.
Or this is a symptom of poor internal balance of the factions.
They can be, but, again, even with perfect costings, fundamentally having access to things like way more CP than one otherwise would or long range heavy artillery in an army of close range specialists can hugely sway things in unintended manners, and we see that played out in tournament lists.
But the current rules allow them to be treated exactly like that! Whyt does it matter in which book the rules physically reside?
The point was that comparing SM/IG allies was not the same as Harlequins and other Eldar.
If you don't want Space Marines to be taking Basilisks, then give Space Marines tanks which do not suck?
They're not supposed to really have something like that, armies arent supposed to have access to everything, no faction is.
Tau and Guard arent supposed to have access to things like fast moving powerful CC and rapid redeployment mobility, Eldar really shouldn't generally be insanely hard to kill, SM's shouldn't have vast numbers or better tanks than the Guard, etc.
I'm ultimately not opposed to fixing many of the issues with the SM book, there very much are issues that need addressing, but like any army, they shouldn't be able to do it all.
Dandelion wrote: [
But the whole faction strengths and weaknesses spiel is not really present in most larger armies:
- Tau have kroot for CC - Guard have Ogryns for CC, and Scions for mobility
- Eldar have fast and slow units, and fragile and tough units
- Orks are pretty well rounded with options: horde vs elite and shooting vs CC - Necrons in theory are also well rounded, with a mix of fast and slow units, shooting and CC - Nids, again, are well rounded.
etc...
If it's a major faction, it's got the tools it needs. The factions have skews, but they don't really lack those other options.
Right, but that level of skew is important. There is a world of difference between having Kroot or Ogryn that can be a bumper stop or clean up element, and having access to something like a Custodes Jetbike Captain that provides resilient offensive striking power and almost unparalleled mobility.
With Allies, that skew factor gets really muddled.
BTW Bullgryns are a phenomenal meele unit and yes, with gimminick they can become absurdly resilient with 2+/3++.
But they aren't taken because... why? Why punch things when youc can shoot them and BA captains have all your meele needs covered?
I don't think a BA captain should be threated as a meele unit but more as a ranged one time missile. Because meele implies the opponent has some kind of counter-reaction to it. Smashfester just drops, ignores overwatch, charges nearly every time, and it explodes what it touches. Then you just kill him because he isn't that resilient. But is job is done.
Because these units are being designed and balanced to fit in with a certain playstyle and theme,
Citation needed. The same people who designed these units designed the rules which allow them to be allied.
Mosr of these units already existed before the people currently writing the rules got there, and those paradigms established long ago and havent changed. These people also are under management direction to do things for business reasons, which allies is a huge part of over the last 3 editions. There was an interview with the guy who did the 7E eldar book on reddit where he went over a lot of that sort of thing.
Ultimately the actual in-codex rules for army interaction betwern factions are very thin indeed, that's almost entirely handled in the detachment rules, distinct and apart from the army codex books that are written, presented, and portrayed in most instances as self contained forces.
Or this is a symptom of poor internal balance of the factions.
They can be, but, again, even with perfect costings, fundamentally having access to things like way more CP than one otherwise would or long range heavy artillery in an army of close range specialists can hugely sway things in unintended manners, and we see that played out in tournament lists.
But the current rules allow them to be treated exactly like that! Whyt does it matter in which book the rules physically reside?
The point was that comparing SM/IG allies was not the same as Harlequins and other Eldar.
If you don't want Space Marines to be taking Basilisks, then give Space Marines tanks which do not suck?
They're not supposed to really have something like that, armies arent supposed to have access to everything, no faction is.
Tau and Guard arent supposed to have access to things like fast moving powerful CC and rapid redeployment mobility, Eldar really shouldn't generally be insanely hard to kill, SM's shouldn't have vast numbers or better tanks than the Guard, etc.
I'm ultimately not opposed to fixing many of the issues with the SM book, there very much are issues that need addressing, but like any army, they shouldn't be able to do it all.
Dandelion wrote: [
But the whole faction strengths and weaknesses spiel is not really present in most larger armies:
- Tau have kroot for CC - Guard have Ogryns for CC, and Scions for mobility
- Eldar have fast and slow units, and fragile and tough units
- Orks are pretty well rounded with options: horde vs elite and shooting vs CC - Necrons in theory are also well rounded, with a mix of fast and slow units, shooting and CC - Nids, again, are well rounded.
etc...
If it's a major faction, it's got the tools it needs. The factions have skews, but they don't really lack those other options.
Right, but that level of skew is important. There is a world of difference between having Kroot or Ogryn that can be a bumper stop or clean up element, and having access to something like a Custodes Jetbike Captain that provides resilient offensive striking power and almost unparalleled mobility.
With Allies, that skew factor gets really muddled.
Allies aren't muddling that Custodes Biker Captains need to be hit. You're...not actually serious are you?
Vaktathi wrote: Right, but that level of skew is important. There is a world of difference between having Kroot or Ogryn that can be a bumper stop or clean up element, and having access to something like a Custodes Jetbike Captain that provides resilient offensive striking power and almost unparalleled mobility.
The coldstar says hi:
- Mobility
- Good striking power
- Fairly resilient with SG and drones
- Also decent in melee (onager gauntlet and fusion blades help there)
The thing is, you can't compare kroot to Custodes bike captains. Kroot are a melee unit similar(ish) to ork boyz, or hormagants. Then there's the krootox which hits pretty hard for its cost and is fairly fast.
Digression: the more I look at the kroot stuff the more I want a fleshed out kroot faction
Vaktathi wrote: Right, but that level of skew is important. There is a world of difference between having Kroot or Ogryn that can be a bumper stop or clean up element, and having access to something like a Custodes Jetbike Captain that provides resilient offensive striking power and almost unparalleled mobility.
The coldstar says hi:
- Mobility
- Good striking power
- Fairly resilient with SG and drones
- Also decent in melee (onager gauntlet and fusion blades help there)
Sort of, in some respects the Coldstat is similar if set uo that way, but you can only have one set up like that (as opposed to the double/triple jetbikes we often see) and aren't going to really work quite the same way or have the stratagem support, in addition to costing a lot more after all that kit (iirc, dont have the book in front of me), and only works with ine subfaction (again, IIRC).
The thing is, you can't compare kroot to Custodes bike captains.
Right, that was kinda my point. They have some melee, but not anything to build an army around or strong offensive line with.
Allies aren't muddling that Custodes Biker Captains need to be hit. You're...not actually serious are you?
Ultimately the point is that stuff from one army can become more powerful than it would otherwise be when paired with stuff from other armies. I don't get why the fundamental concept of context is so controversial here.
Vaktathi wrote: Right, but that level of skew is important. There is a world of difference between having Kroot or Ogryn that can be a bumper stop or clean up element, and having access to something like a Custodes Jetbike Captain that provides resilient offensive striking power and almost unparalleled mobility.
The coldstar says hi:
- Mobility
- Good striking power
- Fairly resilient with SG and drones
- Also decent in melee (onager gauntlet and fusion blades help there)
Sort of, in some respects the Coldstat is similar if set uo that way, but you can only have one set up like that (as opposed to the double/triple jetbikes we often see) and aren't going to really work quite the same way or have the stratagem support, in addition to costing a lot more after all that kit (iirc, dont have the book in front of me), and only works with ine subfaction (again, IIRC).
The thing is, you can't compare kroot to Custodes bike captains.
Right, that was kinda my point. They have some melee, but not anything to build an army around or strong offensive line with.
Allies aren't muddling that Custodes Biker Captains need to be hit. You're...not actually serious are you?
Ultimately the point is that stuff from one army can become more powerful than it would otherwise be when paired with stuff from other armies. I don't get why the fundamental concept of context is so controversial here.
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
Infantry absolutely win games by sitting on objectives with a 4+ and too many bodies to reasonably kill.
If chess clocks weren't introduced and IG didn't have a wealth of other, more enjoyable options, I can guarantee that their tactic would be the same as Orks which is to bring too many cheap bodies to be killed in a reasonable time and to win by sitting on objectives. Of course they'd be more effective because they get a 5+ save and for every 2 Boyz you'd have 3 Guardsmen.
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
The Infantry squad is one of guard's 3 troop choices, of which we have:
Conscripts: nerfed into the ground so hard that even at 3ppm they'd still be a pretty crappy choice
Scions:awesome stats and capability but at over twice the price of a guardsmen they're too expensive to run in large number's, best taken in small numbers for specific purposes (unless you're running a full army of them of course)
Infantry squads:Good stats and model count for a cheap price, they're the bread and butter of Guard lists
Infantry squads are auto takes because they're the best choice to take in bulk Guard has, a troop choice Guard has to take in order to fill brigades and battalion's, you bump them up to 5ppm and people will still take them, nerf them some other way and people will still take them, hell even if conscripts were better people would still run them just so they had less models to build/paint.move around the board. It's one thing to call out optional units like Basilisk's, manticore's, Russ's as auto includes because the basic detachment system doesn't need them to function, but calling out troop choices for it is just silly.
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
The Infantry squad is one of guard's 3 troop choices, of which we have:
Conscripts: nerfed into the ground so hard that even at 3ppm they'd still be a pretty crappy choice
Scions:awesome stats and capability but at over twice the price of a guardsmen they're too expensive to run in large number's, best taken in small numbers for specific purposes (unless you're running a full army of them of course)
Infantry squads:Good stats and model count for a cheap price, they're the bread and butter of Guard lists
Infantry squads are auto takes because they're the best choice to take in bulk Guard has, a troop choice Guard has to take in order to fill brigades and battalion's, you bump them up to 5ppm and people will still take them, nerf them some other way and people will still take them, hell even if conscripts were better people would still run them just so they had less models to build/paint.move around the board. It's one thing to call out optional units like Basilisk's, manticore's, Russ's as auto includes because the basic detachment system doesn't need them to function, but calling out troop choices for it is just silly.
Everyone already acknowledges that Conscripts going to 4 points was silly and everyone already knows Vets should be troops again.
JNAProductions wrote: Scions are more suicide troops though. At least, that's how they get used.
Just when you use ‘em for that. They are quite the killy sons a guns. Especially when they have a vehicle that can put out 20 shots at S4 that hit on 3s, with extra shots on 6s.
Can we talk about how strong Scions are for a moment. I haven’t seen the Mathhammer on them. Are they pointed appropriately in anyone’s opinion or not?
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
The Infantry squad is one of guard's 3 troop choices, of which we have:
Conscripts: nerfed into the ground so hard that even at 3ppm they'd still be a pretty crappy choice
Scions:awesome stats and capability but at over twice the price of a guardsmen they're too expensive to run in large number's, best taken in small numbers for specific purposes (unless you're running a full army of them of course)
Infantry squads:Good stats and model count for a cheap price, they're the bread and butter of Guard lists
Infantry squads are auto takes because they're the best choice to take in bulk Guard has, a troop choice Guard has to take in order to fill brigades and battalion's, you bump them up to 5ppm and people will still take them, nerf them some other way and people will still take them, hell even if conscripts were better people would still run them just so they had less models to build/paint.move around the board. It's one thing to call out optional units like Basilisk's, manticore's, Russ's as auto includes because the basic detachment system doesn't need them to function, but calling out troop choices for it is just silly.
Everyone already acknowledges that Conscripts going to 4 points was silly and everyone already knows Vets should be troops again.
What's the real point you're making?
That calling out a troop choice as an auto include as if it's some kind of measure of being too strong is pretty silly, armies will always take the best troop and HQ's in their own codex, regardless of how strong they are overall. Which is why you see company commanders and infantry squads in every detachment that isn't armoured company or milatarum tempestus, they're the foundation most guard lists are built on.
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
Because allies and CP sharing make them even more powerful than they otherwise would be?
I'm not saying they may not individually need a nerf, they probably do, but the single most resounding piece of information we have from tournament results is that Soup wins. Between the cherrypicking of the best units, unintended synergies such as the CP battery, etc, thats whats winning, and doing so consistently, with no single faction dominating across the spectrum, we see it with Xenos as much as with Imperial armies.
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
Infantry Squads are the bedrock Troops unit of the army, that's about the one unit you'd always hope should be an autotake. Stormtroopers make for a very different army, aesthetic and playstyle. Conscripts are just pointless currently have never been a primary troop unit, in fact, in most previous editions you were very limited in the number of Conscript units you could take, and always had to include Infantry Squads before you could take any Conscripts at all, they have always been a supplemental unit. Veterans were only Troops in two codexes and are no longer a Troops option. Thus, the Infantry Squad is the autotake, and in that context at least there's nothing wrong with that, whatever other issues with costing may exist aside.
That said, even if we accept the concept that autotakes in mono armies are autotakes in Soup (in most instances you're probably correct), the Soup can enhance that in ways the mono army may not be able to, and even if we had perfect monofaction balance, being able to mix and match leads to lots many already aforementioned issues.
All units are deployed in tournaments if they are good, no powergamer will bring troops if they are bad and will not spam them just for the CP. If guards go to 5pts than you will see conscripts back on the tables. Even in guard heavy list with 90 models, that is only 90 points, not enough to effect most games, but enough to effect the best tournaments.
Mono guard that mono guard this, i don`t care about mono guard, like you don`t care about mono craftword.
Marin wrote: All units are deployed in tournaments if they are good, no powergamer will bring troops if they are bad and will not spam them just for the CP. If guards go to 5pts than you will see conscripts back on the tables. Even in guard heavy list with 90 models, that is only 90 points, not enough to effect most games, but enough to effect the best tournaments.
Mono guard that mono guard this, i don`t care about mono guard, like you don`t care about mono craftword.
Yeas, soup players will stop taking the best CP regeneration detachment in the game because it costs 30 more points. /s
Never mind that the relics and wargear that detachment brings is what allows the rest of the list to function, they'll definitely stop taking them because of a (relatively small) cost increase /s
Spoletta wrote: By that definition scouts are as OP as infantry squads.
Yes, by that arbitrary definition.
By a definition where we compare their effectiveness to other units of the same cost though, we can see that infantry squads are OP while scouts are not.
Spoletta wrote: By that definition scouts are as OP as infantry squads.
Yes, by that arbitrary definition.
By a definition where we compare their effectiveness to other units of the same cost though, we can see that infantry squads are OP while scouts are not.
I think that the word OP here is being overused. Infantry guards are not OP, they are a bit undercosted. They are not ruining anyone's day by being a bit overperforming for the cost.
If tomorrow we bring guards to 5 points, the meta wouldn't change in the slightest.
There are OP things out there right now, some of those in IG, but Infantry sqauds are not one of these. Are you seriously telling me that you would prefer to fix infantry squads before those abominations of the artemis hellhounds get a fix? Are you sure you have seen what they do for 90 points?? THAT is being OP.
Marin wrote: All units are deployed in tournaments if they are good, no powergamer will bring troops if they are bad and will not spam them just for the CP. If guards go to 5pts than you will see conscripts back on the tables.
I suspect not, especially for what many Soup lists would amount to only about 30pts.
Mono guard that mono guard this, i don`t care about mono guard, like you don`t care about mono craftword.
Marin wrote: All units are deployed in tournaments if they are good, no powergamer will bring troops if they are bad and will not spam them just for the CP. If guards go to 5pts than you will see conscripts back on the tables. Even in guard heavy list with 90 models, that is only 90 points, not enough to effect most games, but enough to effect the best tournaments.
Mono guard that mono guard this, i don`t care about mono guard, like you don`t care about mono craftword.
Not sure about conscripts coming back - the 5's to hit and orders on a 4+ make them only a choice for physical speed bumps. And yes the points increase is nothing - most 'competitive' mixed lists have 3 squads - so you are talking a 1.5% points drop from your 2000 point army. Even if they have gone crazy and have a brigade and battalion that is only 90 points - 4.5%.
Can we talk about how strong Scions are for a moment. I haven’t seen the Mathhammer on them. Are they pointed appropriately in anyone’s opinion or not?
The poor dears really suffer though when it comes to range, with rapid fire range being 9" so they can't double tap charging deep strikers. The shoot again on a 6+ is interesting, giving about an 11%? increase in hits I think.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Spoletta wrote: By that definition scouts are as OP as infantry squads.
Yes, by that arbitrary definition.
By a definition where we compare their effectiveness to other units of the same cost though, we can see that infantry squads are OP while scouts are not.
I think that the word OP here is being overused. Infantry guards are not OP, they are a bit undercosted. They are not ruining anyone's day by being a bit overperforming for the cost.
If tomorrow we bring guards to 5 points, the meta wouldn't change in the slightest.
There are OP things out there right now, some of those in IG, but Infantry sqauds are not one of these. Are you seriously telling me that you would prefer to fix infantry squads before those abominations of the artemis hellhounds get a fix? Are you sure you have seen what they do for 90 points?? THAT is being OP.
Well undercosted and OP are kinda one and the same as far as matched play is concerned. They're too efficient for their points.
I agree that other units are more obviously OP and that the meta wouldn't change even with 5ppm Infantry however I think these changes can be done at the same time - fixing soup requires units to be changed, the interactions with CP and stratagems to be fixed and a buff to mono armies. One of these is not enough by itself.
Can we talk about how strong Scions are for a moment. I haven’t seen the Mathhammer on them. Are they pointed appropriately in anyone’s opinion or not?
The poor dears really suffer though when it comes to range, with rapid fire range being 9" so they can't double tap charging deep strikers. The shoot again on a 6+ is interesting, giving about an 11%? increase in hits I think.
You can always use Valkyries to get into double tap range, but that gets pricy fast. You could do it with Volley guns, but the -1 to hit means their trait wont work on the turn you deep strike, however, if you can keep them from dying on the turn they land (since you got 24'' range) then there's a chance something will be within half range of the Volley guns.
greatbigtree wrote: Give everyone equal CP - eliminate use for IGCP battery.
Repoint Strats to account for everyone having the same CP. Make good strats for Knights cost 5 CP, or something like that.
Get rid of recovering CP - eliminate use for IG Commanders.
If we got rid of those things, people would not spend points on IG for the CP, and instead buy things to smash with.
Huzzah!
This is not a good idea. CP gain from detachments is how players are rewarded for taking basic troops as opposed to armies of pure specialist units like Riptide Wings. The game is already very deadly with ITC even struggling to make going second not a heavy disadvantage. If you remove troops from the equation armies become even deadlier and you'll see more T2 tablings like Fireraptor lists in early 8th.
Perth wrote: This is not a good idea. CP gain from detachments is how players are rewarded for taking basic troops as opposed to armies of pure specialist units like Riptide Wings.
Give everyone the same starting CP and add a CP cost to the specialist detachments.
The context is Jetbike Captains are too strong on their own without the need for allies. There's no need to consider allies in that discussion whatsoever. So when something is that over the top, why are we going to blame souping or allies?
Because allies and CP sharing make them even more powerful than they otherwise would be?
I'm not saying they may not individually need a nerf, they probably do, but the single most resounding piece of information we have from tournament results is that Soup wins. Between the cherrypicking of the best units, unintended synergies such as the CP battery, etc, thats whats winning, and doing so consistently, with no single faction dominating across the spectrum, we see it with Xenos as much as with Imperial armies.
YEAH Infantry aren't as powerful as a Cawls Wrath Knight, but we still need to have the discussion of the units that are too powerful. If they're auto-include in a mono-army, OF COURSE they're auto-include in soup.
Infantry Squads are the bedrock Troops unit of the army, that's about the one unit you'd always hope should be an autotake. Stormtroopers make for a very different army, aesthetic and playstyle. Conscripts are just pointless currently have never been a primary troop unit, in fact, in most previous editions you were very limited in the number of Conscript units you could take, and always had to include Infantry Squads before you could take any Conscripts at all, they have always been a supplemental unit. Veterans were only Troops in two codexes and are no longer a Troops option. Thus, the Infantry Squad is the autotake, and in that context at least there's nothing wrong with that, whatever other issues with costing may exist aside.
That said, even if we accept the concept that autotakes in mono armies are autotakes in Soup (in most instances you're probably correct), the Soup can enhance that in ways the mono army may not be able to, and even if we had perfect monofaction balance, being able to mix and match leads to lots many already aforementioned issues.
1. People already cherry pick the best units from their codices, soup or not. Allies and soup NEVER had any impact on any of that. The only difference is across multiple codices. Buying multiple codices for multiple broke units is basically the same outside slightly more spent money.
The main consistency from all editions though is poor internal balance though, and of course poor external balance. If those gaps are further closed, this becomes less an issue.
2. You're also forgetting that some armies were basically meant to be glorified allies, like Imperial Knights and Inquisition and Assassins and so on. Then you have the armies that are entirely more reliant on needing those CP and allies like Deathwatch and Grey Knights.
Assuming we just tossed allies out the window, what would you do to fix those situations? If you haven't a good idea, that means you're just reactionary like the people that refuse any change to the game for the past decade or more. Hell we still have people that think the game died after 3rd Edition so...
3. Just because Conscripts got nerfed to the ground doesn't mean Infantry squads being where they're at is okay. I'd think you'd be the last person with that line of reasoning.
Average 2,000 pt SM army typically consists of 25~40 models with average 90 wounds.
Average 2,000 pt Necron army typically consists of 30~45 models with average 100 wounds.
Average 2,000 pt T'au army typically consists of 40~55 models with average 100 wounds.
Average 2,000 pt AM army varies much and can consists of 45~120 models with average 170 wounds.
Average 2,000 pt SM army typically consists of 25~40 models with average 90 wounds.
Average 2,000 pt Necron army typically consists of 30~45 models with average 100 wounds.
Average 2,000 pt T'au army typically consists of 40~55 models with average 100 wounds.
Average 2,000 pt AM army varies much and can consists of 45~120 models with average 170 wounds.
What space marine army at 2000 only has 25-40 models? Assuming a captain lieutenant and 3 squads your looking at 17-32 units for under a 750 pts. What are you spending the other 1200+ pts on predators and dreads? Using black templars I easily have 40+ space marines in a list. And that's with a 1000 pts to spare.
You can't compare wounds since the saves and toughness both factor in.
Average 2,000 pt SM army typically consists of 25~40 models with average 90 wounds.
Average 2,000 pt Necron army typically consists of 30~45 models with average 100 wounds.
Average 2,000 pt T'au army typically consists of 40~55 models with average 100 wounds.
Average 2,000 pt AM army varies much and can consists of 45~120 models with average 170 wounds.
Could you show your math on this? A lot of those model counts seem incredibly low.
1. People already cherry pick the best units from their codices, soup or not. Allies and soup NEVER had any impact on any of that. The only difference is across multiple codices. Buying multiple codices for multiple broke units is basically the same outside slightly more spent money.
Well, no, in that it opens up possibilities that were far more broken than if they were confined to a single book, hence why we see allies dominating tournaments. It opens a wider array of broken units able to be taken in a wider array of configuration and interacting in potentially much more powerful manners.
It's one thing to build an army around your codex's one or two OP units, it's another to build an army entirely out of OP things because you can pick the best things from every book for every slot, and even worse when they then interact to make elements more powerful than they would be otherwise by doing things like providing a glut of CP (or things like the 7E Drop Pod Skitarii ).
Again, there's a reason we see Soup overwhelmingly dominating literally every tournament, Imperial, Chaos, and Xenos.
The main consistency from all editions though is poor internal balance though, and of course poor external balance. If those gaps are further closed, this becomes less an issue.
Less of one yes, but even then, what's balanced in one army may not be in conjunction with another, especially when things that Points have no control over come into play like Stratagems & CP, Warlord Traits, Relics, etc.
2. You're also forgetting that some armies were basically meant to be glorified allies, like Imperial Knights and Inquisition and Assassins and so on. Then you have the armies that are entirely more reliant on needing those CP and allies like Deathwatch and Grey Knights.
I'm not, however the way these factions are handled currently is really poor. Some of them are still Index factions, most never really should have been distinct separate factions in the first place. If armies like Grey Knights are to stand on their own, they need to be fixed within their own book, not rely on Guard allies to feed them CP as a makeshift crutch for GW's poor release (I've got about 2500pts of GK's waiting for such a day...).
For the others that may not be intended to ever stand on their own, they really should be collected into an "Imperial Agents" book with more detailed rules on use in other forces or acting together. As is, their rules for interacting with other factions are generally minimal in the extreme, usually just an ability or two that affect other Imperial units and not just their own subfaction, leaving everything else up to the Detachment system, with demonstrable balance results.
3. Just because Conscripts got nerfed to the ground doesn't mean Infantry squads being where they're at is okay. I'd think you'd be the last person with that line of reasoning.
I didn't make any such argument, my point was that the argument that Infantry Squads being autotakes even in Monoguard armies wasn't really a reflection on their power level given the nature of the army and the other troops available.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Agree, my Scions did nothing to deserve this.
Changing Infantry to being an 80 point choice for 2 squads I could live with but my concern would be that people would just use MSU scions instead.
Originally I just suggested removing Grand Strategists and Kurov's from matched play but apparently thats not fair for guard players.
But leaving guard paying half the avarage points per CP of the other factions isn't fair to any other factions. I'm trying to see how you increase the cost of a guard detachments to stop them being so unbalanced with CP.
To make the common rulebook strategums vaguely balanced guard would need to double their CP costs to make using them the same level of commitment of CP resources that other armies have to comit.
1CP from a pool of 10 CP is 10%
1CP from a pool of 20 CP is 5% thats not the same opportunity cost, it actually half.
Strategums would need to cost guard twice the CP to represent the same commitment of CP resources.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Agree, my Scions did nothing to deserve this.
Changing Infantry to being an 80 point choice for 2 squads I could live with but my concern would be that people would just use MSU scions instead.
Originally I just suggested removing Grand Strategists and Kurov's from matched play but apparently thats not fair for guard players.
But leaving guard paying half the avarage points per CP of the other factions isn't fair to any other factions. I'm trying to see how you increase the cost of a guard detachments to stop them being so unbalanced with CP.
To make the common rulebook strategums vaguely balanced guard would need to double their CP costs to make using them the same level of commitment of CP resources that other armies have to comit.
1CP from a pool of 10 CP is 10%
1CP from a pool of 20 CP is 5% thats not the same opportunity cost, it actually half.
Strategums would need to cost guard twice the CP to represent the same commitment of CP resources.
Most guard players ive seen post in this thread are all for the removal of grand strategist and kurovs from the game.... I like most just think all CP regeneration should go away. It's much easier to balance CP as fixed pools.
1. People already cherry pick the best units from their codices, soup or not. Allies and soup NEVER had any impact on any of that. The only difference is across multiple codices. Buying multiple codices for multiple broke units is basically the same outside slightly more spent money.
Well, no, in that it opens up possibilities that were far more broken than if they were confined to a single book, hence why we see allies dominating tournaments. It opens a wider array of broken units able to be taken in a wider array of configuration and interacting in potentially much more powerful manners.
It's one thing to build an army around your codex's one or two OP units, it's another to build an army entirely out of OP things because you can pick the best things from every book for every slot, and even worse when they then interact to make elements more powerful than they would be otherwise by doing things like providing a glut of CP (or things like the 7E Drop Pod Skitarii ).
Again, there's a reason we see Soup overwhelmingly dominating literally every tournament, Imperial, Chaos, and Xenos.
The main consistency from all editions though is poor internal balance though, and of course poor external balance. If those gaps are further closed, this becomes less an issue.
Less of one yes, but even then, what's balanced in one army may not be in conjunction with another, especially when things that Points have no control over come into play like Stratagems & CP, Warlord Traits, Relics, etc.
2. You're also forgetting that some armies were basically meant to be glorified allies, like Imperial Knights and Inquisition and Assassins and so on. Then you have the armies that are entirely more reliant on needing those CP and allies like Deathwatch and Grey Knights.
I'm not, however the way these factions are handled currently is really poor. Some of them are still Index factions, most never really should have been distinct separate factions in the first place. If armies like Grey Knights are to stand on their own, they need to be fixed within their own book, not rely on Guard allies to feed them CP as a makeshift crutch for GW's poor release (I've got about 2500pts of GK's waiting for such a day...).
For the others that may not be intended to ever stand on their own, they really should be collected into an "Imperial Agents" book with more detailed rules on use in other forces or acting together. As is, their rules for interacting with other factions are generally minimal in the extreme, usually just an ability or two that affect other Imperial units and not just their own subfaction, leaving everything else up to the Detachment system, with demonstrable balance results.
3. Just because Conscripts got nerfed to the ground doesn't mean Infantry squads being where they're at is okay. I'd think you'd be the last person with that line of reasoning.
I didn't make any such argument, my point was that the argument that Infantry Squads being autotakes even in Monoguard armies wasn't really a reflection on their power level given the nature of the army and the other troops available.
1. That doesn't make any sense though. If a unit is broken in any sense, it needs to be hit. You aren't pricing units based on what COULD happen. That leads to things like Marine units being priced like you're running Roboute every game.
If the unit is broken with a Stratagem but poor without it, how are you going to price it?
Also Skitarii weren't broken with Drop Pods. They merely helped because they were a army based on Mechanicus stuff but didn't have any transports. Kinda silly, huh? The new drill fixes that of course but only by enough so that you aren't stuck with the same Forge Worlds as usual.
2. Except those Factions like Inquisition and Grey Knights could basically be run independently. Remember how we had Inquisition Storm Troopers as a Troop choice? The elite choices didn't have to be Grey Knights?
So if your suggestion is to toss them in the same book, that doesn't make sense seeing as they had a prototype to be ran as allies or have allies ran with them anyway. Didn't seem to cause a fuss, did it? So what's your other suggestion to help an army like Grey Knights if you want them to be strictly solo?
3. Once again, if a unit is priced like you have them rerolling to hit all the time, then there's a fundamental issue with the unit at the base, not its support. Should Predators be priced like you're using Killshot every turn?
4. The thing is that Infantry were already mathematically good. The issue is that Conscripts were super poorly designed. Nobody is denying the current pricing is silly, but Infantry were already stupid excellent.
If a unit is broken with the stratagem but not without it you don't hit the unit you hit the strat that breaks the unit. Not every thing needs to be fixed by hitting units, to pull an example from the guard codex, Take Cover! was getting used on tanks bumping them to a 2+ save, this was considered too strong so it got nerfed to only work with infantry.
Once the strat is curtailed you can then buff the unit itself.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Agree, my Scions did nothing to deserve this.
Changing Infantry to being an 80 point choice for 2 squads I could live with but my concern would be that people would just use MSU scions instead.
Originally I just suggested removing Grand Strategists and Kurov's from matched play but apparently thats not fair for guard players.
But leaving guard paying half the avarage points per CP of the other factions isn't fair to any other factions. I'm trying to see how you increase the cost of a guard detachments to stop them being so unbalanced with CP.
To make the common rulebook strategums vaguely balanced guard would need to double their CP costs to make using them the same level of commitment of CP resources that other armies have to comit.
1CP from a pool of 10 CP is 10%
1CP from a pool of 20 CP is 5% thats not the same opportunity cost, it actually half.
Strategums would need to cost guard twice the CP to represent the same commitment of CP resources.
Why are people so fixed on the idea that the guard is full of CP because they have cheap troops? That is false. They actually pay more than other factions for troops. What really sets them apart are the really cheap HQs, but even like this they are not much better than other factions at getting cheap battalions.
Keep guard CP as it is. Sure they will have 20 per game, and then? That's 5 more than a simple brigade, which almost every faction can easily run. Is having 5 CPs more in a factions that desn't have any really good stratagem this much of a problem? I don't see any necessary fix here.
Ice_can wrote: What about adding a rule that represents the concept of guard being the endless hoard who die in the service of the emperor.
Imperial Guard detachments require 2 troops choices for each mandatory troop choice in a detachment otherwise the command benifit it changed to 0CP.
Ie a Battalion requires 6 infantry squads
And a brigade would require 12 infantry squads.
Bring the points per CP into line and would make the CP battery a minimum of 300 points instead of 180 it currently is.
As described, this would be fairly punitive on Stormtrooper lists. An easier option if going this route would just be to treat Infantry Squads specifically like the old platoon system where you could take 2-6 in each Troops slot, but not just 1.
Agree, my Scions did nothing to deserve this.
Changing Infantry to being an 80 point choice for 2 squads I could live with but my concern would be that people would just use MSU scions instead.
Originally I just suggested removing Grand Strategists and Kurov's from matched play but apparently thats not fair for guard players.
But leaving guard paying half the avarage points per CP of the other factions isn't fair to any other factions. I'm trying to see how you increase the cost of a guard detachments to stop them being so unbalanced with CP.
To make the common rulebook strategums vaguely balanced guard would need to double their CP costs to make using them the same level of commitment of CP resources that other armies have to comit.
1CP from a pool of 10 CP is 10%
1CP from a pool of 20 CP is 5% thats not the same opportunity cost, it actually half.
Strategums would need to cost guard twice the CP to represent the same commitment of CP resources.
Why are people so fixed on the idea that the guard is full of CP because they have cheap troops? That is false. They actually pay more than other factions for troops. What really sets them apart are the really cheap HQs, but even like this they are not much better than other factions at getting cheap battalions.
Keep guard CP as it is. Sure they will have 20 per game, and then? That's 5 more than a simple brigade, which almost every faction can easily run. Is having 5 CPs more in a factions that desn't have any really good stratagem this much of a problem? I don't see any necessary fix here.
You get the same generic strategums as everyone else, aswell as a numberof strategums being shared across codex's.
It's not 5 CP more its bringing 18CP or more in a pure guard list plus Grand Strategists and Kurov's pushes that to nearly 30 CP and you still have 1400points to bring the killing units.
No one else in the imperium factions is even remotely close to that amount of CP. That males the opportunity cost for out flanking 10% for guard but same strategum for knights at 12CP is a 25% opportunity cost. Knights pay 2and a half times what guard do for the same benifit.
UltraMarines are going to top out at 16 CP starting CP which goes to 22CP but the only have 800 point left for killing units.
The Comand reroll has a opportunity cost of 3% for guard and 4% for marines thats 25% cheaper for the same strategum.