Welcome ladies and gentleman, boys and girls, children of all ages.
This is the Codex: Space Marine Balance Errata, a part of the larger 40k Balance Errata. The goal of these Balance Errata is to create a more balanced and varied 40k and can be applied to their respective codex.
Also, to anyone looking at these Balance Errata the goal was to use the lightest hand as possible using points as the primary mechanism of change. Using weapon profile changes as well as Unit Composition more sparingly. Altering model stats even more sparingly, and lastly rewriting or adding new rules only when absolutely necessary.
Note that these changes are replacements unless notates as additions or removals.
Codex: Space Marine
Spoiler:
Chapter Tactics White Scars
Born in the Saddle: Remove "and recieve +1 to their Jink Cover Saves".
Space Marines Wargear List Ranged Weapons
Stormbolter: 3pts
Combi-flamer: 5pts
Combi-plasma: 7pts
Combi-grav or melta: 10pts
Melee Weapons
Power Sword: 10pts
Lightning Claw: 10pts
Terminator Weapons
... can replace his Storm BOlter with one of the following... Combi-flamer: 2pts, Combi-plasma: 4pts, Combi-melta: 7pts; Lightning Claw: 5pts; Thunderhammer: 15pts
Heavy Weapons
Heavy Bolter: 5pts
Heavy Flamer: 5pts; Remove: "1 Sternguard Veterans and Legion of the Damned only."
Missile Launcher: 10 pts; May also take Flakk Missiles 5pts
Lascannon: 15pts
Special Weapons
Plasmagun: 10pts
Special Issue Wargear
Digital Weapons: 5pts
Space Marine Bike: 25pts
Chapter Relics
The Burning Blade: 45pts
The Armour Indomitus: 50pts
The Shield Eternal: 55pts
HQ *I am not familiar enough with the most of the Special Characters to reprice them. Some, especially the rarely used ones will require a points reduction.
Marneus Calgar: 250pts
Chief Librarian Tigerius: 185pts
Kor'Sarro Khan: 150pts
Chapter Master
Terminator Upgrade: 30pts
Captain
May replace Chainsword with a Relic Blade: 15pts
Terminator Captain: 110pts
Honor Guard: 80pts;
Relic Blade: +5pts/model
Chapter Banner: 20pts
Standard of the Emperor Ascendant: 40pts
Command Squad: 95pts
Standard of the Emperor Ascendant: 40pts
Company Chamption: +10pts
Apothecary: +20pts
Librarian
Terminator Armor: 20pts
A Librarian in Terminator Armour may take one of the following... Storm Bolter: 3pts; Combi-flamer: 5pts, Combi-plasma: 7pts, Combi-melta: 10pts
Troops Tactical Marines
If the squad numbers ten models, two Space Marines may choose from either the Special Weapons or the Heavy Weapons List.
Veteran Seargent: 5pts
Dreadnought
4HP
May Replace Multimelta with: TL Heavy Bolter: Free; TL Autocannon: Free; TL Heavy Flamer: Free; Plasma Cannon: 10pts; Assault Cannon: 10pts, TL Lascannon: 10pts.
May Replace Stormbolter with: Heavy Flamer: 5pts
May Replace Fist and Stormbolter with: Missile Launcher: 5pt; TL Autocannon: 10pts
May Upgrade Missile Launcher with Flakk Missiles: 5pts
May Upgrade to Venerable: 20pts
Ironclad Dreadnought
4HP
May Replace Stormbolter with: Heavy Flamer: 5pts
Legion of the Damned: 120pts; 24pts/model
One Legionnaire may Upgrade to a Plasmagun: 10pts
Legionnaire Sergeant: Power Weapon: 10pts
Terminator Squad 150pts; 30pts/model
Wargear: Terminator Armor, Stormbolter, Power Sword
Upgrade Powersword to Powerfist: 5pts; Chainfist: 10pts
For every five one may replace Stormbolter for Heavy Flamer: 5pts; Assault Cannon: 15pts; Take a Cyclone Missile Launcher: 20pts, Upgrade Cyclone Missile Launcher to Flakk: 10pts
Terminator Assault Squad: 150pts, 30pts/model
Any Model may Replace Lightning Claws for a Thunderhammer and a Stormshield: 10pts/model
Centurion Assault Squad: 155pts, 50pts/model
Fast Attack Assault Marines
Two may replace Bolt Pistol for: Flamer: 5pts, Plasma Pistol: 7pts
Veteran Sergeant: 5pts
Sergeant or Veteran Sergeant may replace Bolt Pistol for Plasma Pistol:7pts; Grav Pistol: 10pts
Land Speeder Squadron
Replace Heavy Bolter with Multi-Melta: 5pts
May take one of Heavy Bolter: 5pts/model, Heavy Flamer: 5pts/model, Multi-Melta: 10pts, Assault Cannon: 20pts, Typhoon Missile Launcher: 20pts, May upgrade Typhoon Missile Launcher to Flakk: 10pts
Bike Squad
Bike Veteran Sergeand: 5pts
Attack Bike: 40pts
Attack Bike Squad: 40pts, 40pts/model
Scout Bike Squad
Scout Bike Veteran Sergeand: 5pts
Heavy Support Devastator Squad
Veteran Sergean: 5pts
Centurion Devastator Squad: 185pts
Any model may replace its Hurricane Bolters with a Missile Launcher for 5pts/model, and may upgrade its Missile Launcher to Flakk Missiles for 5pts/model
Predator: 65pts
May upgrade Autocannon to TL Lascannon: 15pts
Heavy Bolter Sponson: 15pts
Lascannon Sponsons: 30pts
Whirlwind: 60pts
Vindicator: 120pts
Land Raider: 220pts
Land Raider Crusader: 220pts
Land Raider Redeemer: 220pts
StormRaven Gunship
Wargear: Add Searchlight
May Replace its two side Access Poitns with Side Sponsons, each with Hurricane Bolters... 20pts
May replace TL Heavy Bolters with Typhoon Missile Launcher: 20pts
Change Log:
Spoiler:
5-14-15 Added
Terminator Captain: 110pts
5-14-15 Added
Tactical Marines
If the squad numbers ten models, two Space Marines may choose from either the Special Weapons or the Heavy Weapons List.
5-19-15 Replaced
Terminator Assault Squad: 150pts, 30pts/model
Any Model may Replace Lightning Claws for a Thunderhammer and a Stormshield: 10pts/model
5-26-15 Added
Terminator Weapons
... can replace his Storm BOlter with one of the following... Combi-flamer: 2pts, Combi-plasma: 4pts, Combi-melta: 7pts; Lightning Claw: 5pts; Thunderhammer: 15pts
5-26-15 Add
Captain
May replace Chainsword with a Relic Blade: 15pts
5-26-15 Added
Librarian
Terminator Armor: 20pts
A Librarian in Terminator Armour may take one of the following... Storm Bolter: 3pts; Combi-flamer: 5pts, Combi-plasma: 7pts, Combi-melta: 10pts[/quoStormRaven Gunship
Wargear: Add Searchlight
May Replace its two side Access Poitns with Side Sponsons, each with Hurricane Bolters... 20pts
May replace TL Heavy Bolters with Typhoon Missile Launcher: 20ptste]
5-26-15 Change To
Codex: Blood Angels
Spoiler:
Chapter Tactics *Add Blood Angels Chapter Tactic
Blood Angels: Add Chapter Tactics to Each unit with the Codex: Blood Angels Faction
Red Thirst: All units, except non Walker Vehicles, gain the Furious Charge Special Rule.
Decent of Angels: All Jump Infantry are allowed to make a 2" move entering play via Deepstrike. Units may run or shoot as normal after this move, but may not assault.
Melee Weapons
Power Sword: 10pts
Lightning Claw: 10pts
Terminator Weapons
... can replace his Storm BOlter with one of the following... Combi-flamer: 2pts, Combi-plasma: 4pts, Combi-melta: 7pts; Lightning Claw: 5pts; Thunderhammer: 15pts
Heavy Weapons
Heavy Bolter: 5pts
Heavy Flamer: 5pts; Remove: "May only be taken by Sternguard Veterans and Tactical Squads."
Missile Launcher: 10 pts; May also take Flakk Missiles 5pts
Lascannon: 15pts
Special Weapons
Plasmagun: 10pts
Special Issue Wargear
Digital Weapons: 5pts
Jump Pack: 10pts
Space Marine Bike: 25pts
Dreadnought Weapons
A model may replace Multimelta with: TL Heavy Bolter: Free; TL Autocannon: Free; TL Heavy Flamer: Free; Plasma Cannon: 10pts; Assault Cannon: 10pts, TL Lascannon: 10pts.
HQ *Could use help repricing the Blood Angel Special Characters
Captain
May replace Chainsword with a Relic Blade: 15pts
May replace Power Armour, Bolt Pistol, Chainsword, and Frag and Krak grenades with Termiantor Armour, Storm Bolter, and Power Weapons: 20pts
Librarian
Terminator Armor: 20pts
A Librarian in Terminator Armour may take one of the following... Storm Bolter: 3pts; Combi-flamer: 5pts, Combi-plasma: 7pts, Combi-melta: 10pts
Librarian Dreadnought: 135pts
4HP
May be upgraded to Psychic Pilot(Mastery Level 2): 35pts
May Replace Stormbolter with: Heavy Flamer: 5pts
Troops Tactical Marines
If the squad numbers ten models, two Space Marines may choose from either the Special Weapons or the Heavy Weapons List.
Veteran Seargent: 5pts
Assault Squad: 70pts, 14pts/model *Moved From Fast Attack
Wargear: Remove Jump Pack
The entire squad may take Jump Packs... 3pts/model
Up to two Space Marines may replace their Bolt Pistols with one of the following... Flamer: 5pts; Hand Flamer: 5pts; Plasma Pistol: 7pts; Meltagun: 10pts; Plasma Gun: 10pts; Inferno Pistol: 10pts;
May upgrade the Space Marine Sergean to a Veteran Sergeant... 5pts;
Dedicated Transport: The unit may select a Drop Pod, Rhino, or Razorback as a Dedicated Transport.
*Remove "The entire squad may remove their jump packs...."
Elites Command Squad
The entire squad may take Jump Packs: 15pts
Death Company Squad
Any Death Company Marine may replace his Bolt Pistol and/or Chainsword with... ower Weapon: 10pts/model
Any Death Company Marine may replace his Bolt Pistol with one of the following... Hand Flamer: 5pts/model; Plasma Pistiol: 7pts/model; Inferno Pistol: 10pts/model
Sanguinary Guard: 155pts, 30pts/model
One Sanguinary Guard may carry the Chapter Baner... 20pts
Any Sanguinary Guard may replace his Angelus Boltgun with one of the following... Plasma Pistol: 7pts/model; Inferno Pistol: 10pts/model;
Any Sanguinary Guard may Replace his Encarnime Sword with one of the following... Power Fist: 5pts/model;
Dreadnought
4HP
May Replace Stormbolter with: Heavy Flamer: 5pts
May Replace Fist and Stormbolter with: Missile Launcher: 5pt; TL Autocannon: 10pts
May Upgrade Missile Launcher with Flakk Missiles: 5pts
Death Company Dreadnought:115pts
4HP
May Replace Stormbolter with: Heavy Flamer: 5pts
Furioso Dreadnought
4HP
May Replace Stormbolter with: Heavy Flamer: 5pts
May take Extra Armour: 10pts
Terminator Squad 150pts; 30pts/model
Wargear: Terminator Armor, Stormbolter, Power Sword
Upgrade Powersword to Powerfist: 5pts; Chainfist: 10pts
For every five one may replace Stormbolter for Heavy Flamer: 5pts; Assault Cannon: 15pts; Take a Cyclone Missile Launcher: 20pts, Upgrade Cyclone Missile Launcher to Flakk: 10pts
Terminator Assault Squad: 150pts, 30pts/model
Any Model may Replace Lightning Claws for a Thunderhammer and a Stormshield: 10pts/model
Vanguard Veterans Squad: 90pts
Any model may replace his Bolt Pistol and/or Chainsword with... Hand Flamer: 5pts; , Plasma Pistol: 7pts; Grav Pistol: 10pts
Veteran Sergeant Relic Blade: 15pts
Razorback: 60pts
May replace its Twin-Linked Heavy Bolter with one of the following... Twinlinked Assault Cannon: 15pts; Twinlinked Lascannon: 15pts
Land Speeder Storm
Any Land Speeder may replace its Heavy Bolter with one of the following... Multi-melta: 5pts
Any Land Speeder may take one of the following... Assault Cannon: 15pts
Assault Squad: *Move to Troops
Bike Squad
May upgrade the Biker Sergeant to a Biker Veteran Sergeant: 5pts
May include an Attack Bike equipped with a Heavy Bolter: 40pts
Attack Bike Squad: 40pts, 40pts/model
Scout Bike Squad
May upgrade the Scout Biker Sergeant to a scout Biker Veteran Sergeant: 5pts
Heavy Support StormRaven Gunship
Wargear: Add Searchlight
May Replace its two side Access Poitns with Side Sponsons, each with Hurricane Bolters... 20pts
May replace TL Heavy Bolters with Typhoon Missile Launcher: 20pts
Devastator Squad
May upgrade the Space Marine Sergeant to a Veteran Sergeant... 5pts
Baal Predator: 110pts
May take two side Sponsons which are both armed with one of the following... Heavy Bolters: 15pts; Heavy Flamers: 15pts;
Predator: 65pts
May upgrade Autocannon to TL Lascannon: 15pts
Heavy Bolter Sponson: 15pts
Lascannon Sponsons: 30pts
Whirlwind: 60pts
Land Raider: 220pts
Land Raider Crusader: 220pts
Land Raider Redeemer: 220pts
Lords of War Commander Dante: 200pts
Change Log:
Spoiler:
5-26-15 Add Blood Angels Errata
5-26-15 Changed To
Assault Squad: 70pts, 14pts/model *Moved From Fast Attack
Wargear: Remove Jump Pack
The entire squad may take Jump Packs... 3pts/model
Up to two Space Marines may replace their Bolt Pistols with one of the following... Flamer: 5pts; Hand Flamer: 5pts; Plasma Pistol: 7pts; Meltagun: 10pts; Plasma Gun: 10pts; Inferno Pistol: 10pts;
May upgrade the Space Marine Sergean to a Veteran Sergeant... 5pts;
Dedicated Transport: The unit may select a Drop Pod, Rhino, or Razorback as a Dedicated Transport.
*Remove "The entire squad may remove their jump packs...."
[Grey Knights Wargear List Terminator Special Weapons
A model can replace its Storm Bolter with one of the Following... Incinerator: 5pts; Psilencer: 10pts; Psycannon: 15pts
Special Issue Wargear
Digital Weapons: 5pts
Upgrade one weapon to have the Master-Crafted Special Rule: 5pts
Dreadnought Weapons
A model may replace Multimelta with: TL Heavy Bolter: Free; TL Autocannon: Free; TL Heavy Flamer: Free; Plasma Cannon: 10pts; Assault Cannon: 10pts, TL Lascannon: 10pts.
Librarian
May take one of the following... Storm Bolter: 3pts; Combi-flamer: 5pts, Combi-plasma: 7pts, Combi-melta: 10pts
Techmarine: 75pts
Troops Strike Squad: 100pts; 19pts/model
Elites Purifier Squad: 110pts; 21pts/model
Special Rules: Brotherhood of Psykers(Mastery Level 1*) *If the squad contains seven or more models it instead counts as Mastery Level 2.
Paladin Squad: 150pts; 50pts/model
Dreadnought: 115pts
4HP
May Replace Stormbolter with: Heavy Flamer: 5pts
May Replace Fist and Stormbolter with: Missile Launcher: 5pt; TL Autocannon: 10pts
May Upgrade Missile Launcher with Flakk Missiles: 5pts
May Upgrade to a Venerable Dreadnought: 20pts
Fast Attack Razorback
May replace Twin-Linked Heavy Bolter with one of the following...Twinlinked Assault Cannon: 15pts ; Twinlinked Lascannon: 15pts
Interceptor Squad: 115pts, 22pts/model
StormRaven Gunship
Wargear: Add Searchlight
May Replace its two side Access Poitns with Side Sponsons, each with Hurricane Bolters... 20pts
May replace TL Heavy Bolters with Typhoon Missile Launcher: 20pts
Heavy Support Purgation Squad: 105pts
Nemesis Dreadknight
May take a Personal Teleporter... 40pts
May take up tow weapons from the following list ... Heavy Incinerator: 20pts; Gatling Psilencer: 20pts; Heavy Psycannon: 35pts
Remove "(each weapon may be taken only once)"
Land Raider: 220pts
Land Raider Crusader: 220pts
Land Raider Redeemer: 220pts
Kaldor Draigo: 225pts
Change Log:
Spoiler:
5-26-15 Add Grey Knights
Ok, there is my first draft of the Codex: Space Marine Balance Erata. Questions, concerns, bellyaches?? Some aspects of C:SM have been toned down via general rules, mainly the new Allies Rules which make old Centstar basically impossible, or much weaker. Sure, you can still run a more expensive Tigerius, Beatstick Chapter Master, Cent unit, but it has fewer shots and will cost a bit more and without as much Phychic Support it is less potent.
The most important question, would you rather play with the unmodified C:SM or C:SM after the Balance Errata?
5-26-15 Added the first draft of Codex: Blood Angels
5-26-15
Brennonjw wrote: before I comment, are these added or removed, or the base of what the mode becomes?
The default is replacement, they replace whatever was there, usually the cost, occasionally a statistic or weapon profile. The only time something is removed is when something is specifically said to be removed, otherwise everything else is left unchanged.
Why did you increase Tigerius' points he was fine IMO.
I've noticed a few things that I like:
For instance cheaper pistols and combi-weapons, but you still didn't let terminators take 2 heavy weapons per 5 models which has been a concern for them for awhile.
Info fact, 2 special/heavy per5 should be adopted by most units(like tacs) codex wide.
I've noticed a few things that I like:
For instance cheaper pistols and combi-weapons, but you still didn't let terminators take 2 heavy weapons per 5 models which has been a concern for them for awhile.
Info fact, 2 special/heavy per5 should be adopted by most units(like tacs) codex wide.
I like alot of this though: Good job
Thank you, with these changes the Codex should be much more internally balanced, and balanced around a "desirable" spot. There really shouldn't be anything that is broken, or extremely unbalanced compared to the rest of the Codex. Ideally, there should not be a much wider array of options that are around the same power level, fewer default choices in each slot, fewer default upgrades, etc.
Tigerius, 165pts. Basically 120pts of a ML3 Psyker of which C:SM does not have access to, then you have to pay for his extra wound, his ability to reroll his Psychic Power selection, Reroll his Psychic Tests, and Reroll Reserves both successful and failed. I believe that is easily 65pts of utility brought to an army. There is a reason people are so apt to select him over a regular librarian, he brings so much utility to a list and his greatly assured chance of getting a specific Psychic power cannot be underestimated.
Now, I'm not familiar enough with most of the special characters to know if they need a points adjustment or not, but I'm confident that Tigerius is still a good value at 185pts.
No, I did not give Terminators 2 Specials per five man, but did give them a very significant drop in points, and cheaper special weapons.
5 Terminators, 1xFist, 4xPowerSword, and Assault Cannon is now only 170pts compared to the old 220pts for 5 Terminators, 4xFist, 1xPS, and Assault Cannon. Maybe it isn't enough, but it is a significant improvement for Terminators and one we'll see replicated on other TA units across other Codices. If it proved to be too little, it could always be added at a later time.
I did increase it's cost by 5pts, I considered 10pts. There was also a 5pt increase in points for the SMBike, so the Captain America Biker is 10pts more expensive, and with the changes to Grav any squad he is accompanying is less effective.
How would you have suggested I rework the Shield Eternal? I calculated it as 40pts for Eternal Warrior, 15pts for a Storm sheild, which is the kind of pricing that tracks well enough.
Are you looking for a directed Nerf at the Shield Eternal, Bike, Thunderhammer, Artificer Armor Chapter Master or Captain? Hard to do as you can go Storm Shield, Artificer Armor, Thunderhammer, Bike for a very reasonable cost and its nearly as good.
I generally agree with the reduction of combiweapon costs, but the way that you currently have them still don't make sense. Why should a combimelta cost 10 points? That's as much as a meltagun. Why should a combiflamer cost 5 points? That's as much as a flamer.
The better solution is to make combiweapons cost one half, rounded up to the nearest point, of what the actual weapon costs. Thus, 3 points for a combiflamer, 5 points for a combimelta and 8 points for a combiplasma.
Traditio wrote: I generally agree with the reduction of combiweapon costs, but the way that you currently have them still don't make sense. Why should a combimelta cost 10 points? That's as much as a meltagun. Why should a combiflamer cost 5 points? That's as much as a flamer.
The better solution is to make combiweapons cost one half, rounded up to the nearest point, of what the actual weapon costs. Thus, 3 points for a combiflamer, 5 points for a combimelta and 8 points for a combiplasma.
I wanted to reduce their costs, but not in a way that proved overpowering for units like aster guard. Usually it's the first shot with a Melta or Flamer that does the most damage and this is a way to get in that single shot. They're they bring overwhelming force, when you need it, option and that premium is the points differential.
How many times does a Melta usually fire? 1-2 times per game, when it counts, that's why IMO. And it isn't like people didn't find the costs acceptable before.
I actually buffed Legion of the Damned, dropped their cost by 1ppm, 5pts cheaper Plasma Gun, and 5pts cheaper Power Weapon in like with the other changes.
Zagman wrote:I wanted to reduce their costs, but not in a way that proved overpowering for units like aster guard. Usually it's the first shot with a Melta or Flamer that does the most damage and this is a way to get in that single shot. They're they bring overwhelming force, when you need it, option and that premium is the points differential.
How many times does a Melta usually fire? 1-2 times per game, when it counts, that's why IMO. And it isn't like people didn't find the costs acceptable before.
This amounts to 32 points for a sternguard with a combimelta that he can shoot once. It's worthy of note that the previous space marines codex (5th edition?) priced all sternguard combiweapons at 5 points. You might say that 5 points is too cheap, but I still say that there's no way that one should have to pay full price for a weapon that he gets to use once. Maybe 8 points instead?
I actually buffed Legion of the Damned, dropped their cost by 1ppm, 5pts cheaper Plasma Gun, and 5pts cheaper Power Weapon in like with the other changes.
Zagman wrote:I wanted to reduce their costs, but not in a way that proved overpowering for units like aster guard. Usually it's the first shot with a Melta or Flamer that does the most damage and this is a way to get in that single shot. They're they bring overwhelming force, when you need it, option and that premium is the points differential.
How many times does a Melta usually fire? 1-2 times per game, when it counts, that's why IMO. And it isn't like people didn't find the costs acceptable before.
This amounts to 32 points for a sternguard with a combimelta that he can shoot once. It's worthy of note that the previous space marines codex (5th edition?) priced all sternguard combiweapons at 5 points. You might say that 5 points is too cheap, but I still say that there's no way that one should have to pay full price for a weapon that he gets to use once. Maybe 8 points instead?
I actually buffed Legion of the Damned, dropped their cost by 1ppm, 5pts cheaper Plasma Gun, and 5pts cheaper Power Weapon in like with the other changes.
I realized that afterwards.
I'm not terrible opposed to it... 3pt combiflamer, 5pt combiplasma, 5pt combimelta, 8pt combigrav...
I'm definitely keeping it in mind and very well may add those changes. I remember the old sternguard with combimelta as and how much they hurt, haha! If it wasn't for Sternguard I would have adopted that pricing before, I actually considered it...
What about a up to half the Sternguard can swap for a combi?? That seems reasonable.
DoomShakaLaka wrote: I think devastators' should be able to take up to 4 heavy OR specials.
Interesting, could you elaborate on why? I feel that Devastators are meant for heavy weapons and giving them access to special weapons will encroach on the roles of other units.
They did get a cheaper veteran sergeant and cheaper Heavy Weapons.
DoomShakaLaka wrote: Typically heavy weapons/ specials are interchangeable I believe.
It provides an alternative to loading up on sternguard specials and lets you use their SIU more fully.
Also it gives a wider variety of roles for devastors to fill.
The problem is they aren't quite, four Specials would be quite a bit more powerful than four Heavies. Even Vanguard Vets get only 2 Soevials or Heavies.
Giving Devs four Specials or Heavies would create an internal balance problem.
Also sternguard lose the ability to take special/heavy.
It was Sternguard, not Vanguard Vets that can take two.
I'm not sold on trying to give Special Weapons to Devastators, but it did give me the idea to make Tacticals that number 10 strong two specials OR two heavy weapons giving Tactical Squads a boost in flexibility and allowing Tacticals to fill he role you are looking for.
Edit: Added
Tactical Marines
If the squad numbers ten models, two Space Marines may choose from either the Special Weapons or the Heavy Weapons List.
So, you get Honor guard - veterans 2+ armor and power weapons for 20 pt a piece? Basically, 2 pt over VV for power weapons and 2+ armor?
Calgar doesn't need a pt drop as he's allready good.
I also think you underprice heavy weapons. HB for 5 pt is too cheap. I'd like to see it become Salvo 2/3. Will add to variety and it'll find a place in tac squads even for 10 pts. And HB marines look cool.
Think you're underpricing weapons. combi-plasma should cost 10 pt as it is. So is plasma pistol. +1 attack and a s7 ap2 shot is well worth 10 pt on combat characters. Completely agree with combi-flamers and grav weaponry. But lazcannons for 15 pt and ML for 15 is way too cheap.
Centurion assault squad needs something more going on for them rather than a simple price drop.
I pretty much disagree completely with you kooaei.
The Heavy Bolter is overpriced and almost never sees use on space marine infantry because of that. Also lascannons and missile launchers are currently overpriced as well( especially on non-relentless models).
I will agree that maybe the plasma pistol should be 10 points as less than that seems too cheap.
koooaei wrote: So, you get Honor guard - veterans 2+ armor and power weapons for 20 pt a piece? Basically, 2 pt over VV for power weapons and 2+ armor?
Calgar doesn't need a pt drop as he's allready good.
I also think you underprice heavy weapons. HB for 5 pt is too cheap. I'd like to see it become Salvo 2/3. Will add to variety and it'll find a place in tac squads even for 10 pts. And HB marines look cool.
Think you're underpricing weapons. combi-plasma should cost 10 pt as it is. So is plasma pistol. +1 attack and a s7 ap2 shot is well worth 10 pt on combat characters. Completely agree with combi-flamers and grav weaponry. But lazcannons for 15 pt and ML for 15 is way too cheap.
Centurion assault squad needs something more going on for them rather than a simple price drop.
Honor guard are the same cost, the base cost for three has dropped five pts for the Chapter Champion as per my other modifications. Some of their upgrades got cheaper as well. 25pts a piece, not 20. Not to mention the Chapter Master Tax.
Calgary is a foots logging Eternal a Warrior beat stick with some fun special rules. He also locks your Chapter Tactics down.
Bolster to Heavy Bolter for 5pts is just fine for Infactry. When was the last time you saw Devs of the table with the old Heavy Weapon Prices? And a single shot Lascannon just doesn't pack that much punch. And it's on a nonrelentless platform that is pretty flimsy. I didn't wasn't to change the rules too much when a simple points adjustment would have done it, Salvo would have been a good option as wel. Missile Launcher with Skyfire 15pts is dead on, the ML is a terrible weapon, it isn't good at much of anything, now it's cheaper and has more utility and could actually see use on the table. ML needed a massive points drop for two editions now.
Combi weapons are one shot, and Plasma Gets hot which is why it's prices where a Meltagun is and the reliable, now assault, Gravgun is 15pts.
Assault Centurions needed a points drop, and they did need more going for them, their ride got cheaper as well. You can now put 3 Assault Centurions in a Land a raider for 65pts less than before... Not that you would have both them and the Land a Raider cost too much.
Overall, I like what you have here. I think there are some inescapable problems, so I won't be so harsh.
Assault marines are still bad. No, I don't have any bright ideas with the corner GW has painted them into. But this dovetails into... BA.
BA are an assault list with a poor model count that relies on armor saves in a game full of AP 2 and wound spam. Oh, and they have to be the ones to get off an assault or they are basically just chumpo marines. Intimidated yet?
I don't want to have a reflex reaction of proposing a bunch of nonsense here, and so I have surprisingly few ideas of what to do when the entire GAME is slanted against what your list is supposed to be able to do.
Before I forget though, I think Stormravens are overcosted at 200 pts.
Maybe I'll think of some BA stuff here eventually. But as I said, the entire game is pretty much geared against them now.
Martel732 wrote: Overall, I like what you have here. I think there are some inescapable problems, so I won't be so harsh.
Assault marines are still bad. No, I don't have any bright ideas with the corner GW has painted them into. But this dovetails into... BA.
BA are an assault list with a poor model count that relies on armor saves in a game full of AP 2 and wound spam. Oh, and they have to be the ones to get off an assault or they are basically just chumpo marines. Intimidated yet?
I don't want to have a reflex reaction of proposing a bunch of nonsense here, and so I have surprisingly few ideas of what to do when the entire GAME is slanted against what your list is supposed to be able to do.
Before I forget though, I think Stormravens are overcosted at 200 pts.
Maybe I'll think of some BA stuff here eventually. But as I said, the entire game is pretty much geared against them now.
What do you feel are inescapable problems? Or are the problems just difficult to appropriately cost?
Assault Marines got better, 3pts for Jump Pack and swap Bolter for CCW. That's pretty standard and fair compared to a Tactical marine. What they did get is a cheaper Seargent, Cheaper Plasma Weapons(Will be 10pt Melta and 10pts Plasma Gun for BA), and cheaper upgrades for the Sergeant.
That seems like a significant improvement, especially when you consider the worst offenders of other Codices are getting toned down.
I'm thinking BA needs to be costed for the simialr units with SM. Unique units reciieve similar balancing. Furious Charge really isn't worth Chapter tactics, so BA needs some kind of smallish boost to compensate. I was thinking something like the old Descent of angels, 1d6" Scatter for Jump Infantry, maybe even Drop Pods too. Maybe a free 3" move upon landing from Deep Strike for Jump Packs, just enough that lets them spread out from Blasts and still shoot.
IMO the Stormraven is costed appropriately. Compared to the other Flyers it has similar and usually much firepower, but is AV12. AV12 on a Flyer with Melta resistance is pretty hard to come by, especially with Transport capacity.
Thanks or the feedback, keep it coming.
Let me ask you this, would you rather field this Errated Dex over stock? If yes, then its moving the right direction. Then take a look at the other Errated Dexes, expecially those that you face and compare the changes I made there as well, are any of these inescapable problems being addressed or lessened. We don't need perfect, just much better.
For BA, give them back their Scouting Baal Predators. It is the only way to make it worth its points. Also, Flamestorm Cannons (both the Redeemer and Baal Pred variants) should be Torrent.
EDIT: Honestly, I think BA should have access to the Stormtalon, Land Speeder Storm, and the Hunter/Stalker. The Hunter or Stalker would be pretty cool to see with Overcharged Engines.
casvalremdeikun wrote: For BA, give them back their Scouting Baal Predators. It is the only way to make it worth its points. Also, Flamestorm Cannons (both the Redeemer and Baal Pred variants) should be Torrent.
EDIT: Honestly, I think BA should have access to the Stormtalon, Land Speeder Storm, and the Hunter/Stalker. The Hunter or Stalker would be pretty cool to see with Overcharged Engines.
Baal Preds definitely need to be addressed, that is for sure. Flame storm Cannons definitely could be Torrent... May need to think on that. BA probably should have access to all of that, but I'm not looking to add any new units to the Codices.
I think once a working a Errata for both Adam and BA is up, those questions can be addressed again.
Flamestorm + Torrent + Scout is probably a bit too much combined.
For BA, if other variants get Heavy Flamers, Furious Charge might not be enough. Perhaps we should go through what they get (per Zagmans)? Off the top of my head
-FC -Infernus Pistols
-Hand Flamers
-Specials on assault Squads
-Some Fast vehicles
Some nice stuff, sure. Perhaps add a d3" move upon Deep Striking via Jetpacks (Not a run)? Would make it easier to bring a lot of their ASM options to bear.
Reducing scatter by d6 for all deep strikers might be a bit much. Perhaps only on JPs, but I think it'd be better to not monkey with DS rules.
I don't think they need anything amazing on top of the above compared to Vanilla, but I wouldn't necessarily be opposed.
"-FC -Infernus Pistols
-Hand Flamers
-Specials on assault Squads
-Some Fast vehicles "
Really? Compared to grav cents, Tiggy, TFCs, and Stormtalons?
And everyone wants to give BA deep strike shenanigans when I haven't even tried deep striking since 5th? Because it sucks?
"Assault Marines got better, 3pts for Jump Pack and swap Bolter for CCW. That's pretty standard and fair compared to a Tactical marine. What they did get is a cheaper Seargent, Cheaper Plasma Weapons(Will be 10pt Melta and 10pts Plasma Gun for BA), and cheaper upgrades for the Sergeant. "
None of that makes them better at assaulting. Which is in their name. Marines need fewer boltguns, not more. Because they are not really very good.
"That seems like a significant improvement, especially when you consider the worst offenders of other Codices are getting toned down. "
Probably not enough, but we'll see. You don't understand the fail of assault-based marines until you try to use them. Total fail. On every conceivable level.
"IMO the Stormraven is costed appropriately. Compared to the other Flyers it has similar and usually much firepower, but is AV12. AV12 on a Flyer with Melta resistance is pretty hard to come by, especially with Transport capacity. "
It starts in reserve. Strike one. Its transport capacity is useless because of the crash rules. Strike two. Its firepower/pt is actually rather low. Strike three. AP1/2 nerf in 7th ed: Strike 4. At its current cost, I would never use this thing, ever. Its only real use was shooting down helldrakes with low AP weapons in 6th, but it can't even do that anymore. Garbage.
I say the problems with BA are inescapable because they are marines trying to assault people in a game where low AP, high ROF is very common. Furthermore, once the survivors get to range, all the opponent needs to do is assault the BA to take away all their bonuses. It's frankly pretty pathetic. How do you appropriately costed a concept that just fails in the context of the core rule set?
For this to be a truly balancing errata, you need to make BA and DA not perma-second class citizens in the realm of meqs. Which they still are, as far as I can tell from this errata.
"Reducing scatter by d6 for all deep strikers might be a bit much. "
Why do you hate the BA? A bit much? This is a crap ability, because DS is crap. Everyone forgets that the next step after DS is getting savaged by your opponent.
"I don't think they need anything amazing on top of the above compared to Vanilla"
Go read the codex again. The BA are the reverse of amazing.
Bharring wrote:Flamestorm + Torrent + Scout is probably a bit too much combined.
For BA, if other variants get Heavy Flamers, Furious Charge might not be enough. Perhaps we should go through what they get (per Zagmans)? Off the top of my head
-FC -Infernus Pistols
-Hand Flamers
-Specials on assault Squads
-Some Fast vehicles
Some nice stuff, sure. Perhaps add a d3" move upon Deep Striking via Jetpacks (Not a run)? Would make it easier to bring a lot of their ASM options to bear.
Reducing scatter by d6 for all deep strikers might be a bit much. Perhaps only on JPs, but I think it'd be better to not monkey with DS rules.
I don't think they need anything amazing on top of the above compared to Vanilla, but I wouldn't necessarily be opposed.
I agree, Fast + Torrent +Scout is way too much.
That is basically what they get in addition to their specialty units.
I was thinking a 3" move following Deepstrike would alleviate some issues and allow them to be more competent when they arrive, shoot or die to a single blast is painful.
A 3d6 remove the highest for Deepstrike would be ok. We can't go too crazy here. Furious Charge by itself isn't quite enough.
I'm thinking a small move after DS for Jump Packs seems fitting, don't know about both, probably too much.
Martel732 wrote:"-FC -Infernus Pistols
-Hand Flamers
-Specials on assault Squads
-Some Fast vehicles "
Really? Compared to grav cents, Tiggy, TFCs, and Stormtalons?
And everyone wants to give BA deep strike shenanigans when I have even tried deep striking since 5th? Because it sucks?
"Assault Marines got better, 3pts for Jump Pack and swap Bolter for CCW. That's pretty standard and fair compared to a Tactical marine. What they did get is a cheaper Seargent, Cheaper Plasma Weapons(Will be 10pt Melta and 10pts Plasma Gun for BA), and cheaper upgrades for the Sergeant. "
None of that makes them better at assaulting. Which is in their name.
"IMO the Stormraven is costed appropriately. Compared to the other Flyers it has similar and usually much firepower, but is AV12. AV12 on a Flyer with Melta resistance is pretty hard to come by, especially with Transport capacity. "
It starts in reserve. Strike one. Its transport capacity is useless because of the crash rules. Strike two. Its firepower/pt is actually rather low. Strike three. AP1/2 nerf in 7th ed: Strike 4. At its current cost, I would never use this thing, ever. Its only real use was shooting down helldrakes with low AP weapons, but it can't even do that anymore.
I say the problems with BA are inescapable because they are marines trying to assault people in a game where low AP, high ROF is very common. Furthermore, once the survivors get to range, all the opponent needs to do is assault the BA to take away all their bonuses. It's frankly pretty pathetic. How do you appropriately costed a concept that just fails in the context of the core rule set?
For this to be a truly balancing errata, you need to make BA and DA not perma-second class citizens in the realm of meqs. Which they still are, as far as I can tell from this errata.
"Really? Compared to grav cents, Tiggy, TFCs, and Stormtalons? "
And Grav Cents aren't as good now, Tiggy is more expensive. And no Pods for Grav Cents, this will have gone a long way towards making them less ridiculous. Gotta keep everything in context, footslogging Grav Cents aren't that great, especially with the CentStar pretty much broken now.
TFCs and Stormtalons are great. You did forget to list all of the other units BA do get.
You seem to be missing the part that I haven't completed the BA Errata yet, this just contains the SM Errata. I will be going through the BA dex as well and they'll get all the changes in SM, plus others in line to what is in here for SM. So all BA special stuff will be addressed. When looking at BA only look at what is shared, and then realize that they will be getting a Errata specific to them, just like SW will, and just like GK will. This is only the SM one.
Assault marines are more mobile and have twice the number of base attacks as Tacticals, that is why they are assault. They are not a specialst assault unit, but a unit that is competent in Assualt and capable of carrying special weapons and fulfilling a variety of roles. Cheaper upgrades for Seargents does help as well. With Furious Charge they are a good assault unit, but are not a Specialist assault unit.
We are going to Disagree on the Storm Raven, it is pretty appropriately costed compared to other Flyers. AV12 is huge, and it does have quite a bit of firepower for its class. Its transport capacity is not worthless, just risky.
And in the context of the other Errata a lot of what you are talking about is alleviated. And do not forget this is not the BA Errata, just the SM one. BA will get their own, it will just share a thread with SM and I wanted to nail down the SM changes before I balance BA in relation to SM. Yes, when they get assaulted they lose their bonus, which is why I'm saying they need one more small to moderate buff in addition to their unique options.
I hear what you are saying, and I'm saying let me actually Errata BA first, right now I would like suggetions for BA and a critique of the changes to SM, as those changes will be used to balance BA. BA is not finished, their Errata is not done. What is done is the common elements between BA and SM.
Martel, please stop being hostile and breath, I am fully aware of the problems facing BA, what I want is feedback on the shared SM elements and suggestions for BA. Do not think this is all that BA gets. Do not forget BA does have a bunch of unique units to balance.
DS is risky, part of your complaint is due to the unbalanced elements in other lists, all of which is being addressed. It won't be perfect, but i'll be a whole hell of a lot better than what we have. DS can be used effectively. I do not hate BA.
I wasn't referring to you with that, but rather, Bharring's comments.
DS is risky, but with no real pay off. That's why I never do it without a drop pod.
Sorry for being hostile, but Bharring's non-chalant attitude of everything being fine in BA land is really grating. Especially from an Eldar player. Who basically flop themselves onto the board with whatever units and win against BA.
Seeing as I also play SM, and of all the things you listed, only own one StormTalon, dismissing me as just an Eldar player seems off.
BA aren't fine compared to Eldar. I really don't think I have ever said that.
All the changes to SM stuff that BA have too will clearly transfer to BA. And for custom stuff, Zag will obviously try to balance them.
My comments on Chapter Tactics were about Chapter Tactics. I was trying to compare the differences between units that both use - Tacs, ASMs, Rhinos, etc - to try to get to a baseline for what BA need.
In that regard, things like SM Tacs getting Grav Guns and pistols as an option vs BA Tacs getting Hand Flamers (and do they get Infernus Pistols?) should probably factor in. I'd think we'd want SM Tacs/Devs/ASMs to be roughly equal, but somewhat different. I was considering the whole of the differences in those respects to be effectively Chapter Tactics.
Things like Tiggy, Cents, TFC, etc versus Dante, Sanguinary Guard, etc I'd rather not fully factor into Chapter Tactics. Sure, BA get the short end RAW right now. I assumed Zag would address them, and hoped he'd do it without making one side's standard Battle Company stuff better than the other.
Sorry if it can across as sounding like 'BA need nerfs'. Not my intent. My post was short sighted.
Two potential sticking points are ASM specials and fast vehicles. I'd think ASM specials would be considered part of chapter flavor, and possibly chapter tactics, but i can see the counterargument (3xMelta Pods aren't the same as a skirmisher ASM squad). As for Fast vehicles, seems to be in the same vein as IWND vehicles or getting to Scout because the unit inside has Scout. For "free" would be too much, but I don't know how much it'd cost.
I don't really care if other chapters have melta or not on ASMs, because it's not really making BA ASMs good, because melta is not that good anymore. Only when you get lucky vs high value vehicles. Melta is total crap against MCs due to poor range and lack of ROF. All the things BA DO get, I'm fine with everyone having them, because they aren't doing us any good as it is. Chapter flavor doesn't matter when it's a big ball of fail.
I would love Melta on my ASMs, but it feels like a BA thing to me.
I hope I'm not just channeling the ' BA are the ASM chapter' concept, because that was terrible.
BAs do need to not be a big ball of fail. What that entails is a very complex question. Most of the top end has been toned down. Most of the Battle Company stuff has also received minor buffs. Hopefully the right balance can be hit. I hope their Tacs aren't buffed into strictly-superior just to balance out things like Storm Talons and TFCs. That balance should, IMO, come elsewhere.
Martel732 wrote: I wasn't referring to you with that, but rather, Bharring's comments.
DS is risky, but with no real pay off. That's why I never do it without a drop pod.
Sorry for being hostile, but Bharring's non-chalant attitude of everything being fine in BA land is really grating. Especially from an Eldar player. Who basically flop themselves onto the board with whatever units and win against BA.
I disagree, DS can have a large payoff, but it needs to be done well and is not without risk. Having something that allows BA to mitigate risk helps. There are definitely places and times where DSing can be extremely influential, and other times DSing is foolish and you are better off just deploying. But, 17pt assault marines with cheaper specials and upgrades aren't poorly prices, and definitely get better when the rest of the codices are rebalanced.
I didn't read the same attitude that you seemed to about BA from Bharring. BA need balancing, no one is arguing that, but we also have to look at everything in context of the Erratas for each army. And comparing something to the old Gold Standard autotakes doesn't work as many of those got knocked down a bit, or don't work as well do to other things being rebalanced as well.
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Bharring wrote:Seeing as I also play SM, and of all the things you listed, only own one StormTalon, dismissing me as just an Eldar player seems off.
BA aren't fine compared to Eldar. I really don't think I have ever said that.
All the changes to SM stuff that BA have too will clearly transfer to BA. And for custom stuff, Zag will obviously try to balance them.
My comments on Chapter Tactics were about Chapter Tactics. I was trying to compare the differences between units that both use - Tacs, ASMs, Rhinos, etc - to try to get to a baseline for what BA need.
In that regard, things like SM Tacs getting Grav Guns and pistols as an option vs BA Tacs getting Hand Flamers (and do they get Infernus Pistols?) should probably factor in. I'd think we'd want SM Tacs/Devs/ASMs to be roughly equal, but somewhat different. I was considering the whole of the differences in those respects to be effectively Chapter Tactics.
Things like Tiggy, Cents, TFC, etc versus Dante, Sanguinary Guard, etc I'd rather not fully factor into Chapter Tactics. Sure, BA get the short end RAW right now. I assumed Zag would address them, and hoped he'd do it without making one side's standard Battle Company stuff better than the other.
Sorry if it can across as sounding like 'BA need nerfs'. Not my intent. My post was short sighted.
Two potential sticking points are ASM specials and fast vehicles. I'd think ASM specials would be considered part of chapter flavor, and possibly chapter tactics, but i can see the counterargument (3xMelta Pods aren't the same as a skirmisher ASM squad). As for Fast vehicles, seems to be in the same vein as IWND vehicles or getting to Scout because the unit inside has Scout. For "free" would be too much, but I don't know how much it'd cost.
I completely agree and this is largely how I am looking at it. Using the lightest hand to bring the most balance. As it stand, Furious Charge is not equivelant to Chapter Tactics, at least some of them. Which reminds me, some Chapter Tactics could use a little boost or more re-balancing. I initially only focused on bringing White Scars down a bit.
I think posts were just being taken out of context there for a bit, we all think the same things need to be addressed, but were referring to changes in different contexts. No worries for anyone.
Martel732 wrote:I don't really care if other chapters have melta or not on ASMs, because it's not really making BA ASMs good, because melta is not that good anymore. Only when you get lucky vs high value vehicles. Melta is total crap against MCs due to poor range and lack of ROF. All the things BA DO get, I'm fine with everyone having them, because they aren't doing us any good as it is. Chapter flavor doesn't matter when it's a big ball of fail.
Melta still has its place. Sure, its not as strong as it was before, but that was a former meta where vehicles were too strong and Melta was too good against them in response. It still is a High Strength low AP weapon that hurts everything. It doesn't have a great rate of Fire, but it is still a solid weapon for 10pts.
Chapter Flavor won't be a big ball of fail, and I think your criticisms are a bit harsh and colored by a years of BA being crapped on. I mean they had theie six months in 5th where they were Marines +1 and dominated.... and then GK ie BA+1 did everything they did but better and really was imbalanced. Then 6th Happened and BA got much much worse, then SM got somewhat better, but got new imbalanced units and combinations where BA suffered further... then 7th happened and BA really suffered more until their 7th Ed Codex dropped and it was a gaint lemon.
I have no doubt its possible to re-balance BA, give them some flavor, and make them roughly an equal but different and flavorful option to normal SM.
Bharring wrote:I would love Melta on my ASMs, but it feels like a BA thing to me.
I hope I'm not just channeling the ' BA are the ASM chapter' concept, because that was terrible.
BAs do need to not be a big ball of fail. What that entails is a very complex question. Most of the top end has been toned down. Most of the Battle Company stuff has also received minor buffs. Hopefully the right balance can be hit. I hope their Tacs aren't buffed into strictly-superior just to balance out things like Storm Talons and TFCs. That balance should, IMO, come elsewhere.
That is exactly what I am intending to do. Creating BA buffs, Furious Charge + Something that doesn't overpower the shared units, but doesn't leave them lacking like just FC does now against some other Chapter Tactics. Its tough to find the right balance, but that doesn't mean it can't be done. And things like Storm Talons, Centurions, and TFCs need to be balanced out by the unique options and units that BA receive and I think there are plenty of opportunity to do this.
Sanguinary guard, for example, are super frustrating because on paper they are really good, but in practice, AP 2 weapons just end up owning them. Really badly.
This is because players are savvy and most bring a solid mix of ROF wound spam and cheap AP2 just in case there is something like a Dreadknight that needs killing. At least, those players that are playing lists that can do this.
Marines really struggle with high S wound spam, but can bring plenty of AP 2, albeit short range. But unfortunately for Sang Guard, they have to get to short range.
Come to think of it, Sang Guard suck compared to say, Broadsides, another 2+ armor unit for the same reason the Dreadknight is child's play compared to a Riptide. Units that are only effective at short range have to charge into all the most deadly weapons in the game, while long range units have to contend with very few threats.
So how to price this unit? Use its "on paper" value, or its value as the game is actually played? As they stand now, I would never use this unit because they are just going to get smoked.
"I have no doubt its possible to re-balance BA, give them some flavor, and make them roughly an equal but different and flavorful option to normal SM. "
I'm glad someone thinks this, because charging expensive models at gun lines, or worse, mobile heavy weapon platforms, in a futile attempt to get into assault range is the current BA job description. BA firepower is poor, because melta is now poor, so transports are also a serious problem. Yes, you can use them other ways, and that's when we get into C:SM -1 or C:SM -2 territory.
Martel732 wrote: Sanguinary guard, for example, are super frustrating because on paper they are really good, but in practice, AP 2 weapons just end up owning them. Really badly.
This is because players are savvy and most bring a solid mix of ROF wound spam and cheap AP2 just in case there is something like a Dreadknight that needs killing. At least, those players that are playing lists that can do this.
Marines really struggle with high S wound spam, but can bring plenty of AP 2, albeit short range. But unfortunately for Sang Guard, they have to get to short range.
Come to think of it, Sang Guard suck compared to say, Broadsides, another 2+ armor unit for the same reason the Dreadknight is child's play compared to a Riptide. Units that are only effective at short range have to charge into all the most deadly weapons in the game, while long range units have to contend with very few threats.
So how to price this unit? Use its "on paper" value, or its value as the game is actually played? As they stand now, I would never use this unit because they are just going to get smoked.
"I have no doubt its possible to re-balance BA, give them some flavor, and make them roughly an equal but different and flavorful option to normal SM. "
I'm glad someone thinks this, because charging expensive models at gun lines, or worse, mobile heavy weapon platforms, in a futile attempt to get into assault range is the current BA job description. BA firepower is poor, because melta is now poor, so transports are also a serious problem. Yes, you can use them other ways, and that's when we get into C:SM -1 or C:SM -2 territory.
Looking at Sanguinary Guard I would say the are costed ~3-5pts/model too high. Angellus is not much better than a Bolter, sure its AP4 but no 24" option and probably equivalent to a Storm Bolter. They have a Master Crafted Two handed Power Weapon each, which has been overvalued just as all PWs had been. Their Pistols should be 7pts/each as well. Maybe the Chapter Banner should be 20pts.
Sang Guard to Broadsides is a bad comparision, but function in wholey different roles. But, I'll run with this, if you head over to Tau, you'll see that Broadsides got more expensive for HYMP. And when my BA Errata is done, you'll see Sang Guard get cheaper. Head over the Riptides and you'll its has been rebalanced, the IA Riptide is no longer AP 2, except when NOVA charging and costs a bit more. The Dreadknight is actually quite well balanced, maybe some of its weapons are expensive, but its chassis is just right. Sang Guard's short range can be mitigated by DS, but when you are fielding models you've paid too much for and getting shot by firepwoer that someone has paid too little for it makes a big difference. This is less an inherent imbalance, and more an issue that is being addressed by my Errata. You keep looking at things in comparison to the Gold standard of other armies, Tau's Gold standard took a big hit, just roll over and look at their Errata, or look at the hit Eldar and see that when properly costed the situation is not as dire as you are framing it as.
The paper value of Sang Guard was wrong, and it was even worse las dex. Just like the paper value for Terminators has been wrong since 4th Ed, they simply weren't worth 40pts base. Sang gaurd were basically paying almost 2.5x marines cost for 2x durability against small arms only, 1x durability vs AP2, being Jump Infantry, a Power Weapon, Fearless, and having a unique but different Special Weapon loadout. VS ASM they were double the cost for a power WEapon and twice as much small arms firepower, fearless and the 2+ which was 2x or 1x durability. And with that many few models their close combat power with attacks was severely lacking. Special access was arguably worse. They simply put were miscosted.
Their paper cost is not that great, things need to be taken into context and they paid too much for a lot of their toys. I'm confident that I can fix Sanguinary Guard with a simple points adjustment.
I'm glad someone thinks this, because charging Overcosted models at gun lines, or worse, mobile Undercostedheavy weapon platforms, in a futile attempt to get into assault range is the current BA job description.
There, fixed that sentence for you. Propperly balancing both sides yields a huge improvement to the situation. It won't be perfect, but it certainly will by significantly better.
Got any more units you'd like to look at, we can do them one at a time.
Martel732 wrote: It's hard for me, because all I ever take on are gold standards.
Of course it is, and that is the exact point of this Balance Errata project. If you give your opponents the Errata for their army while useing the Errata for your army and play with the few minor alteration in the general Balance Errata, you will be playing a much more balanced game.
GW is terrible at balance, and the Gold Standards are generally the most overpowered or undercosted options, or most easily abuse the rules or unintended rules combinations.
Use my Balance Errata, and your games will be much better. I'm confident of that.
I guess we should do an inventory of what BA lose and gain, but that probably belongs in the actual BA thread. Protip: even with your changes to grav cents, they are still better than any BA special unit by a long shot.
Martel732 wrote: I guess we should do an inventory of what BA lose and gain, but that probably belongs in the actual BA thread. Protip: even with your changes to grav cents, they are still better than any BA special unit by a long shot.
This will be the BA thread. One entire thread per Dex was anusive to the forum, so I decided to group them as best as I could. IoMPA guys got this thread, plus their discussions are relevant to each other.
Grav Cents aren't bad when the aren't stuck in borrowed Pods or in a Cent Star.
Grav Cents are 5pts cheaper(Searent Upgrade) but have lost 20% of their firepower. They no longer can borrow pods due to BB being Allies of Convenience. The only star that is left is Tiggy, or other Libbies. The need Gate, so that means no Invisibikity. No Gate Driago Tank. And Tiggy costs 20pts more. That has gone a very long way to balancing Grav Cents.
Martel732 wrote: I guess we should do an inventory of what BA lose and gain, but that probably belongs in the actual BA thread. Protip: even with your changes to grav cents, they are still better than any BA special unit by a long shot.
This will be the BA thread. One entire thread per Dex was anusive to the forum, so I decided to group them as best as I could. IoMPA guys got this thread, plus their discussions are relevant to each other.
Grav Cents aren't bad when the aren't stuck in borrowed Pods or in a Cent Star.
Grav Cents are 5pts cheaper(Searent Upgrade) but have lost 20% of their firepower. They no longer can borrow pods due to BB being Allies of Convenience. The only star that is left is Tiggy, or other Libbies. The need Gate, so that means no Invisibikity. No Gate Driago Tank. And Tiggy costs 20pts more. That has gone a very long way to balancing Grav Cents.
I understand that, but they are still way better than DC, Sang Guard, Furiosos and the like.
Martel732 wrote: I guess we should do an inventory of what BA lose and gain, but that probably belongs in the actual BA thread. Protip: even with your changes to grav cents, they are still better than any BA special unit by a long shot.
This will be the BA thread. One entire thread per Dex was anusive to the forum, so I decided to group them as best as I could. IoMPA guys got this thread, plus their discussions are relevant to each other.
Grav Cents aren't bad when the aren't stuck in borrowed Pods or in a Cent Star.
Grav Cents are 5pts cheaper(Searent Upgrade) but have lost 20% of their firepower. They no longer can borrow pods due to BB being Allies of Convenience. The only star that is left is Tiggy, or other Libbies. The need Gate, so that means no Invisibikity. No Gate Driago Tank. And Tiggy costs 20pts more. That has gone a very long way to balancing Grav Cents.
I understand that, but they are still way better than DC, Sang Guard, Furiosos and the like.
Have you played against Footslogging Grav Cents? They really aren't anything special on the table, especially if you don't feed them. Now if you give them prime targets in range without aloha striking you, sure, they'll hurt you, but they are quite balanced. It was only when they were in Pods or in Cent Stars that they became a problem... Well that one time they got outflanked in a Whit Scars list in Hammer and Anvil... But that's another story, it hurt. They control an area of the board, but can be countered through movement, and they can be killed. A single good alpha strike could take out most of them. I'd rather have Lascannon Missile Launcher Cents I instead if they are Footslogging it.
DC are great but fulfill a different role. Sang Guard are currently over costed, Furiososmare pretty solid, but fulfill different roles. Hard to do direct comparisons.
I have actually NEVER seen a footslogging grav cent. Actually, I can't remember the last time I took on a non-invis grav star. I really hate that forge world arse hole librarian.
"Hard to do direct comparisons."
But we have to, because we have to consider what BA gain and lose vis a vis vanilla marines.
Martel732 wrote: I have actually NEVER seen a footslogging grav cent. Actually, I can't remember the last time I took on a non-invis grav star. I really hate that forge world arse hole librarian.
"Hard to do direct comparisons."
But we have to, because we have to consider what BA gain and lose vis a vis vanilla marines.
Exactly, my point is that you were facing...
A. A broken rule Invisibility. Which has been fixed.
B. A Broken combination, Loth +other. My fix doesn't include Forgeworld, but when he gets addressed he'll be fixed. Picking your powers should cost a premium.
C. Probably some tanking character that mixed a Chapter a Tactics or was Driago for Gate. BB changes prohibit.
So, you're making your decisions based upon broken things which have been fixed cleanly and simply. When we look at what the unit can actually do when not abusing bad rules which have been fixed, it's just fine. Everything in context.
This is exactly why Instarted this project.
Sure, direct comparisons, but we also have to make those within the scope of this Errata. Comparing to non aerated Broken 40k is out of context.
My problem is that I have no clue how BA would fare against these grav centurions. Sounds silly, but I really don't. Better, sure, but how much better?
Martel732 wrote: My problem is that I have no clue how BA would fare against these grav centurions. Sounds silly, but I really don't. Better, sure, but how much better?
Exactly,mall of your comments are colored by your extremely harsh and competitive Meta. It's been in your forum posts for years, all advice is colored by it and can't see past the red rage the imbalance brings.
Do you think you could talk one of your opponents to run a list under the Errata against you under the Errata. Once I get the BA preliminary done which is just me sitting down,mtyping, and going through everything I've done and organizing it. I feel that would be an eye opening experience for you.
Or ask them to simply field them without a Grav Star. Changes are your opponents will flat out refuse, because they'd be massively handicapping themselves, because they are using highly I balancing and unintended combinations.
Good. Sorry about the typos in the last couple of posts, I ran home for lunch and was using my tablet.
What I am saying it you can't judge a unit so harshely when you've only seen it abused in a way that is no longer eally possible. Sure, a Tiggy/Marneus or Tiggy/Captain America Grav Star will still be a very strong and tough unit, but under these Errata it cannot achieve the game breaking power it could have before through abuse. For instance, they would be choosing between a 75% chance of Invis, or a 75% chance of Gate, a Mobile or highly durable start. If they choose Gate, the Star can be killed, and almost every army has the tools required to do it if they play well, if they choose Invisibility it can still be killed but more likely it can be Kited and the range can be avoided or closed upon. If they don't invest in a tank, they are a single Demolisher Cannon round away from losing most of the unit. Remove the broken combinations that battle brother brough hugely balances the game, the differences that are left are much smaller and can be addressed. Gotta take these changes in context, which is within the Scope of this balance errata.
Once we've removed that massive imbalance the gap between SM and BA begins to narrow, and this is without even addressing the unique BA units or their lack of Chapter Tactics. Every step like this improves balance, and that is what we are after.
I looked at the Tau thread. In general, I like it, but with reduced centurions, I'm not sure how marines ever kill Riptides. I didn't see the FNP option for them removed, nor the nova shield.
What a surprise! I was myself working on some erratas for 40k and was planning to post them on the forum soon to get some thoughts and help but you were faster than me! Since we share the same goal I'll just post a link to download my version of the Space marines codex, unfortunately it's only in french for the moment and isn't quite as finished as I would like it to be since I kinda froze the project when I learnt that GW was making a new one. I hope you won't mind me posting my stuff here but I'd find it pretty redundant to have multiples topic on the same subject of balancing 40k. Keep in mind that it's only half finished and that a lot of things are imbalanced at the moment (sternguard are a bit too much imo in my version).
Here's some screens for people who don't want to DL the whole thing :
Spoiler:
I'm currently working on an update on the chaos space marines codex and I'll post a more detailed comment again later since I need to go at the moment.
Martel732 wrote: I looked at the Tau thread. In general, I like it, but with reduced centurions, I'm not sure how marines ever kill Riptides. I didn't see the FNP option for them removed, nor the nova shield.
Probably best over in the Tau thread.
I've gone over the Riptide quite extensively in the past. The base HBC Riptide is actually quite balanced, the NOVA reactor will average 2 Wounds to it over the course of a 6 Turn Game, and its damage output at BS3 is not steller, averages only 5ish S6 hits per turn. The Damage output isn't that great either for its cost. The problem with the Riptide was not its chassis, or the HBC, or even its NOVA shield. It was the Ion Accelerator upgrade being only 5pts and eliminating the need to use the NOVA Reactor. Now Early Warning Override costs 20pts for a Riptide. And it was AP2 with a Large Blast. The other broken thing was the Early Warning Override being 5pts, even worse when combined with the IA, which that combination is not not nearly as good and costs 30pts instead of 10 for a gun that isn't as good, way better balance. The Stim was fairly balanced, further increased durability at the expense of more diluted firepower per point. Who cares if its tough, usually its damage output isn't that high and its Chassis is spot on what a Dreadknight is, just serving differetn roles. With the changes I made to the Ion Accelerator the Riptides is pretty balanced, and the need to NOVA for AP2 is huge. For cost, Two Ion hammerheads will put out better firepower for around the same cost and and be just as durable against most armies.
Automatically Appended Next Post:
Aenarel wrote: What a surprise! I was myself working on some erratas for 40k and was planning to post them on the forum soon to get some thoughts and help but you were faster than me! Since we share the same goal I'll just post a link to download my version of the Space marines codex, unfortunately it's only in french for the moment and isn't quite as finished as I would like it to be since I kinda froze the project when I learnt that GW was making a new one. I hope you won't mind me posting my stuff here but I'd find it pretty redundant to have multiples topic on the same subject of balancing 40k. Keep in mind that it's only half finished and that a lot of things are imbalanced at the moment (sternguard are a bit too much imo in my version).
Here's some screens for people who don't want to DL the whole thing :
Spoiler:
I'm currently working on an unpdate on the chaos space marines codex and I'll post a more detailed comment again later since I need to go at the moment.
Keep the good work man.
Very interesting, though I don't know if you can have those posted due to IP rigth ad images as such. But, once this project gets further I'd hope to find someone with your skill to make pretty looking Erratas, very well done. Our Tactical Squad modifications are spot on, though I don't know if you changed Special and Melee WEapon prices at all.
And I'd worry about how your Captian on a Bike with THunderhammer and Stormshield and artificer armor would be. Definitaly got cheaper, don't know if that was needed on the base Captain.
Very interesting, though I don't know if you can have those posted due to IP rigth ad images as such. But, once this project gets further I'd hope to find someone with your skill to make pretty looking Erratas, very well done. Our Tactical Squad modifications are spot on, though I don't know if you changed Special and Melee WEapon prices at all.
And I'd worry about how your Captian on a Bike with THunderhammer and Stormshield and artificer armor would be. Definitaly got cheaper, don't know if that was needed on the base Captain.
Actually my version cost the same as it is in the GW codex since I changed the bike price to 30 points to balance the points drop of the captain. My thought was that a foot captain is pretty bad at the moment and was worthy of a point reduction. On the other hand the biker captain was okay so I didn't change the final cost. It's listed in the pdf that you can donwload in my previous post. The 3 pictures I posted are only a very small part of the thing, my codex is 60 pages long so it's a bit much to post directly in the forum. Download it if you're curious, most of the changes are tentative changes (and in french unfortunately) but some feedbacks are definitely welcomed (on the balance or the design).
In your erratas I noticed that you changed the White Scars tactics but didn't touch the others. According to me the Ultramarines, Imperial Fists and Salamanders tactics are perfectly fines as it is but the the Black Templars, Iron Hands and Raven Guard ones are underwhelming imo. I don't really like what you did to the White Scars (it's still too strong imo, I'd prefer to let them keep Skilled Riders and remove Hit and Run). Though honestly I don't really know what to do witt them, maybe give Hit and Run to jumpack units of the Raven Guards (and perhaps a 4th Fast attack choice). I tried giving the Black Templars a rule that allowed them to make a bonus 1D6 movement when they suffer a loss during the ennemy psychic or shooting phase in the direction of an ennemy unit but that could be abused to flee from units trying to charge you and restricting the movement to the closet ennemy would be abused by shooting army. So I came to a dead end.
You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles.
I'd also like to see the chainsword get a PA5 and maybe make the assault canon a bit more badass with a Heavy 5 or even 6 profile (with the according point cost of course). I liked what you did with the heavy bolter, I made them Salvo 2/4 in my version (but still 10 points) but yours is fine too. And make the assault bolter Assault 3!
Making the dreadnought HP 4 is something I didn't think of but that's actually a pretty nice idea!
What do you think about making the assault terminators, vanguard veterans and honour guard WS5? I think that would help them a bit and would reflect their experience in close combat since as it stand they're as skilled as a devastator which is something I always found odd.
Assault Centurions also need a major rework according to me since at the moment they have more or less the exact same role as the terminators but I'm clueless about what to do with them.
And don't hesitate to ask if you need to give your rules some graphics, I used InDesign to do mine. Took me 10 days to do 60 page so it's quite fast in the end.
"You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles. "
Martel732 wrote: "You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles. "
Then 2+ armor MCs have to go.
That wouldn't actually be a problem since there is only the Riptide and maybe an upgraded Daemon prince who are 2+ MCs if I recall correctly. As it stands I feel the gravitron is just too good at everything. His only real weakness are tough models with a gakky save but that's not really something you see a lot this days (except chaos spawn). Killing terminators or things like that should be the plasma's job but the gravitron actually does it better and can still destroy any vehicles pretty decently (two 6 = 3 hull points).
Very interesting, though I don't know if you can have those posted due to IP rigth ad images as such. But, once this project gets further I'd hope to find someone with your skill to make pretty looking Erratas, very well done. Our Tactical Squad modifications are spot on, though I don't know if you changed Special and Melee WEapon prices at all.
And I'd worry about how your Captian on a Bike with THunderhammer and Stormshield and artificer armor would be. Definitaly got cheaper, don't know if that was needed on the base Captain.
Actually my version cost the same as it is in the GW codex since I changed the bike price to 30 points to balance the points drop of the captain. My thought was that a foot captain is pretty bad at the moment and was worthy of a point reduction. On the other hand the biker captain was okay so I didn't change the final cost. It's listed in the pdf that you can donwload in my previous post. The 3 pictures I posted are only a very small part of the thing, my codex is 60 pages long so it's a bit much to post directly in the forum. Download it if you're curious, most of the changes are tentative changes (and in french unfortunately) but some feedbacks are definitely welcomed (on the balance or the design).
In your erratas I noticed that you changed the White Scars tactics but didn't touch the others. According to me the Ultramarines, Imperial Fists and Salamanders tactics are perfectly fines as it is but the the Black Templars, Iron Hands and Raven Guard ones are underwhelming imo. I don't really like what you did to the White Scars (it's still too strong imo, I'd prefer to let them keep Skilled Riders and remove Hit and Run). Though honestly I don't really know what to do witt them, maybe give Hit and Run to jumpack units of the Raven Guards (and perhaps a 4th Fast attack choice). I tried giving the Black Templars a rule that allowed them to make a bonus 1D6 movement when they suffer a loss during the ennemy psychic or shooting phase in the direction of an ennemy unit but that could be abused to flee from units trying to charge you and restricting the movement to the closet ennemy would be abused by shooting army. So I came to a dead end.
You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles.
I'd also like to see the chainsword get a PA5 and maybe make the assault canon a bit more badass with a Heavy 5 or even 6 profile (with the according point cost of course). I liked what you did with the heavy bolter, I made them Salvo 2/4 in my version (but still 10 points) but yours is fine too. And make the assault bolter Assault 3!
Making the dreadnought HP 4 is something I didn't think of but that's actually a pretty nice idea!
What do you think about making the assault terminators, vanguard veterans and honour guard WS5? I think that would help them a bit and would reflect their experience in close combat since as it stand they're as skilled as a devastator which is something I always found odd.
Assault Centurions also need a major rework according to me since at the moment they have more or less the exact same role as the terminators but I'm clueless about what to do with them.
And don't hesitate to ask if you need to give your rules some graphics, I used InDesign to do mine. Took me 10 days to do 60 page so it's quite fast in the end.
We had similar though, my Bike upgrade got more expensive, but the Captian stayed the same. I don't read French so it's a bit of work for me to get through. Haha, thankfully there are Latin roots!
Yes, Chapter Tactics still need some work for the not so great ones, mainly Black Templars.
Plasma is now cheaper than Grav and has a longer range.
I don't think they need WS5, a cost drop was enough IMO for balance.
I didn't think the weapons needed much change, just some re costing.
I thought 4HP solved most of their issues without massive points drops, especially for AV12.
I didn't want to major rework of a unit, lighter hand the better. Revisiting should be enough.
Martel732 wrote:"You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles. "
Then 2+ armor MCs have to go.
There is plenty of of AP2 out there for the two 2+ MCs, and only the Dreadnight is competent in assault.
And Grav is still more expensive and shorter range than Plasma.
Aenarel wrote:
Martel732 wrote: "You nerfed the grav weapons which is good and needed but I don't think it's in a good way since they're still better plasma gun imo and have the same niche. Make them AP3 and remove the ridiculous auto immobilised dammage on the vehicles. "
Then 2+ armor MCs have to go.
That wouldn't actually be a problem since there is only the Riptide and maybe an upgraded Daemon prince who are 2+ MCs if I recall correctly. As it stands I feel the gravitron is just too good at everything. His only real weakness are tough models with a gakky save but that's not really something you see a lot this days (except chaos spawn). Killing terminators or things like that should be the plasma's job but the gravitron actually does it better and can still destroy any vehicles pretty decently (two 6 = 3 hull points).
If we do the math for cost, Olasma just got a lot better in comparison to Grav, expect ally against light AV. And 24" range is useful. With the cost difference it's an actual choice now.
Sorry about short responses, road tripping across Midwest with GF to meet her family.
"There is plenty of of AP2 out there for the two 2+ MCs, and only the Dreadnight is competent in assault. "
But you need so much against the Riptide. And the Riptide is far from incompetent in assault, assuming you can ever catch the thing before it kills you.
Martel732 wrote: "There is plenty of of AP2 out there for the two 2+ MCs, and only the Dreadnight is competent in assault. "
But you need so much against the Riptide. And the Riptide is far from incompetent in assault, assuming you can ever catch the thing before it kills you.
The Rriptide has to avoid everything that isn't a naked tactical or vehicle on assault. Anything CC oriented tears it up.
It only has one more wound than the Dreadlnight and costs 50pts more base. Trading a gun and mobility for CC. Once the Nova is factored in the Riptide is less durable than the Dreadnight on the table. Why so much hate for the Riptide? Also, the Tyranofes is also a T6 2+ in the same price range with ranged S10...
"Once the Nova is factored in the Riptide is less durable than the Dreadnight on the table. Why so much hate for the Riptide?"
Because it easily avoids CC and easily stays out of the range of most weapons that can engage it effectively. It can't be compared to the Dreadknight because the Dreadknight always moves into the teeth of the opponent's guns, whereas the Riptide is nice and safe out at lascannon range. In my experience, Dreadknights die MUCH faster than Ritpides. No option for FNP, no access to 3++, and as I mentioned earlier, has to move within plasma, grav, melta, bladestorm, and wraith cannon range to be effective. So mathematically you may be right, but no Tau player is going to expose the Riptide to the kinds of threats that the Dreadknight must face.
"The Rriptide has to avoid everything that isn't a naked tactical or vehicle on assault."
Not exactly. The Riptide is far from helpless in CC, as it is an MC, GW's favored unit for the last two editions. It gets free AP2 and is almost impervious to common melee attacks. Marine assault squads can't handle it, either. I guess they can tarpit it, but that's far different from being helpless.
I think 2+ armor MCs are overpowered in general, but the Riptide is super bad because it is a long-range firing platform. With pie plates of doom.
Martel732 wrote: "Once the Nova is factored in the Riptide is less durable than the Dreadnight on the table. Why so much hate for the Riptide?"
Because it easily avoids CC and easily stays out of the range of most weapons that can engage it effectively. It can't be compared to the Dreadknight because the Dreadknight always moves into the teeth of the opponent's guns, whereas the Riptide is nice and safe out at lascannon range. In my experience, Dreadknights die MUCH faster than Ritpides. No option for FNP, no access to 3++, and as I mentioned earlier, has to move within plasma, grav, melta, bladestorm, and wraith cannon range to be effective. So mathematically you may be right, but no Tau player is going to expose the Riptide to the kinds of threats that the Dreadknight must face.
"The Rriptide has to avoid everything that isn't a naked tactical or vehicle on assault."
Not exactly. The Riptide is far from helpless in CC, as it is an MC, GW's favored unit for the last two editions. It gets free AP2 and is almost impervious to common melee attacks. Marine assault squads can't handle it, either. I guess they can tarpit it, but that's far different from being helpless.
I think 2+ armor MCs are overpowered in general, but the Riptide is super bad because it is a long-range firing platform. With pie plates of doom.
And the Riptide doesn't have that high of a damage output. Miss secondaries, at least FB and PR pull them in close. The Dreadknight can easily be upgraded to the Heavy Psicannon for 165pts, 15pts cheaper, massively better in CC, only 1 fewer wound, but no Nova Reactor draining 1 wound every three turns, and averages 4 S7 Rending hits vs 4 S6 or 6S6 Rending hits.
The 3++ is a trap and rarely advised. FNP is costly and dilutes firepower per point. The IA as I stated before was too good, mainly because it took away the need to Nova. I'm fixing that.
Seriously, if the Riptide is just moving around away from anything important and you don't close on it, that's a mistake. Anything ties them up or beats them in CC, their damage output is low, much lower than say a Leman ruse per point, in general, and is comparable at range. It's Tau, close on them and kill them. Don't let them sit at range and shoot you.
You hate 2+ MCs, but if you want the Riptide as a 3+ it needs a sizable drop in cost because T6 3+ isn't good. It boils down to the HBC Riptide is quite balanced and doesn't need much work, the IA and EWO upgrades were undercosted. I've fixed the EWO, and make the IA less effective and make it slightly more expensive. That should be enough to.
And this is the SM thread, please discuss the Riptide in the Tau thread. Though, if you'd like to discuss the Dreadnights costing, we can do that.
I don't have much to say about the Dreadknight. Never had any problems with them. They shunt in, and get killed. A lot. Maybe they should be a little cheaper. I hear Xeno players complain about it a lot, though. Hard to say.
Martel732 wrote: I don't have much to say about the Dreadknight. Never had any problems with them. They shunt in, and get killed. A lot. Maybe they should be a little cheaper. I hear Xeno players complain about it a lot, though. Hard to say.
" T6 3+ isn't good."
Beats the hell out of anything the BA have.
If you dont' have issues with the Dreadknight, you won't with the Errated Riptide. If you think they could be cheaper, then the Riptide should shave off a couple of points. They are fairly balanced once EWO and the IA are addressed. You never saw the HBC because it was balanced whereas you always saw the IA because it simply was too good for its points. That has been addressed.
T6 3+ has been overvalued for a while, look at most of the TMCs. There is a reason that most of them, especially the ground versions, needed large points decreases. They simply are not that durable.
Dropping the Riptide and Dreadknight to 3+AS would require a stiff decrease in points cost, and it would make the Riptide even better, because it could stay at range and put out better firepower per point. HBC is balanced, IA just needs to be balanced with it.
I say that for the Dreadknight only because of its near-suicide mission description. The 2+ armor on the Ritpide is far, far FAR more abusive.
Double standar, and I said we can make a 165pts Shooting Dreadknight that is as effective as the HBC Riptide. You discount this comparison which is a double standard. The fact that no GK player finds having their Dreadknight sit back and shoot its Heavy Psycannon All game as effecient use of points is very telling actually.
I say that for the Dreadknight only because of its near-suicide mission description. The 2+ armor on the Ritpide is far, far FAR more abusive.
Double standar, and I said we can make a 165pts Shooting Dreadknight that is as effective as the HBC Riptide. You discount this comparison which is a double standard. The fact that no GK player finds having their Dreadknight sit back and shoot its Heavy Psycannon All game as effecient use of points is very telling actually.
Maybe we'll just have to agree to disagree on this. I find the Riptide incredibly difficult to deal with compared to the Dreadknight due to range and speed issues. The Dreadknight practically serves itself up for me every game. Maybe they should sit back against BA. I don't know. It's not like a typical BA can take them out at range.
I say that for the Dreadknight only because of its near-suicide mission description. The 2+ armor on the Ritpide is far, far FAR more abusive.
Double standar, and I said we can make a 165pts Shooting Dreadknight that is as effective as the HBC Riptide. You discount this comparison which is a double standard. The fact that no GK player finds having their Dreadknight sit back and shoot its Heavy Psycannon All game as effecient use of points is very telling actually.
Maybe we'll just have to agree to disagree on this. I find the Riptide incredibly difficult to deal with compared to the Dreadknight due to range and speed issues. The Dreadknight practically serves itself up for me every game. Maybe they should sit back against BA. I don't know. It's not like a typical BA can take them out at range.
It all depends. Having their DK Rush you may just take enough pressure off the rest of their army to really help them make it to Czc. Different roles, sometimes you just need to make something a target for it to be effective.
The Dreadknight also has massive CC capabilities which give it flexibility. Comparing just Tau to BA isn't quite right, we need to factor in situations where a a Daemon or TMC is rushing you, the Riptide tries to stay alive and shoot another turn before being swept, while the Dreadknight can charge and take out most threats. Maybe against BA the Riptide is really tough to kill, but balance is about all the armies in scope. The Dreadknight is pretty balanced as is the HBC Riptide. The real problem was bring the IA and EWO upgrades in line.
"Having their DK Rush you may just take enough pressure off the rest of their army to really help them make it to Czc."
The thing about GK is that they have no way to enter close combat on their terms against BA. They shunt up close, they get assaulted. If I'm using Baal STrike force, they just lost. They shunt up outside assault range, I move back to where they can't assault me to set up an assault the next turn. The DK is just a victim of these circumstances. The DK's HTH capability means very, very little to me because it will never catch me in time. Just like it will never catch a Riptide. I mean, they will catch every grav shot and crumple before they can assault more than likely. Mobility is at least one thing that BA have. Unfortunately, that mobility is actually more useful for running away than catching something like a Riptide, because it's even faster.
The Riptide should be able to outrun a Daemon or TMC I would think. The probably is that greedy Tau players who play all IA have crippled themselves against lists with MCs while stomping meqs into the dirt. But BA have no MCs to take advantage of this. We just lose.
Even EWO means nothing to me, because why would they fire their IA with no support after my movement? BA firepower is not that great, so they are better off just letting me shoot and then firing in normal mode on their turn.
EWO, to me, was a thing with the old school Vanguard because getting to assault from DS was huge against Tau. Now I'm dropping in what? Triple melta ASM? Fragnoughts? Maybe Sternguard? The Riptide cares not for these and the other units will likely be bubblewrapped with Kroot, Riptides or terrain.
"Maybe against BA the Riptide is really tough to kill, but balance is about all the armies in scope."
So who can easily deal with a Riptide other than a grav star? Maybe Wraiths and TWC? Who is engaging in a shoot out and not just getting crushed? Even scatter bikes will struggle mightily wounding on 4+ and trying to get through 2+/5+++
Martel732 wrote: "Having their DK Rush you may just take enough pressure off the rest of their army to really help them make it to Czc."
The thing about GK is that they have no way to enter close combat on their terms against BA. They shunt up close, they get assaulted. If I'm using Baal STrike force, they just lost. They shunt up outside assault range, I move back to where they can't assault me to set up an assault the next turn. The DK is just a victim of these circumstances. The DK's HTH capability means very, very little to me because it will never catch me in time. Just like it will never catch a Riptide. I mean, they will catch every grav shot and crumple before they can assault more than likely. Mobility is at least one thing that BA have. Unfortunately, that mobility is actually more useful for running away than catching something like a Riptide, because it's even faster.
The Riptide should be able to outrun a Daemon or TMC I would think. The probably is that greedy Tau players who play all IA have crippled themselves against lists with MCs while stomping meqs into the dirt. But BA have no MCs to take advantage of this. We just lose.
Even EWO means nothing to me, because why would they fire their IA with no support after my movement? BA firepower is not that great, so they are better off just letting me shoot and then firing in normal mode on their turn.
EWO, to me, was a thing with the old school Vanguard because getting to assault from DS was huge against Tau. Now I'm dropping in what? Triple melta ASM? Fragnoughts? Maybe Sternguard? The Riptide cares not for these and the other units will likely be bubblewrapped with Kroot, Riptides or terrain.
"Maybe against BA the Riptide is really tough to kill, but balance is about all the armies in scope."
So who can easily deal with a Riptide other than a grav star? Maybe Wraiths and TWC? Who is engaging in a shoot out and not just getting crushed? Even scatter bikes will struggle mightily wounding on 4+ and trying to get through 2+/5+++
Dammit,must lost a whole response. Here are the highlights...
Your vacuum comparison is highly flawed, 6" +2d6" is not nearly as fast as you think, lots of things can catch them. Dread knights Ono on one win, 12" move after a shunt is faster. A single combat squadding assault squad out of a Pod neutralizes a Riptide as it's easy to corner and even five marines will hold it up for half the game and may even sweep it.
You seem to ignore board edges, other units, terrain, Nova fail chance, and a lot of other things. Bubble wrap and FNP are not free.
EWO has lots of using, DSing BA are good targets.
The Riotide is a unit highly durable to long ranged firepower with moderate firepower, it loses long ranged showdown with equal points Las Preds, Wraithknights, even errataed, LR variants can do it, a Dreadknight with Heavy Psicannon can do it, etc.
Do you realize that a Riptide puts out less reliable damage than a Plegm Soulgringer at a higher cost. It's just not that devastating of firepower, most armies can ignore an effective battle Cannon per turn.
If you don't have the firepower to kill it at range, don't, close and assault it with anything and I mean anything. Kill the support instead, an unsupported IA Riptide is basically 5 Bs3 Battlecannon shots per turn.
Your hate for the a Riptide keeps derailing the thread. You believe the Dreadknight is balanced? Or should it be cheaper, just because your BA are well suited to dealing with them? Balance is not direct army comparisons, but in reference to the game as a whole.
Let's bring the discussion to BA units that need revision, or suggestions for other PA armies. This is not the Tau thread.
" You believe the Dreadknight is balanced? Or should it be cheaper, just because your BA are well suited to dealing with them?"
I believe there are lots of lists that can smoke a 2+ armor MC that is 12" away from. So I guess I'd call that balanced. I still don't like 2+ armor MCs at all, and I think they should be 3+ armor, with whatever points reduction that gives them.
I don't really have that many suggestions for BA units, because I think they are a failed concept in 7th ed. I think that firepower is still king by far and BA, conceptually, fare poorly at that game. They don't have the numbers and power armor is not enough protection to get them into HTH anymore. What's left to do? They are enslaved to costs in the main marine book, who can fall back on superior shooting. Even discounted sanguinary guard will be targeted by AP 2 and eliminated before they can do much damage, because they don't need the AP 2 guns to kill the rest of the BA list.
A list needs Wraiths or TWC to be an assault threat, and there's no tweaking BA to get something like that. They're just hordes of meq losers that will be gunned down by the kings of 40K: the firepower lists. An assault list now needs both speed and true resiliency, not fake power armor resiliency.
Martel732 wrote: " You believe the Dreadknight is balanced? Or should it be cheaper, just because your BA are well suited to dealing with them?"
I believe there are lots of lists that can smoke a 2+ armor MC that is 12" away from. So I guess I'd call that balanced. I still don't like 2+ armor MCs at all, and I think they should be 3+ armor, with whatever points reduction that gives them.
I don't really have that many suggestions for BA units, because I think they are a failed concept in 7th ed. I think that firepower is still king by far and BA, conceptually, fare poorly at that game. They don't have the numbers and power armor is not enough protection to get them into HTH anymore. What's left to do? They are enslaved to costs in the main marine book, who can fall back on superior shooting. Even discounted sanguinary guard will be targeted by AP 2 and eliminated before they can do much damage, because they don't need the AP 2 guns to kill the rest of the BA list.
A list needs Wraiths or TWC to be an assault threat, and there's no tweaking BA to get something like that. They're just hordes of meq losers that will be gunned down by the kings of 40K: the firepower lists. An assault list now needs both speed and true resiliency, not fake power armor resiliency.
You are missing one very important thing, cost reductions increase the models on the table. More models means more return firepower and assault threat, means less enemies and less firepower.
It's not a failed concept, just improperly costed. So, what is miscosted in my SM errata? SM should suffer from the same problems. A 10% reduction in cost is massive, and puts a ton of extra models on the table by turn 3-4. This defeatist attitude isn't helpful. The majority of the balance problems can be resolved, and don't forget to look at the other errata, most of those king lists you de referenced have taken major hits. All combined things get much better. You just can't see it through your expire trial bias.
The SM are still packing more efficient air units, grav cents (even nerfed they are better than anything the BA can field by far), TFCs, better chapter tactics, better FW support, better special characters, and biker troops.
Let me look at the SM changes again very carefully here.
I don't see any price drops on the stuff I usually use. Maybe I'm missing something. I don't have my marine book in front of me. I guess maybe I'd start using some of the stuff I don't use now? But giving a marine even a 5 pt upgrade really increases how much you lose when it gets fragged. I'm still finding that my marine units are dying too quickly to get good use out of what upgrades I do give them. I never use pistols or power weapons as it is, and I'm not sure I'd start even at these prices. I'm not seeing the 10% reduction on the stuff that I use.
I'm still seeing lists built around grav cents, which BA just don't have. And let's not forget the poor DA in all of this. They have nearly all the problems of the BA plus a couple more.
Martel732 wrote: The SM are still packing more efficient air units, grav cents (even nerfed they are better than anything the BA can field by far), TFCs, better chapter tactics, better FW support, better special characters, and biker troops.
Let me look at the SM changes again very carefully here.
I don't see any price drops on the stuff I usually use. Maybe I'm missing something. I don't have my marine book in front of me. I guess maybe I'd start using some of the stuff I don't use now? But giving a marine even a 5 pt upgrade really increases how much you lose when it gets fragged. I'm still finding that my marine units are dying too quickly to get good use out of what upgrades I do give them. I never use pistols or power weapons as it is, and I'm not sure I'd start even at these prices. I'm not seeing the 10% reduction on the stuff that I use.
I'm still seeing lists built around grav cents, which BA just don't have. And let's not forget the poor DA in all of this. They have nearly all the problems of the BA plus a couple more.
Lists built around Grav? And how are they doing that without the normal GravStar shenanigans or stealing a Pod? Footslogging Grav are nowhere near as good as you think they are. Like I said, pretty much the best Grav Star left is a Tigerious one and it's more fragile and has to decide between likely getting Gat or likely getting a lower powered Invisibility. Sure,mother could load a couple on a StormRaven, but you've already said that's worthless.
More efficient Air, you mean the Stormtalon I take it, or AA? The Raven is still good, and cheap Flakk are now available on lots of platforms.
5pt cheaper Sergeant, 5pt cheaper Plasmagun. On ASM that's 15 Pts and almost another marine in savings. Add in a Combi. plas and it is. 11 ASM vs 10 ASM is 110% for 2xPlasma/CombiPlas. What have you been using?
DA will be getting the same treatment, so SM base pricing plus rebalanced for their specialty stuff. When they receive competitive pricing on their units they'll be quite a bit better and on par with SM, BA, SW, and GK.
You seem to be missing that the worst offenders from other codices won't be as bad, and when the best other codices being is your yardstick you can't use pre errata comparisons.
I may get BA or AM out tomorrow. I know the last PA sexes will be easy to do, just lots of typing.
I haven't been using ASM at all. Because they are bad. And even if I did, I certainly wouldn't arm them with rapid fire weapons.
". Like I said, pretty much the best Grav Star left is a Tigerious one and it's more fragile and has to decide between likely getting Gat or likely getting a lower powered Invisibility. "
I'm just saying that while it is very much nerfed, it's still much better than anything the BA have.
Maybe give the BA their FNP bubble back on priests. That way we can pretend to be almost as good as Necrons. Except without wraiths or Gauss. Or flying transports.
I haven't been using ASM at all. Because they are bad. And even if I did, I certainly wouldn't arm them with rapid fire weapons.
". Like I said, pretty much the best Grav Star left is a Tigerious one and it's more fragile and has to decide between likely getting Gat or likely getting a lower powered Invisibility. "
I'm just saying that while it is very much nerfed, it's still much better than anything the BA have.
Maybe give the BA their FNP bubble back on priests. That way we can pretend to be almost as good as Necrons. Except without wraiths or Gauss. Or flying transports.
ASM have some uses, Plasma and Rapid Fire isn't terrible.m good shooting the turn it drops and potentially the next turn. Otherwise, on the table it's two turns of Plasma fire while closing range. If you need to assault, don't shoot.
A special rule allowing a consolidation after DS would really open up options for BA.
And you think this far less powerful GravStar would be the norm, far from it. We'd see a variety of different builds. You've never seen Footslogging GravCents and still think they are better than everything BA has. Not true.
FNP bubble is an option, but let me get the preliminary BA Errata done and I'll address each unit in turn.
Biggest change was adding a Blood Angels Chapter Tactic which includes Furious charge and the ability for Jump Infantry to move 2" after arriving via Deepstrike.
Furious Charge Alone was not enough to offset the Chapter Tactics available to C:SM
Also, moved ASM back to Troops.
Repriced or modified unique units in kind as well as applied the C:SM pricing to everything in C:BA.
Oh, really? That actually changes things quite a bit, there. That's more jump pack bodies or triple-special in a Rhino bodies.
Yes, BA screams allow Chainsword Bolt Pistol models everywhere. Though, I don't know if the Rhino/Drop pod Upgrade should be free. I'm thinking it should be a 3pts/model discount for balance's sake.
I thought that change alone makes BA different enough from SM. Assault based bodies with dual specials rolling around in Rhinos or falling from the sky with Jetpacks or Drop Pods. At worst they are Marines with CCW/Pistol and a better special weapons selections.
Edit: Biggest problem I have with that change is internal balance. Free transport is a problem, should be either 3pts/model or a flat 15pt discount. Giving up a Bolter for a CCW isn't terrible, but dual Special access could cause some minmaxing problems...
ASM will prove to be strictly superior for the points compared to Tacticals except on foot over 12" and without access to Heavy weapons.
Thoughts?
Automatically Appended Next Post: 5-26-15 Changed To
Assault Squad: 70pts, 14pts/model *Moved From Fast Attack
Wargear: Remove Jump Pack
The entire squad may take Jump Packs... 3pts/model
Up to two Space Marines may replace their Bolt Pistols with one of the following... Flamer: 5pts; Hand Flamer: 5pts; Plasma Pistol: 7pts; Meltagun: 10pts; Plasma Gun: 10pts; Inferno Pistol: 10pts;
May upgrade the Space Marine Sergean to a Veteran Sergeant... 5pts;
Dedicated Transport: The unit may select a Drop Pod, Rhino, or Razorback as a Dedicated Transport.
*Remove "The entire squad may remove their jump packs...."
Get rid of the free transport; just make the bonus 3pts/model. Not that anyone will ever use a 10 man ASM squad when 5 of them get a three special weapon alpha strike.
I hate tactical marines so much. I wish there was a way to make them remotely fearsome, but I have given up on this for the sake of the overall balance of the game.
Martel732 wrote: Get rid of the free transport; just make the bonus 3pts/model. Not that anyone will ever use a 10 man ASM squad when 5 of them get a three special weapon alpha strike.
I hate tactical marines so much. I wish there was a way to make them remotely fearsome, but I have given up on this for the sake of the overall balance of the game.
I just made them packless for 3pts/model discount, purchase a transport as needed or upgraded to ASM with Jump Packs. Same effect, but cleaner to implement. The free Pod/Rhino was problematic because a five man was only giving up 15pts worth of Jump Packs for a 35pt transport.
I think Tacticals got better with their ability to field 2 specials or 2 heavies in a ten man squad and those specials and heavies being more cost effective. Ten marines and two heavy weapons combat squaded isn't terrible and good for back field objectives, even gives a Razorback for some more ranged punch for a price tag just north of 200pts. They do MSU at range pretty good. Hell, even combat squadding with two heavy Weapon in a Rhino with cover isn't terrible. Gives one footslogging objective grabber and a pair of heavy weapons in a metal box.
For BA, Tacticals would rarely ever be better than ASM, with the only reason being access to Heavy weapons and backfield support. For Regular marines I feel they'll get more band for their buck now, and Obsec marines are a pain when combat squadding, three units for 175ps +Special/Heavy weapons is fairly cheap and durable units. 2x5 Marines out of a pod each with a different special weapons is significantly better than 2x5 out of a pod with one special weapon.
Martel732 wrote: Get rid of the free transport; just make the bonus 3pts/model. Not that anyone will ever use a 10 man ASM squad when 5 of them get a three special weapon alpha strike.
I hate tactical marines so much. I wish there was a way to make them remotely fearsome, but I have given up on this for the sake of the overall balance of the game.
I just made them packless for 3pts/model discount, purchase a transport as needed or upgraded to ASM with Jump Packs. Same effect, but cleaner to implement. The free Pod/Rhino was problematic because a five man was only giving up 15pts worth of Jump Packs for a 35pt transport.
I think Tacticals got better with their ability to field 2 specials or 2 heavies in a ten man squad and those specials and heavies being more cost effective. Ten marines and two heavy weapons combat squaded isn't terrible and good for back field objectives, even gives a Razorback for some more ranged punch for a price tag just north of 200pts. They do MSU at range pretty good. Hell, even combat squadding with two heavy Weapon in a Rhino with cover isn't terrible. Gives one footslogging objective grabber and a pair of heavy weapons in a metal box.
For BA, Tacticals would rarely ever be better than ASM, with the only reason being access to Heavy weapons and backfield support. For Regular marines I feel they'll get more band for their buck now, and Obsec marines are a pain when combat squadding, three units for 175ps +Special/Heavy weapons is fairly cheap and durable units. 2x5 Marines out of a pod each with a different special weapons is significantly better than 2x5 out of a pod with one special weapon.
I agree they got better, but it's just depressing that the method of improvement was just more AP 2 shots or templates. The way the game works out, the grenades, S, and WS are all mostly wasted.
Martel732 wrote: Get rid of the free transport; just make the bonus 3pts/model. Not that anyone will ever use a 10 man ASM squad when 5 of them get a three special weapon alpha strike.
I hate tactical marines so much. I wish there was a way to make them remotely fearsome, but I have given up on this for the sake of the overall balance of the game.
I just made them packless for 3pts/model discount, purchase a transport as needed or upgraded to ASM with Jump Packs. Same effect, but cleaner to implement. The free Pod/Rhino was problematic because a five man was only giving up 15pts worth of Jump Packs for a 35pt transport.
I think Tacticals got better with their ability to field 2 specials or 2 heavies in a ten man squad and those specials and heavies being more cost effective. Ten marines and two heavy weapons combat squaded isn't terrible and good for back field objectives, even gives a Razorback for some more ranged punch for a price tag just north of 200pts. They do MSU at range pretty good. Hell, even combat squadding with two heavy Weapon in a Rhino with cover isn't terrible. Gives one footslogging objective grabber and a pair of heavy weapons in a metal box.
For BA, Tacticals would rarely ever be better than ASM, with the only reason being access to Heavy weapons and backfield support. For Regular marines I feel they'll get more band for their buck now, and Obsec marines are a pain when combat squadding, three units for 175ps +Special/Heavy weapons is fairly cheap and durable units. 2x5 Marines out of a pod each with a different special weapons is significantly better than 2x5 out of a pod with one special weapon.
I agree they got better, but it's just depressing that the method of improvement was just more AP 2 shots or templates. The way the game works out, the grenades, S, and WS are all mostly wasted.
I agree with you. But Tactical marines are all about the application of the right tools, and 40k pretty much mandates that being special and heavy weapons. And Tactials rarely find themselves in situation where S, WS, and their grenades are used at all. It is another shooting edition of 40k... and those kinds of things are well out of the scope of these errata.
Ideally it isn't just AP2 or Templates, the ML with or without Flakk and the Heavy Bolter should be more appealing as options. 15pts for S8 AP3, S4 AP6 Blast, or S7 AP4 Skyfire is pretty versatile and should be a fitting option for Tacticals. The more viable options the better.
So, thoughts on dropping the Melee Weapons Power Fist down to 20pts and the Thunderhammer to 25pts? Or creating two costs New lower/Old with the old prices for anything that isn't an HQ. A Powerfist should really not cost the same on a Sergeant as it does on a Chapter Master etc.
Also, increasing the cost of Artificer Armour to 25pts?
Breaking into the discussion a bit, the Black Templar characters could use some tweaks. Both Grimaldus and the Emperor's Champion need some serious help.
The Emperor's Champion either needs a massive buff (he's 10 points cheaper than a Captain with the Burning Blade and AA under your updated rules) or he needs to have his points cost slashed more or less in half.
Suggestion:
Make the Black Sword S:User+2, AP2, Instant Death. You're still paying 140 points for a 2-wound low-A model, but at least now he'll scare the living hell out of big things, the very targets he should be going after.
Helbrecht is sort-of fine as he is, my only beef is that the Sword of the High Marshals isn't a Relic Blade. If there's one weapon in the Codex that ought to be, it's that. Upping its S to 6 wouldn't break Helbrecht, since he'd still be AP3, but it'd mean he'd at least have better than a 50/50 chance at wounding marines.
Grimaldus is... I don't even know where to start. Chaplains in general need so much help that it's silly.
AlmightyWalrus wrote: Breaking into the discussion a bit, the Black Templar characters could use some tweaks. Both Grimaldus and the Emperor's Champion need some serious help.
The Emperor's Champion either needs a massive buff (he's 10 points cheaper than a Captain with the Burning Blade and AA under your updated rules) or he needs to have his points cost slashed more or less in half.
Suggestion:
Make the Black Sword S:User+2, AP2, Instant Death. You're still paying 140 points for a 2-wound low-A model, but at least now he'll scare the living hell out of big things, the very targets he should be going after.
Helbrecht is sort-of fine as he is, my only beef is that the Sword of the High Marshals isn't a Relic Blade. If there's one weapon in the Codex that ought to be, it's that. Upping its S to 6 wouldn't break Helbrecht, since he'd still be AP3, but it'd mean he'd at least have better than a 50/50 chance at wounding marines.
Grimaldus is... I don't even know where to start. Chaplains in general need so much help that it's silly.
Thanks for the feedback. Yeah, Black Templars definitely need some more work. I have little experience with them, so your feedback is great. I'll take it into consideration, if you wouldn't mind I would like to see what you would suggest for point values for those unit.
Helbrecht could probably stay at 180 with the S6 change, it's not like he's going to break the game, what with needing to actually get to CC and being AP3 and all.
An Emperor's Champion with S6 AP2 Instant Death (and an extra attack from the sword going one-handed) would, in my opinion, probably not be broken at 140 points. He still only has 2 wounds and does nothing for your army other than kill things in close combat. For example, Khan, an HQ choice of comparable price at 150 (is that with or without bike BTW? You haven't specified). He gives Scout to more or less your entire army, and unlocks Bikes as Troops to boot if he's on Moondrakkan. A 140-point Emperor's Champion with 4 attacks on the charge at S6 AP2 ID would be dangerous, sure, but he has to actually get to where he's going, and if he gets swarmed by mooks, he's toast.
Regarding Grimaldus, and Chaplains in general really, the changes needed are probably outside the scope of what you're trying to do. Even at 100 points, an 85-point decrease, Grimaldus would still be so-so at best. The old BT book had its issues, but at least you could take 3-wound Chaplains with some groovy wargear and kill people dead.
If I can throw in my two cents as far as grey knights go.
Return of their "true grit" special rule where their stormbolters counted as pistols in close combat. although they could change the name to something like "titan pattern stormbolters" as they look very different from other storm bolters, being wrist mounted and all.
either introduce actual heavy weapons or give grey knights grav webs so their purgation squads can treat their special weapons as rapid fire or assault or something. right now purgation squads are pointless next to purifiers and paladins
all units get 6++ if they do not already have an invulnerable save. yeah I know it's a sisters thing, but grey knights are supposed to be marines +1 and i think this would make them that without it being too OP
AlmightyWalrus wrote:Helbrecht could probably stay at 180 with the S6 change, it's not like he's going to break the game, what with needing to actually get to CC and being AP3 and all.
An Emperor's Champion with S6 AP2 Instant Death (and an extra attack from the sword going one-handed) would, in my opinion, probably not be broken at 140 points. He still only has 2 wounds and does nothing for your army other than kill things in close combat. For example, Khan, an HQ choice of comparable price at 150 (is that with or without bike BTW? You haven't specified). He gives Scout to more or less your entire army, and unlocks Bikes as Troops to boot if he's on Moondrakkan. A 140-point Emperor's Champion with 4 attacks on the charge at S6 AP2 ID would be dangerous, sure, but he has to actually get to where he's going, and if he gets swarmed by mooks, he's toast.
Regarding Grimaldus, and Chaplains in general really, the changes needed are probably outside the scope of what you're trying to do. Even at 100 points, an 85-point decrease, Grimaldus would still be so-so at best. The old BT book had its issues, but at least you could take 3-wound Chaplains with some groovy wargear and kill people dead.
Thanks for the feedback, I'll keep your thoughts in mind when I look at them. THough, my work is soon to be obsolete I feel...
Renesco P. Blue wrote:If I can throw in my two cents as far as grey knights go.
Return of their "true grit" special rule where their stormbolters counted as pistols in close combat. although they could change the name to something like "titan pattern stormbolters" as they look very different from other storm bolters, being wrist mounted and all.
either introduce actual heavy weapons or give grey knights grav webs so their purgation squads can treat their special weapons as rapid fire or assault or something. right now purgation squads are pointless next to purifiers and paladins
all units get 6++ if they do not already have an invulnerable save. yeah I know it's a sisters thing, but grey knights are supposed to be marines +1 and i think this would make them that without it being too OP
Truegrit is sorely missed, but with having IRWs I wouldn't add it back. That is what makes GK tricky to balance, they all have a damned power weapon and group force weapon and are Psykers. I don't want to use 6++ across the board, doesn't feel right.
Purgation squads do need some love. I don't know why I didn't readdress them. They need some kind of rule to give them a boost, I was thinking about simply giving them Relentless or Slow and Purposeful so they can fire on the move. Thoughts? I don't want to add more than a single special rule or write an original special rule if possible.
Firstly, I want to thank you Zagman for the huge amount of work you have done in your valiant efforts to bring the utterly broken game closer to a balanced state. I've been thinking of something like this for quite a good time myself, but haven't had the time on my hands to start it, nor the needed knowledge to do it for all the armies. I like what you're doing, evening the gaps both inside the codices and between them. Keep up the good work!
Here's a list of my thoughts concerning the balance errata of SM/BA, mostly the latter as it is my main army.
...
I think that Captain Tycho is currently somewhat obsolete at 130pts (DC version +15pts), as he has lost his ld buff and S:User AP2 armorbane melee attacks, and now only totes his relic combi-melta and digital weapons - not even a chainsword to give him a +1A in combat. He could be discounted further (at least digital weapons went down 5pts), or be given back his old badass melee attacks (he's still footslogging), in which case I would even be fine with a price increase (up to 150pts I think).
Chaplain Lemartes should be at least be made similiar to many other unit leader characters - if he is taken alongside a unit of Death Company, he shouldn't take up a whole elites slot by himself. Pointswise I think he is fine when given the same price drop as the regular Chaplains (good bye Reclusiarchs ).
Astorath the Grim would be in order for the chaplain price drop too, also because his axe is no longer S6 AP2, two handed, forcing re-rolls on invulnerable saves, but rather just a power axe, two handed, with the instant death USR on a roll of '6' to hit, decreasing his reliability against characters with a proper invulnerable save and average strenght when hitting. The axe could be S:+2 AP2, two handed, with either the old inv. re-rolling or the current ID on '6' to hit. Or maybe a regular power axe, but two handed and with IDUSR - would that be too good?
I think that Sanguinary Priests should be able to upgrade to terminator armor for equal cost as other characters.
Also, I would suggest that the regular Terminator Squad would be given the option to carry the Company Standard for the regular price, replacing a power fist (no, you don't hold stuff with those fists )
Why is Baal Predator 110pts, while a regular Predator stands at 75pts (with overcharged engines)? I feel like this is an oversight on the pricing, because I don't think that the upgrade from autocannon to TL assault cannon is really worth the 35pts when TL lascannon is only 15pts. I think the Baal Predator's cost should be further cut (95-100pts) to be more in line with the regular predator, unless it was given back Scout USR. Even then the price difference feels a bit steep.
On another note, I think either Baal Predator or Storm Raven should be moved from HS to FA to give more options on the FA choices, especially now that the Assult Marines were moved back to the Troops section.
I'm not sure how the Command Squads will be handled in the coming marine codices, but I feel like they should be available 1/HQ choice without taking a slot, like they used to. Not that they'd be an overly used unit anyway, but now they compete with the rest of the army's great melee infantry, and the whole lot better Chapter Banner toters, the Sanguinary Guard.
Also techmarines could be made "slotless" HQ choices again in the marine codices, maybe 0-2/3 per detachment. HQ choice with 1W just doesn't seem appropriate for a full slot.
Should Scout Sergeants be given access to all the special pistols instead of just plasma, as the heavy flamer was freed up to all units able to choose from heavy weapons? Also, regarding heavy flamer, I think it might be wise to restrict them to a 0-1 upgrade for tactical squads, as otherwise the upgrade completely invalidates the regular flamer upgrade for the unit. Sternguards are okay with that I think, and Devastators could turn out to be pretty interesting choice with 4 heavy flamers when podded at the enemy (might want to exclude them from Devastators, or?).
I would also like to address some of the Blood Angels' relics:
In the light of your points revision, I believe that the Valour's Edge (AP2 power sword) should cost 15pts instead of 20pts, as the lowered AP is only worth 5pts while the sword itself is currently 15pts, as opposed to your suggested 10pts. Or maybe make the sword MC at 20pts.
Also, as you see jump packs worth 10pts instead of current 15pts, I would see a point in bringing Angel's Wings down to 20pts from 25pts.
As the worst offender in the relics section of the codex, I think that the Fury of Baal (MC plasma pistol with no gets hot! USR) is in need of big change at 25pts. Would it be too good if it was a MC inferno pistol with 12" (or 9") range at 20pts, as you suggest 10pts base for the inferno pistols? I don't feel plasma fits BA that well, feels more like a DA relic to me as it is currently (plasma relic + it is bad ).
There's a few relics in need of tweaking in the Shield of Baal: Exterminatus too, on the BA side I think - but let's stick to the codices now.
...
I may come up with other thoughts for this and other balance erratas. Hopefully my "re-balancing" suggestions are at least somewhat sensible. Also, sorry for the long post.
Mara wrote: Firstly, I want to thank you Zagman for the huge amount of work you have done in your valiant efforts to bring the utterly broken game closer to a balanced state. I've been thinking of something like this for quite a good time myself, but haven't had the time on my hands to start it, nor the needed knowledge to do it for all the armies. I like what you're doing, evening the gaps both inside the codices and between them. Keep up the good work!
Here's a list of my thoughts concerning the balance errata of SM/BA, mostly the latter as it is my main army.
...
I think that Captain Tycho is currently somewhat obsolete at 130pts (DC version +15pts), as he has lost his ld buff and S:User AP2 armorbane melee attacks, and now only totes his relic combi-melta and digital weapons - not even a chainsword to give him a +1A in combat. He could be discounted further (at least digital weapons went down 5pts), or be given back his old badass melee attacks (he's still footslogging), in which case I would even be fine with a price increase (up to 150pts I think).
Chaplain Lemartes should be at least be made similiar to many other unit leader characters - if he is taken alongside a unit of Death Company, he shouldn't take up a whole elites slot by himself. Pointswise I think he is fine when given the same price drop as the regular Chaplains (good bye Reclusiarchs ).
Astorath the Grim would be in order for the chaplain price drop too, also because his axe is no longer S6 AP2, two handed, forcing re-rolls on invulnerable saves, but rather just a power axe, two handed, with the instant death USR on a roll of '6' to hit, decreasing his reliability against characters with a proper invulnerable save and average strenght when hitting. The axe could be S:+2 AP2, two handed, with either the old inv. re-rolling or the current ID on '6' to hit. Or maybe a regular power axe, but two handed and with IDUSR - would that be too good?
I think that Sanguinary Priests should be able to upgrade to terminator armor for equal cost as other characters.
Also, I would suggest that the regular Terminator Squad would be given the option to carry the Company Standard for the regular price, replacing a power fist (no, you don't hold stuff with those fists )
Why is Baal Predator 110pts, while a regular Predator stands at 75pts (with overcharged engines)? I feel like this is an oversight on the pricing, because I don't think that the upgrade from autocannon to TL assault cannon is really worth the 35pts when TL lascannon is only 15pts. I think the Baal Predator's cost should be further cut (95-100pts) to be more in line with the regular predator, unless it was given back Scout USR. Even then the price difference feels a bit steep.
On another note, I think either Baal Predator or Storm Raven should be moved from HS to FA to give more options on the FA choices, especially now that the Assult Marines were moved back to the Troops section.
I'm not sure how the Command Squads will be handled in the coming marine codices, but I feel like they should be available 1/HQ choice without taking a slot, like they used to. Not that they'd be an overly used unit anyway, but now they compete with the rest of the army's great melee infantry, and the whole lot better Chapter Banner toters, the Sanguinary Guard.
Also techmarines could be made "slotless" HQ choices again in the marine codices, maybe 0-2/3 per detachment. HQ choice with 1W just doesn't seem appropriate for a full slot.
Should Scout Sergeants be given access to all the special pistols instead of just plasma, as the heavy flamer was freed up to all units able to choose from heavy weapons? Also, regarding heavy flamer, I think it might be wise to restrict them to a 0-1 upgrade for tactical squads, as otherwise the upgrade completely invalidates the regular flamer upgrade for the unit. Sternguards are okay with that I think, and Devastators could turn out to be pretty interesting choice with 4 heavy flamers when podded at the enemy (might want to exclude them from Devastators, or?).
I would also like to address some of the Blood Angels' relics:
In the light of your points revision, I believe that the Valour's Edge (AP2 power sword) should cost 15pts instead of 20pts, as the lowered AP is only worth 5pts while the sword itself is currently 15pts, as opposed to your suggested 10pts. Or maybe make the sword MC at 20pts.
Also, as you see jump packs worth 10pts instead of current 15pts, I would see a point in bringing Angel's Wings down to 20pts from 25pts.
As the worst offender in the relics section of the codex, I think that the Fury of Baal (MC plasma pistol with no gets hot! USR) is in need of big change at 25pts. Would it be too good if it was a MC inferno pistol with 12" (or 9") range at 20pts, as you suggest 10pts base for the inferno pistols? I don't feel plasma fits BA that well, feels more like a DA relic to me as it is currently (plasma relic + it is bad ).
There's a few relics in need of tweaking in the Shield of Baal: Exterminatus too, on the BA side I think - but let's stick to the codices now.
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I may come up with other thoughts for this and other balance erratas. Hopefully my "re-balancing" suggestions are at least somewhat sensible. Also, sorry for the long post.
Thank you, it certainly has been a lot of work but it has been enjoyable. I hope some people get some use out of it. It was all I had, if I didn't do something I was just going to completely drop out of 40k for good!
Thanks for the response. I agree special character pricing is pretty terrible across the board and BA needs some serious work. Lemartes should be a slotless upgrade if you purchase DC.
You are right, the Baal Pred needs to be fixed, no idea why I put 110pts down, I was thinking 90pts is more fair. I really don't know what I was doing there.
Sang Priests in TA.... I don't know if I want out outright add that option if there are no models for it. Maybe...
Moving the Baal Pred or Storm Raven... I don't know if I wasn't to be swapping any more slots. Assault Marines for BA were the only slot swap I've done.
You are right, some of the Relics need a price drop. I didn't look at them too closely.
I welcome any and all feedback. Thakns for posting!
Well, the new marine dex is out, and it shouldn't be terribly hard to port over and rebalance. Now, formations.... that is a whole other subject entirely....
Food for though, Drop Pods becomes AV 11/11/11. 35pts is a steal for safe deepstriking and transport, should they really be that difficult to kill.
Also considering making Cents Extremely Bulky... but it screws Assault Cents out of anything but a LRC...
BA/DAdo need some help there, I'll agree, but there is merit in drop-podding things other than grav-cents. Sternguard, for example, or heck, even Tacticals (hey, objective grabbing). I'm hoping the upcoming DA codex winds up being good, though that doesn't take the sting out of BA being lackluster (just like Dark Eldar... Boo hiss, I say, as someone who occasionally plays DE...)
I have to admit I rather enjoyed using pods to drop SoB Dominions on some high-value target, though the allies changes have kiboshed that. I assume that'll be addressed when the Adepta Sororitas errata get done, and in the interim it's fixed by SisterSydney's expandex of bolt-on bolter babes, so no worries.
Still, good stuff so far, Zagman. Of all your tweaks, I must say I agree with far more than I don't - and even of those, my objections are minor.
I think Sternguard drop units are highly, highly overrated, especially after the nerf to melta. Those units have incredibly poor life expectancy and you are paying 30+ pts for a combi-weapon meq. No thanks.
Ah, right. Yeah, they're only relentless in that formation (as far as I can see. I keep hearing people say that Devastators have Slow and Purposeful, but in the copy of the codex that I bought, they don't), but the formation is pretty broken. I didn't realize just how heinously kerborkavated it was at first, either. As much as my first reaction to it was "ooh, shiny", it needs to go dive into the Eye of Terror. (And no, I don't mean that CSM should get it, as much as Chaos players would cheer )
Sternguard aren't just for assassinating vehicles, though - combi-gravs will do a number on most MCs and then specialty bolt rounds can finish them off. Also, with melta - five of them will generally kill anything AV13 or less on hull point depletion, even if you don't get an Explodes!, assuming you're in melta range. Skyhammer formation grav devs are nastier, to be sure, but that doesn't make Sternguard garbage.
And if you pick your weapons wrong? Well, the combi-grav Sternguard will still have immobilized the vehicle, usually, and maybe wrecked it if you get lucky. The combi-melta guys? They still put around 3 wounds on a Tyrannofex, say (or kill three Broadsides). Sure, they probably die next turn, but then something else doesn't. Though I'll concede that Space Marines in general do target saturation poorly, so that might not be a huge advantage.
That's just not enough firepower for the sacrifice in points you are making. For the cost of the Sternies and the combi-weapons and pod, I need to kill multiple targets, not just one. They don't live long enough to accomplish this.k
I agree with drop pod being too god compared to the other transports available. However the problem I have with it isn't that he's pretty tough but that in some cases you will need to kill this thing beauce it can contest objectives and even be objective secured. This is pretty awkward in my opinion since it's just empty can in the end. So maybe just give them a rule to prevent them to count as scoring units.
Other than this issue I don't have problems with pod. The Formation is good but it's essentially because it gives a lot of special rule. Same for the centurions, they're more of a problem themselves than the pod they ride in.
On the subject of transports (and vehicles), what do you guys think of making the smoke lauchers work like jinxing? That would be a nice buff to most imperium vehicles who are struggling at the moment.
In regards to the changes with the GK Codex I can find myself nodding in agreement with most of the changes. The point changes and the slight mod to the Purifiers Mastery level make sense, although make me a bit sad as a GK player.
One thing I think could change was in the HQ section. Specifically, Castellan Crowe either needs to drop in points to like say...140, OR be upgraded to having three wounds. Currently by codex he is a two wound model. I would never pay that many points for a guy with only two wounds.