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I am concerned about the new to-wound chart in 8th @ 2017/06/11 03:40:18


Post by: Marksman224


I am just wondering, is anyone else concerned over what looks to be the to-wound table for 40k 8th edition? This is a bit of a rant, and I do it because I haven't really seen anyone else sharing a similar opinion in the matter. In my opinion this new to-wound table looks like it's going to push everything in the wrong direction. Now it seems Strength and Toughness really don't matter much compared to old editions. In all but the extreme edge cases one point of strength or toughness would make a difference. Now the one point increases often wont make a difference, and no matter what model you field it can wound and be wounded by anything; so the extreme cases have been completely elminated too. There's no absolute need to take high strength weapons anymore, since you can now always overcome weakness with share numbers of dice. I thought this was a bad thing in the last edition; multitudes of low-mid strength dice being encouraged by the game with seldom any reason to take high strength weapons. Now it's more severe and I believe that is a bad thing.

I think it's great if weapons are completely ineffectual against models that are just way too tough. I think there should be more of that, and I don't think it's a bad thing at all. I think it encourages variety in units and weapon choices. I think it's great if stats actually eliminate rolling in the extreme cases and save us some time. So if the weapon is far too weak don't bother rolling, that was great. I even think there should have been 1+ on old table. So when that snotling is definitely HIT by a crack missile or rail-gun then just remove the model. Why cant we can say for some weapons that there is just no chance of surviving a direct hit? It seems perfectly reasonable to me. You could think of it another way too. In 8th edition we have 5 possible thresholds: 2+, 3+, 4+, 5+ and 6+. In earlier editions we had 6: 2+ through to 6+ and also N (no effect). So how about 7 possible thresholds: 1+, 2+, 3+, 4+, 5+, 6+ and N.

What do you guys think about this new system? I really want to give this new edition a chance, because GW looks to actually be trying to change the fundamentals of the game for the better. In some areas I think they have done well. But this new to-wound chart really concerns me, it looks like it's going to make the units very samey. Though I hope I'm wrong.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 03:49:59


Post by: Peregrine


Nope, you're not the only one. It's more homogenizing stupidity in an edition full of it.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 04:31:36


Post by: Galas


All say it again.

In a game where all of this can be fighting in the same table at the same time and even fielding armies of only one of this kind of models:
Spoiler:


You need to eliminate the extreme cases or your game becomes a Rock/Paper/Scissors game that is just unfun for everybody.

And if you are gonna reply with "But those things shouldn't have enter in 40k!" I'll agree. Just like Flyers, they don't belong in 40k. 40K has lost his scale years ago. But they are here to stay, so we can live with them or we can have broken after broken after broken after broken and unplayable edition.

So we have two options:

-We homogeinize everything to have a playable game where all of this works
-We go to play Flames of War or others games that know what they are.



I am concerned about the new to-wound chart in 8th @ 2017/06/11 04:33:00


Post by: jcd386


I think it's fine.

Even though in theory you can still shoot weak guns at tough targets (lasguns at land raiders etc), the chance of anything impact happening is so very small that most of the time you wont do it unless you absolutely have to, and when it does happen, it will be fun and cool and whatnot.

You can probably make up some scenario where a lasgun is the finishing blow to a land raider.

I would just not worry about it, play some games, and see if you like 8th. It's simpler, but that doesn't have to make it worse. Most people that have tried it so far have liked it. You probably will too.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 04:37:41


Post by: fe40k


Most things will be at a 5+, or more likely 6+, to wound a vehicle. That's not factoring in the To Hit roll or the Armor Saves;

I'm glad that things are killable. That said, they have so many more wounds now that GL killing them with anything but dedicated anti-tank.



I am concerned about the new to-wound chart in 8th @ 2017/06/11 04:58:01


Post by: Lance845


You are looking at the wound chart in a vacume without the rest of the important information.

High str weapons are no longer simply defined by their str. With the reduction of ap but also the constant usfulness of ap those hivh str weapons also reduce saves by the most without it being an all or nothing value.

They are also defined by the amiunt of damage they do. With heavier targets having heeps of wounds you want anti tank weapons because without them you will never bring down those beasts. Both because they now have saves (again high str generally has better ap to negate) and because plinking away at a 20w monolith with ap nothing 1 dmg bolters is an exercize in futility.

Finally, you are forgetting that in a system where weapons simply cannot hurt at all you are encouraged to bring things above the threshhold where your openent can hurt you without specialized units. Then you neutfalize those threats and rjn rampant. In 7th a imperial knight either killed its few threats and won the game or didnt and lost.

I would argue that this to wound chart in tbis sytem has even more granularity and significantly more interesting gameplay because of it.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 05:14:53


Post by: AnomanderRake


I feel like individually one point of Strength or Toughness doesn't always mean much, but the AP/armour save and damage/wounds relationships have actually made statlines as a whole more granular than they used to be. AP is no longer "4 and up doesn't matter, 3 sort of matters, 2-1 actually matter", armour saves are way more important (so no more "5+/6+ are wasted ink, 4+/3+ sort of matter, 2+ actually matters), and durability depends on a whole host of factors beyond the Toughness stat. A Baneblade and a Land Raider have the same Toughness, but the difference in save and Wounds makes the Baneblade broadly tougher and makes them more vulnerable to different weapons (the Baneblade's worse save makes it easier prey for volume, the Land Raider's lower wound count makes it easier to knock out with a few powerful shots).

So you're kind of right, in that the S/T stats matter less than they used to, but I don't think that's necessarily a bad thing in the face of what seems to be emerging.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 06:04:32


Post by: Thousand-Son-Sorcerer


Marksman224 wrote:
I am just wondering, is anyone else concerned over what looks to be the to-wound table for 40k 8th edition? This is a bit of a rant, and I do it because I haven't really seen anyone else sharing a similar opinion in the matter. In my opinion this new to-wound table looks like it's going to push everything in the wrong direction. Now it seems Strength and Toughness really don't matter much compared to old editions. In all but the extreme edge cases one point of strength or toughness would make a difference. Now the one point increases often wont make a difference, and no matter what model you field it can wound and be wounded by anything; so the extreme cases have been completely elminated too. There's no absolute need to take high strength weapons anymore, since you can now always overcome weakness with share numbers of dice. I thought this was a bad thing in the last edition; multitudes of low-mid strength dice being encouraged by the game with seldom any reason to take high strength weapons. Now it's more severe and I believe that is a bad thing.


While you do not HAVE to take high S weapons it is much more effective if you do. For example if 2 units of guardsman in rapid fire range effected by FRFSRF order shooting at a T8 model with a 3+ save will do 2 wounds, while a Heavy Weapons unit with 3 Lascannons which costs 8 points LESS then the guardsman, shooting with the Take Aim! order are able to 3 wounds in a single round so a noticeable difference. So while they do similar damage we have to look at how many wounds the thing were shooting at has, T8 models hover around 12 wounds. So we can see here while the Lasguns would take 6 turns the Lascannons would only take 4 turns. So lets take the stats of a Transport and compare that, T7 and 10 wounds. The Lascannons again will do 3 wounds a turn. At 10 wounds it will take the same amount of turns, 4, because after 3 rounds we are at 9 wounds so it would seem there is no gain to be made. We can then switch to a different type of unit and weapon the trusty Plasma Rifle will be our next go to weapon. Rapid fire and take aim combined will allow us to average 5 wounds a turn, which puts us at 2 turns. Sure you may be less one guards man but we got rid of that Transport quickly and, more importantly, exposed the troops. Now we need to get rid of these troops which we will say are MEQ for simplicity (T4 3+ armor save). There are 5 soldiers in the squad we could use the Lascannons, but they would take 3 turns to kill the unit, the plasma would do the trick, but we have these guardsman that can do the trick, applying the same thing as before the math comes out to 4 dead Traitor Marines, pretty good seeing as they don't run the risk of killing themselves.

Marksman224 wrote:
What do you guys think about this new system? I really want to give this new edition a chance, because GW looks to actually be trying to change the fundamentals of the game for the better. In some areas I think they have done well. But this new to-wound chart really concerns me, it looks like it's going to make the units very samey. Though I hope I'm wrong.


As I have shown above there is more then toughness to deal with now. Where as before there were two things that determined the outcome, there are now 4. Before it came down to strength and toughness, if you didn't have the S to kill a unit it didn't matter if your weapon was AP 2. Here we have to figure out how many wounds each weapon will do and how that will stack up over the long run, we can no longer look at just S or just T we also have to look at the wounds that unit has, what armor it has, whether its worth trying to peel off some points with AP or shoot a higher S weapon at the model. There is a lot more going on in the game now then the basic S and T setup before, and I think its a good thing.

TL;DR: I think the changes are good.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 07:41:41


Post by: stratigo


fe40k wrote:
Most things will be at a 5+, or more likely 6+, to wound a vehicle. That's not factoring in the To Hit roll or the Armor Saves;

I'm glad that things are killable. That said, they have so many more wounds now that GL killing them with anything but dedicated anti-tank.



It actually isn't hard to mass enough melee or lasguns to blow up a land raider in a turn.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 07:46:25


Post by: benlac


Marksman224 wrote:
In all but the extreme edge cases one point of strength or toughness would make a difference.


I think it seems this way when you're fighting one army list or a lot of the same unit, but against varying opponents you'll see that, for example, st5 to st6 can make a difference ie. when rolling vs guardsmen compared to rolling vs marines. When I played a test game I found myself supercharging my plasma shots to get boosted +1 st because it tipped the wound chart into double the toughness of the target unit and increased my odds of wounding.
But, I do agree with you that there should have been a cut off point at the very extreme edges of the table, as it's more realistic and would speed the game up. Overall, it doesn't bother me too much as it takes an absurd amount of lasgun shots to bring down a land raider, but I think it will be annoying to play games with people who have hordes that are trying to bring down vehicles with mountains of dice.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 08:59:11


Post by: Tyel


stratigo wrote:
fe40k wrote:
Most things will be at a 5+, or more likely 6+, to wound a vehicle. That's not factoring in the To Hit roll or the Armor Saves;

I'm glad that things are killable. That said, they have so many more wounds now that GL killing them with anything but dedicated anti-tank.



It actually isn't hard to mass enough melee or lasguns to blow up a land raider in a turn.


Is it?

16 wounds, 2+ armour save, T8.

So on average dice you need 16*6*6 hits - or 576 hits. So 1152 guardsmen or 1728 conscripts to do so in a turn. I feel your 4500-5000 points might be better off doing something else.
Yes you can get more shots with rapid fire and FRFSRF but then you need a small army of characters to give all these squads orders and have somehow crammed all these models into 12" of the Land Raider.

The same points of conscripts as a regular Land Raider strips would expect to do just over 1 wound per turn, rising to 2 wounds in rapid fire range. This is not exactly effective.

I think this system is better. Yes it homogenises but it means the gap between good units and bad units is much less distinct. It has never been fun to know from deployment that you are going to lose because your army cannot touch your opponents (or from the opposite end of the table knowing that you are going to go through your opponent with near invincibility).


I am concerned about the new to-wound chart in 8th @ 2017/06/11 10:03:41


Post by: Marksman224


 Thousand-Son-Sorcerer wrote:

As I have shown above there is more then toughness to deal with now. Where as before there were two things that determined the outcome, there are now 4. Before it came down to strength and toughness, if you didn't have the S to kill a unit it didn't matter if your weapon was AP 2. Here we have to figure out how many wounds each weapon will do and how that will stack up over the long run, we can no longer look at just S or just T we also have to look at the wounds that unit has, what armor it has, whether its worth trying to peel off some points with AP or shoot a higher S weapon at the model. There is a lot more going on in the game now then the basic S and T setup before, and I think its a good thing.

TL;DR: I think the changes are good.


I am going to have to respectfully disagree with you, for precisely the reasons that you just argued make this version. Players should never have to do math to figure out which things are better, it should be intuitively expressed by their stats at face value. There always was more than just strength and toughness to contend with, but differences in those stats have very little impact now.

@Galas you're absolutely right. The whole thing has been going downhill since the introduction of GMCs. There's no way you can scale these into the game without undermining the intergrity of the mechanics, and that's what's been happening. I wish there was a functional section of the gaming community that just shunned these game breakers and maintaned a more simple version with some minor house rules.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 10:17:11


Post by: Strg Alt


 Galas wrote:
All say it again.

In a game where all of this can be fighting in the same table at the same time and even fielding armies of only one of this kind of models:


You need to eliminate the extreme cases or your game becomes a Rock/Paper/Scissors game that is just unfun for everybody.

And if you are gonna reply with "But those things shouldn't have enter in 40k!" I'll agree. Just like Flyers, they don't belong in 40k. 40K has lost his scale years ago. But they are here to stay, so we can live with them or we can have broken after broken after broken after broken and unplayable edition.

So we have two options:

-We homogeinize everything to have a playable game where all of this works
-We go to play Flames of War or others games that know what they are.



This pic illustrates the problem quite well. Apparently GW wants each unit to contribute to the battle regardless of the opposition. This scenario is good for pick-up games or tournaments in which you never know what you are going to face.
Your Catachan Jungle Fighter Infantry Force may encounter an Ork Infantry Horde or a couple of Renegade Knights in the steaming jungles of Armageddon. In past editions of 40K the former match-up would result in an interesting battle while on the other hand the latter isn´t even worth to play. In 8th the latter match-up is not an outright hopeless endeavour but still a daunting task for the guard.

You don´t like the idea of lasguns damaging renegade knights? Well, there is a solution to your problem. Just talk with your opponent before the battle and choose armies and psi-powers accordingly. Similar armies like SM & CSM ensure close battles and not massacres. You won´t need the new wounding chart in this gaming environment because there are no untouchable units around that might spoil the fun.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 10:21:26


Post by: Talamare


In summary, apocalypse ruined the game.

At least they made it easier to say...
"Models in the Flyer or Lord of War Category are Banned from this Tournament."
Tho, that won't fix everything...

Altho, re-reading the OP. It sounds like your argument is that hitting a model with a super weapon isn't auto killing insignificant models.

Well, just because you're hit... Doesn't mean it was dead center on your chest or head. The shot might have just grazed you.
That's why 1s still fail.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 10:50:27


Post by: p5freak


Its ridiculous that armored vehicles can be hurt by basic melee weapons. A group of ~25 Ork boys can kill a Predator Tank in 2 rounds, or 1 round, with lucky rolls.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 10:59:50


Post by: Strg Alt


@ Talamare:
Nope, Apocalypse didn´t ruin the game. You can have great games with a lot of superheavies on BOTH sides. The "no holds barred" approach in your run of the mill 40K games made an interesting battle difficult or even impossible. That´s why it is important to talk with your opponent before the game. Sometimes it reminded me of Mike Tyson brutalizing a teenager in a boxfight and calling it a fair fight afterwards because said teenager was according to the rules a legal contender.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 12:22:27


Post by: Talamare


 Strg Alt wrote:
@ Talamare:
Nope, Apocalypse didn´t ruin the game. You can have great games with a lot of superheavies on BOTH sides. The "no holds barred" approach in your run of the mill 40K games made an interesting battle difficult or even impossible. That´s why it is important to talk with your opponent before the game. Sometimes it reminded me of Mike Tyson brutalizing a teenager in a boxfight and calling it a fair fight afterwards because said teenager was according to the rules a legal contender.


It absolutely broke the game, It's about scale.

First of all, I will preface by saying... If you wanted Apocalypse. Then make and play Apocalypse into a separate rule set.

However, the game is designed in a scenario in which a Dreadnaught was meant to be one of the baddest things around.
In which a Land Raider is the epitome of indestructible super vehicles.

The weapons in the game are also scaled with that in mind.

If you want a more accurate example of your own example. It's not Mike Tyson vs a Teenager because the Teenager is a contender.
It's Mike Tyson vs 4 year olds.

Wanna know what the worst thing is?

After enough punches from the 4 year olds, Mike Tyson will eventually go down.
I'm just waiting for Exterminatus to be an option, and hearing people say it's totally fine.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 12:32:06


Post by: Fifty


p5freak wrote:
Its ridiculous that armored vehicles can be hurt by basic melee weapons. A group of ~25 Ork boys can kill a Predator Tank in 2 rounds, or 1 round, with lucky rolls.


Vehicles have exhaust vents, view ports, weapon barrels, tracks, and so on. These are all things that are vulnerable to close-combat attacks. It should not be easy, but it isn't, so no problem.

Tanks in the real world aren't sent without infantry support into combat with infantry either.



I am concerned about the new to-wound chart in 8th @ 2017/06/11 12:53:25


Post by: Elbows


Sure, but in the real world 30 people with axes aren't going to stop an Abrams...ever.

Having seen copious battle reports where every type of vehicle seems to be MUCH harder to kill, I don't see it as much of an issue. Do I like the idea of non-stop super heavies in a normal 40K game? Not so much. But if you're going to leave that doggy door open - it's better off the way 8th is (at least making it possible to play a game without just shaking hands after deployment and packing up your models).

So given the silliness of 7th vs. 8th? 8th is better all day.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 13:02:54


Post by: auticus


You know what I'm tired of?

Extreme paper/rock/scissors.

Where you can figure out that if you take a bunch of crap that most of the game can't hurt that you will teabag your opponents that aren't extreme list building like you are.

The new S/T system the way it is now helps remove some of that.

So I for one am extremely happy with the new S/T system.

Is it representative of a pure simulation system? No.

But if you want a simulation system you better be willing to go full on simulation. Which means some of you are going to be very cranky when you have to take a lot of normal grunts like real armies have to do instead of cherry picking all of the ninjas and special forces.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 13:12:31


Post by: Talamare


 auticus wrote:
You know what I'm tired of?

Extreme paper/rock/scissors.

Where you can figure out that if you take a bunch of crap that most of the game can't hurt that you will teabag your opponents that aren't extreme list building like you are.

The new S/T system the way it is now helps remove some of that.

So I for one am extremely happy with the new S/T system.

Is it representative of a pure simulation system? No.

But if you want a simulation system you better be willing to go full on simulation. Which means some of you are going to be very cranky when you have to take a lot of normal grunts like real armies have to do instead of cherry picking all of the ninjas and special forces.


I actually am a pretty big fan of the new S/T system as well.
I think the developers didn't fully embrace it yet tho.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:00:22


Post by: ERJAK


Marksman224 wrote:
I am just wondering, is anyone else concerned over what looks to be the to-wound table for 40k 8th edition? This is a bit of a rant, and I do it because I haven't really seen anyone else sharing a similar opinion in the matter. In my opinion this new to-wound table looks like it's going to push everything in the wrong direction. Now it seems Strength and Toughness really don't matter much compared to old editions. In all but the extreme edge cases one point of strength or toughness would make a difference. Now the one point increases often wont make a difference, and no matter what model you field it can wound and be wounded by anything; so the extreme cases have been completely elminated too. There's no absolute need to take high strength weapons anymore, since you can now always overcome weakness with share numbers of dice. I thought this was a bad thing in the last edition; multitudes of low-mid strength dice being encouraged by the game with seldom any reason to take high strength weapons. Now it's more severe and I believe that is a bad thing.

I think it's great if weapons are completely ineffectual against models that are just way too tough. I think there should be more of that, and I don't think it's a bad thing at all. I think it encourages variety in units and weapon choices. I think it's great if stats actually eliminate rolling in the extreme cases and save us some time. So if the weapon is far too weak don't bother rolling, that was great. I even think there should have been 1+ on old table. So when that snotling is definitely HIT by a crack missile or rail-gun then just remove the model. Why cant we can say for some weapons that there is just no chance of surviving a direct hit? It seems perfectly reasonable to me. You could think of it another way too. In 8th edition we have 5 possible thresholds: 2+, 3+, 4+, 5+ and 6+. In earlier editions we had 6: 2+ through to 6+ and also N (no effect). So how about 7 possible thresholds: 1+, 2+, 3+, 4+, 5+, 6+ and N.

What do you guys think about this new system? I really want to give this new edition a chance, because GW looks to actually be trying to change the fundamentals of the game for the better. In some areas I think they have done well. But this new to-wound chart really concerns me, it looks like it's going to make the units very samey. Though I hope I'm wrong.


The new S/T system is sooooo vastly better. The old syatem was doggak.

With the old system S3 S5 S7 and S9 were totally irrelevant, the value of going from an even strength to an odd strength was next to nothing compared to going from odd to even and then S1 and S2 were so useless almost nothing in the game actually had them.

Meanwhile Toughness had it's own problems. Going from T3-T4 was HUGE going from T4-T5 was HUGE going from T5-T6 was pretty good, going from T6-T7 was totally irrelevant, going from T7-T8 was so bullgak it invented grav and T9 and T10 would have been so incredibly oppressive to deal with if any model had been that tough unbuffed it would have immediately broken that army.

The new system is better in every concievable way.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:39:05


Post by: ClockworkZion


 Elbows wrote:
Sure, but in the real world 30 people with axes aren't going to stop an Abrams...ever.

Having seen copious battle reports where every type of vehicle seems to be MUCH harder to kill, I don't see it as much of an issue. Do I like the idea of non-stop super heavies in a normal 40K game? Not so much. But if you're going to leave that doggy door open - it's better off the way 8th is (at least making it possible to play a game without just shaking hands after deployment and packing up your models).

So given the silliness of 7th vs. 8th? 8th is better all day.

Actually....they could potentially cause it to throw a track, damage a drive wheel or even stuff grenades into the tracks.

And considering a lot of 40k vehicles have less protective armouring of tracks and engines it should be easier to break a tank by hacking it's engine in 40k than in real life.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:39:20


Post by: vipoid


Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.

I think the main issue though (as others have already mentioned) is that the scale of 40k is beyond ridiculous. Infantry should not be on the same board as titanic behemoths.

It would be far better for 40k to put Apocalypse units (Flyers, super-heavies, lords of war etc.) back into Apocalypse. They simply have no place in standard 40k and trying to shoehorn them in has consistently led to buggering up the rules for everyone.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:44:12


Post by: auticus


The problem then becomes that those models (the flyers, super heavies, etc) never get used or rarely get used if at all... which sucks because they are cool models.

And certainly would be a deterrent to producing them in the first place.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:48:59


Post by: ERJAK


 vipoid wrote:
Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.

I think the main issue though (as others have already mentioned) is that the scale of 40k is beyond ridiculous. Infantry should not be on the same board as titanic behemoths.

It would be far better for 40k to put Apocalypse units (Flyers, super-heavies, lords of war etc.) back into Apocalypse. They simply have no place in standard 40k and trying to shoehorn them in has consistently led to buggering up the rules for everyone.


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:53:00


Post by: p5freak


 Fifty wrote:
p5freak wrote:
Its ridiculous that armored vehicles can be hurt by basic melee weapons. A group of ~25 Ork boys can kill a Predator Tank in 2 rounds, or 1 round, with lucky rolls.


Vehicles have exhaust vents, view ports, weapon barrels, tracks, and so on. These are all things that are vulnerable to close-combat attacks. It should not be easy, but it isn't, so no problem.

Tanks in the real world aren't sent without infantry support into combat with infantry either.



I am not saying it should be impossible to take a out a tank in close combat. There are energy weapons for that purpose. It shouldnt be possible with a basic melee weapon, like axe, sword, cleaver, etc.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 14:54:20


Post by: vipoid


ERJAK wrote:
I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.


I disagree. I think melee as a concept is fine - especially for races like nids.

Where is starts to break down is when advanced races choose to specialise in melee instead of guns.

That said, 40k's rules for melee have been consistently awful.

ERJAK wrote:
Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k,


Sorry, no. It doesn't make sense for gargantuans, planes and titans to be present in every battle. Nor does it make sense that infantry is sent to attack titans/gargantuans/planes with weaponry designed to take out infantry or small tanks.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:00:19


Post by: Neferhet


ERJAK wrote:


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


I am sorry, what?
No, really, please do explain because i'm honestly interested in this. I think that a skirmish game should not be concerned by weapons that you bring to take on a fortress. And also think that businnes necessity was what pushed said big models down our wallet/throat. And with that another can of worms (like this game needed another). Imo, supeheavyes, planes, relevant heroes...thats what we used to bring in apocalypse. Or, you know...Epic.

I fail to see how melee makes thing mathematically illogical compared to titan vs infantry. Dear lord, even Flames of War (hystorically accurate, quite balanced game, whit a solid scale purpose) has melee!


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:06:12


Post by: Galas


I miss the days where a Dreadnought and a Carnifex where the big boys

But people surely loves their giant models. I can live with more abstract rules if that means people is able to play with those giant and very expensive models that they have put money and time to make look good.

EDIT: Meele is COOL. Jedis and Sith in Star Wars are cool. Killing your enemies with your Olographic weapon in Mass Effect is cool.

Killing a giant plasma shooting robot with a spear and your motorcicle is EPIC
Spoiler:


Warhammer40k is Fantasy in Space. Without meele it wouldn't be Warhammer 40k.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:08:34


Post by: MechaEmperor7000


 Galas wrote:
I miss the days where a Dreadnought and a Carnifex where the big boys

But people surely loves their giant models.


My fex has been feeling quite inadequate next to my Trygon.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:14:48


Post by: vipoid


 Galas wrote:
I miss the days where a Dreadnought and a Carnifex where the big boys


Same.

 Galas wrote:
But people surely loves their giant models. I can live with more abstract rules if that means people is able to play with those giant and very expensive models that they have put money and time to make look good.


But why do those giant models have to be usable in what is ostensibly a skirmish game?


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:26:59


Post by: Galas


 vipoid wrote:


 Galas wrote:
But people surely loves their giant models. I can live with more abstract rules if that means people is able to play with those giant and very expensive models that they have put money and time to make look good.


But why do those giant models have to be usable in what is ostensibly a skirmish game?


Because this is a one-way trip. I didn't like them or asked for them, but they are here now to stay. We should be realistic about what can happen in the future, and the invalidation of all flyers and giant models isn't a possibility.

Plus, even if I don't like them, I can emphatize with people that do and has spend money and time in those models.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:42:54


Post by: Talamare


 Galas wrote:
 vipoid wrote:


 Galas wrote:
But people surely loves their giant models. I can live with more abstract rules if that means people is able to play with those giant and very expensive models that they have put money and time to make look good.


But why do those giant models have to be usable in what is ostensibly a skirmish game?


Because this is a one-way trip. I didn't like them or asked for them, but they are here now to stay. We should be realistic about what can happen in the future, and the invalidation of all flyers and giant models isn't a possibility.

Plus, even if I don't like them, I can emphatize with people that do and has spend money and time in those models.


It's that type of thinking that keeps pushing it towards 1 way when there have already been signs and potential to push back against it.

Fireteam has exploded in popularity.
Necromunda is more or less back.
Tournaments have reduced themselves to being 1650 instead of 2500, 2000, or even 1850.
Lord of War and Flyers are their own FOC making it easier to ban them.

The fact that this thread is even debating this, is a sign that there is a push back.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 15:47:29


Post by: Kaiyanwang


 Galas wrote:
Spoiler:
All say it again.

In a game where all of this can be fighting in the same table at the same time and even fielding armies of only one of this kind of models:


You need to eliminate the extreme cases or your game becomes a Rock/Paper/Scissors game that is just unfun for everybody.

And if you are gonna reply with "But those things shouldn't have enter in 40k!" I'll agree. Just like Flyers, they don't belong in 40k. 40K has lost his scale years ago. But they are here to stay, so we can live with them or we can have broken after broken after broken after broken and unplayable edition.

So we have two options:

-We homogeinize everything to have a playable game where all of this works
-We go to play Flames of War or others games that know what they are.



This is the point, no further discussion is needed.
I DO prefer the scale and scope of the older game, especially the second part of 3rd edition. But if you want titans and grots in the same game, this is the only way to avoid all the mess we were in in the last 2 editions.

Also, the turn "timer" and the range still have a value - don't underestimate heavy weapons too much.


Automatically Appended Next Post:
p5freak wrote:
Its ridiculous that armored vehicles can be hurt by basic melee weapons. A group of ~25 Ork boys can kill a Predator Tank in 2 rounds, or 1 round, with lucky rolls.


I think that we can safely assume the orks are using tools and grenades good enough for the job.
Races with higher technology level could have even better tools.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 16:03:31


Post by: MagicJuggler


I always imagined melee in space should be more of an attack of opportunity (akin to Xenomorphs in Aliens) rather than a "Jedi in sword dance formation" ala Attack of the Clones. It's something that happens either when you have more bodies than bullets, as part of specialist tasks (naval boarding actions), or the odd "trench sweep".

Anyway, homogenized damage really irks me the wrong way because there are so many other ways one could have fixed a "binary" system, but perhaps the most relevant one would be making it harder to kill hidden Specials in units. (Introduce something like "take up" in Warmahordes). Making it possible to rapidly strip wounds off vehicles with Shuriken Catapults and Doom (trust me, I've seen some insane hot dice and the potential is there) is rather silly if you ask me.

Ditto the ability to swat aircraft out of the sky with flamethrowers/Flamestorm cannons.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 17:17:20


Post by: TheLumberJack


Whoever posted that huge picture makes this thread very difficult on mobile. On topic its really not much of an issue. Yeah anything can hurt anything but a lot of stuff will take so much effort to kill with small guns that it would not be worth a players turn. A landraider would take probably over 500 shots from lasguns to kill, and thats just ridiculous to even try in a game. It can be used to maybe strip a wound or 2 off, but shouldnt be a big problem for anything else. Its better than needing 3 glancing hits to the rear armor to kill a tank


I am concerned about the new to-wound chart in 8th @ 2017/06/11 17:19:28


Post by: Earth127


W40K is no longer a skirmish game, and I would argue that 3th and not 6th was the moment it switched. In a skirmish game you have a handfull of models (like a dozen a side) each with unique rules/ gear. That's justr not true.

As to everything can hit everyhting, I still stand by my point from another thread:

Rules that enable your tactics are more fun than rules that disable your tactics.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 17:54:50


Post by: Pink Horror


 Elbows wrote:
Sure, but in the real world 30 people with axes aren't going to stop an Abrams...ever.

Having seen copious battle reports where every type of vehicle seems to be MUCH harder to kill, I don't see it as much of an issue. Do I like the idea of non-stop super heavies in a normal 40K game? Not so much. But if you're going to leave that doggy door open - it's better off the way 8th is (at least making it possible to play a game without just shaking hands after deployment and packing up your models).

So given the silliness of 7th vs. 8th? 8th is better all day.


Orks aren't people. What do 30 conscripts do against a predator tank?


I am concerned about the new to-wound chart in 8th @ 2017/06/11 18:09:19


Post by: benlac


If you compared the size of a predator tank to an Ork and how big that Ork's axe is, it's reasonable to conclude that a dozen of those things pounding on it for a while could destroy the tracks and gun turret. Harder to envision it exploding, but maybe if they struck unexploded ordinance or something?
I like the tactical aspect melee adds to the game, but you are right in that melee's effectiveness should be toned down at times. Overwatch should hit on regular bs perhaps.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 18:37:47


Post by: TheLumberJack


 benlac wrote:
Overwatch should hit on regular bs perhaps.


Absolutely not


I am concerned about the new to-wound chart in 8th @ 2017/06/11 18:47:58


Post by: Talamare


 TheLumberJack wrote:
 benlac wrote:
Overwatch should hit on regular bs perhaps.


Absolutely not


I'm honestly surprised that 8th didn'y make overwatch a simple -1 BS


I am concerned about the new to-wound chart in 8th @ 2017/06/11 18:51:40


Post by: Purifier


 Galas wrote:
I miss the days where a Dreadnought and a Carnifex where the big boys

But people surely loves their giant models. I can live with more abstract rules if that means people is able to play with those giant and very expensive models that they have put money and time to make look good.

EDIT: Meele is COOL. Jedis and Sith in Star Wars are cool. Killing your enemies with your Olographic weapon in Mass Effect is cool.

Killing a giant plasma shooting robot with a spear and your motorcicle is EPIC
Spoiler:


Warhammer40k is Fantasy in Space. Without meele it wouldn't be Warhammer 40k.


Haha, the bikes in that art have the unrepairable mould line that the poor fitting of the bike kit gives you.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 19:14:30


Post by: 60mm


I don't think it is ideal, but it's not horrible.

My only complaint is any S being able to damage any T. A grot should not be able to hurt a IK or Carnifex in CC. Zero chance. Should have been something like can't hurt something more than twice your S.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 19:25:43


Post by: whembly


IN the last few editions, 40k ended up being Rock/Paper/Scissor game... with 7ed being the worst imo. Especially in tournament games.

To me, that was the major drag in the game.

I'm excited about 8ed's system as I'll suspect we'll see way more variety and hopefully, more enthusiasm for the game.

I wanna see more Kan Walls!

I wanna see Nids again!

...and yes, I want to see the cool Forgeworld models.



I am concerned about the new to-wound chart in 8th @ 2017/06/11 19:35:47


Post by: Crablezworth


I'm not sure replacing "rock-paper-scissors" with "chinese dodgeball meets bumper cars" was the greatest idea. It also didn't need all the random damage output.


I think the thing is trying to fix a bad design idea with worse design. Knights should never have been an army, that's the solution, not everything needs to hurt everything cuz "muh toyz".

I also think if this edition will follow the aos trend of big complicated melee's in the center, it would benefit even more from tank shock rule of prior editions, instead we get grots that can stop a baneblade cold. That feels as wrong as wounding chart.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 19:39:15


Post by: Kaiyanwang


 TheLumberJack wrote:
Whoever posted that huge picture makes this thread very difficult on mobile.


Edited with spoiler. Lesson learned from my side.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 20:27:43


Post by: steerpike92


When you consider how many filters are in place to prevent low strength, low ap, low damage weapons from hurting high toughness, high armor, many wound models, this is a non-issue.

It's not fair to claim any weapon can "hurt" any model. It's more fair to say any weapon can "interact" with any model.

And use your imagination for close combat weapons. Now instead of issuing everyone a trench knife armies issue everyone with a power knife/bayonet.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 21:03:23


Post by: Thousand-Son-Sorcerer


Marksman224 wrote:
 Thousand-Son-Sorcerer wrote:

As I have shown above there is more then toughness to deal with now. Where as before there were two things that determined the outcome, there are now 4. Before it came down to strength and toughness, if you didn't have the S to kill a unit it didn't matter if your weapon was AP 2. Here we have to figure out how many wounds each weapon will do and how that will stack up over the long run, we can no longer look at just S or just T we also have to look at the wounds that unit has, what armor it has, whether its worth trying to peel off some points with AP or shoot a higher S weapon at the model. There is a lot more going on in the game now then the basic S and T setup before, and I think its a good thing.

TL;DR: I think the changes are good.


I am going to have to respectfully disagree with you, for precisely the reasons that you just argued make this version. Players should never have to do math to figure out which things are better, it should be intuitively expressed by their stats at face value. There always was more than just strength and toughness to contend with, but differences in those stats have very little impact now.


The only other stats were armor, AP, and wounds. Wounds were the same across the board for just about everything with 1 and 3 being the stat for 90% of the units in the game. Armor and AP were counter stats that were all or nothing, cover played a bigger role in survivability then Armor did, and it meant that a lot of units were paying for something that was essentially useless. Well players don't HAVE to do math they can simply learn this by watching how the game plays out, and learning that some weapons are just too much for other things, for something its more nuanced like the Transport and Tank description I gave. Others its more obvious like the Lascannons against infantry example I gave.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 21:13:55


Post by: Crablezworth


steerpike92 wrote:
When you consider how many filters are in place to prevent low strength, low ap, low damage weapons from hurting high toughness, high armor, many wound models, this is a non-issue.

It's not fair to claim any weapon can "hurt" any model. It's more fair to say any weapon can "interact" with any model.



I'll completely agree it's a non-issue most of the time. some of the time however it will invariable exacerbate game length because of split fire and players trying to make every bolter or lasgun count.

My issue goes the other way, if we're going to open up to extremely aberrant damage possibility (lasgun v landraider), why are so many heavy weapons capped at killing a single model? I mean, why is a lascannon not able to slice through a few infantry at a time, currently regardless of damage output being 1 or 6, it still can only kill 1 dude. This in a game where currently having a single model in range and los is enough to kill a whole unit provided the firepower is adequate.




I am concerned about the new to-wound chart in 8th @ 2017/06/11 21:32:21


Post by: Thousand-Son-Sorcerer


 Crablezworth wrote:
I'm not sure replacing "rock-paper-scissors" with "chinese dodgeball meets bumper cars" was the greatest idea. It also didn't need all the random damage output.


I think the thing is trying to fix a bad design idea with worse design. Knights should never have been an army, that's the solution, not everything needs to hurt everything cuz "muh toyz".

I also think if this edition will follow the aos trend of big complicated melee's in the center, it would benefit even more from tank shock rule of prior editions, instead we get grots that can stop a baneblade cold. That feels as wrong as wounding chart.


well having "Chinese dodge-ball meets bumper cars" is a better idea then "rock paper scissors", that is for certain. having to purchase $5,000 worth of models does not sound appealing to anyone but the most rabid fans. Just to start the game some people needed $300 in books before they even started picking models. And for people to spend $1,000 in models only to be told "Well your army is crap so your going to lose all the time" is a good way to make yourself go out of business. No one is going to pay $1,500 to lose every game because the're favorite color is read so they picked Blood Angels.

You cant just remove Knights (I hate them as well there stupid and require no strategic thinking), they are here to stay so like the cancer they are we have to figure out a way to live with them.

Your not going to see big complicated melees in the center of the board you will see that with some armies, other armies will avoid CC at all costs. As time develops you will see people develop different strats.


Automatically Appended Next Post:
 Crablezworth wrote:
My issue goes the other way, if we're going to open up to extremely aberrant damage possibility (lasgun v landraider), why are so many heavy weapons capped at killing a single model? I mean, why is a lascannon not able to slice through a few infantry at a time, currently regardless of damage output being 1 or 6, it still can only kill 1 dude. This in a game where currently having a single model in range and los is enough to kill a whole unit provided the firepower is adequate.


Because if they do that then all you will see is as many heavy weapon teams with Lascannons on the board as possible. There is no reason to bring a Heavy Bolter if the Lascannon can kill as many guys as it can and kill tanks.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 21:46:07


Post by: Elemental


ERJAK wrote:

I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


Chainsaw swords are awesome. Your argument is invalid..


I am concerned about the new to-wound chart in 8th @ 2017/06/11 22:17:07


Post by: Thousand-Son-Sorcerer


vipoid wrote:Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.


Look at it this way. My M4 (Rifle) is no less effective at killing an infantry unit then my 240-B (Machine gun) the difference comes from the number of shots and how well I shoot. At the same time if I shoot those 2 guns at a tank, the same thing occurs the strength difference makes no difference against the thick armor, it again comes down to how well I shoot and how many bullets I put out.

ERJAK wrote:I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


Melee combat is unavoidable in war. It still happens, and If you think that the US military wouldn't arm a guy in power armor with a Sword AND a gun, your just not in touch in reality.


I am concerned about the new to-wound chart in 8th @ 2017/06/11 23:35:07


Post by: Lansirill


Crablezworth wrote: "chinese dodgeball meets bumper cars"


What *is* this amazing game?


I am concerned about the new to-wound chart in 8th @ 2017/06/12 00:59:34


Post by: davethepak


Isn't this the eclectic thread.

Play some games - actual games, against actual armies with varied toughness units.

Not speculation, not scenarios in your head - actual experience.

The new chart is fine.

There are a TON of nuances in the game that are NOT obvious until you play it - the wound chart is one of them.

Movement is even more so - especially in close combat with the nature of the consolidate moves.

After playing some games and thinking about them - this is quite possibly the best 40k yet.





I am concerned about the new to-wound chart in 8th @ 2017/06/12 03:20:06


Post by: Gibs55


Coming from Fantasy/AOS where anything can wound anything on a roll of a 6 I can tell you now it is nothing to worry about (assuming they have got the wounds balance correct).

I can see how some people might be upset that a little guy with a slingshot brings down a Tank haha. Yes it will happen, however it will either be so ridiculous it will be funny or it will come through such poor decision making it might cost the player the game.

When something has 12 - 24 wounds and a good save it is going to take an extreme amount of shots and luck to bring it down. Then once you have finished your crusade you realise that all that time you should have been shooting something else.

The great thing that it does do is mean that units are never totally useless. If there is a tank with 1-2 wounds left and there is nothing else to shoot at well you can try your luck. It keeps people in the game and having fun.

These types of changes are what is opening my eyes to giving 40K another try.

The thing you want to worry about are how powerful are the weapons that deal D3 and D6 wounds.........not the dozen guys hitting and wounding on 5/6's and need you to fail a 2/3+ save. Seriously in Fantasy the biggest issue was multiple wound weapons taking Dragons and monster out of the game in 1-2 hits, not the concentrated small arms fire hitting and wounding on 6's. This will be no different with 40k 8th, just hope those D3 and D6 weapons are balanced!


I am concerned about the new to-wound chart in 8th @ 2017/06/12 03:31:51


Post by: Don Savik


In the world wars they had tanks being brought down by flamethrowers, machine guns, mines, grenades, planes, etc etc etc. Tanks aren't invincible behemoths that require other tanks to destroy them. They're versatile, fast, and deadly, but a single skilled person can destroy them. I see no reason why the sci-fi future should be different. Its not like Predators have force fields or something.

Heck in games like Halo they have Spartans blowing up whole Scarabs by themselves. In Star Wars they have fighters not meant for heavy combat taking out giant armored walkers. Or worse, a single gungan being lucky/stupid (jar jar would make a great ork). I don't see why 40k should be the one universe were none of what I just talked about applies.

edit: thats just the 'makes sense lore wise' part of it. People in this thread have explained much better than I could.why having binary mechanics in 40k isn't very fun.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 03:45:28


Post by: Cryonicleech


 Talamare wrote:

First of all, I will preface by saying... If you wanted Apocalypse. Then make and play Apocalypse into a separate rule set.


This is probably where it started to become an issue. Escalation allowed for apocalypse-sized models to enter into "standard" (for lack of a better term) 40k games.

However, I will agree with Galas, 40k is a game which cares little for a proper sense of scale. Rule of cool is meant to apply here (which has its own set of positives/negatives), and at least GW has not just purely hamfisted these vehicles in (Strength D being a rule which, while fine in apocalypse, ruined regular 40k). At least they have, in some sense, attempted to balance these weapons for regular games; albeit at the price of scale.


I will say, however, that the new S/W chart is much less granular, which annoys me slightly. Sure, the original chart might have been somewhat harder to memorize, but I feel like it really wasn't so difficult to reference that it slowed gameplay significantly. In fact, comaring S to T values is quite simple with the chart. It's quite likely that, since we're seeing strength occasionally dip into double digit values (I.E. Strength 12 Dreadnought Fists), that it made more sense to simplify the chart in order to not over-complicate the chart.



I am concerned about the new to-wound chart in 8th @ 2017/06/12 04:40:52


Post by: admironheart


in any edition the role to wound of a 1 was always fun to represent your big gun blowing off a leg, an arm or shooting thru one of the 2 hearts of a Marine. YOU keep fighting for your life with those injuries in the heat of battle.

You may die later...perhaps some of those guys that 'died' actually can be saved after the battle.

But when my wife rolled a 6 to wound with a krak missile on a squat gunner today.....we just said she shot his head off.

lol


I am concerned about the new to-wound chart in 8th @ 2017/06/12 08:15:52


Post by: MrMoustaffa


ERJAK wrote:
 vipoid wrote:
Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.

I think the main issue though (as others have already mentioned) is that the scale of 40k is beyond ridiculous. Infantry should not be on the same board as titanic behemoths.

It would be far better for 40k to put Apocalypse units (Flyers, super-heavies, lords of war etc.) back into Apocalypse. They simply have no place in standard 40k and trying to shoehorn them in has consistently led to buggering up the rules for everyone.


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.

I hate to be that guy, but why on earth are you playing 40k in the first place? This is like walking into a vegan restaurant and being furious they don't serve steak. Based on your outlook 40k should have never interested you in the first place. 40k is literally "every dumb trope that looks cool in space" the game. Did you not see the armies of chainsaw wielding knights plastered all over the artwork in the books, videogames, comic books, etc.?

Marksman224 wrote:I am just wondering, is anyone else concerned over what looks to be the to-wound table for 40k 8th edition? This is a bit of a rant, and I do it because I haven't really seen anyone else sharing a similar opinion in the matter. In my opinion this new to-wound table looks like it's going to push everything in the wrong direction. Now it seems Strength and Toughness really don't matter much compared to old editions. In all but the extreme edge cases one point of strength or toughness would make a difference. Now the one point increases often wont make a difference, and no matter what model you field it can wound and be wounded by anything; so the extreme cases have been completely elminated too. There's no absolute need to take high strength weapons anymore, since you can now always overcome weakness with share numbers of dice. I thought this was a bad thing in the last edition; multitudes of low-mid strength dice being encouraged by the game with seldom any reason to take high strength weapons. Now it's more severe and I believe that is a bad thing.

I think it's great if weapons are completely ineffectual against models that are just way too tough. I think there should be more of that, and I don't think it's a bad thing at all. I think it encourages variety in units and weapon choices. I think it's great if stats actually eliminate rolling in the extreme cases and save us some time. So if the weapon is far too weak don't bother rolling, that was great. I even think there should have been 1+ on old table. So when that snotling is definitely HIT by a crack missile or rail-gun then just remove the model. Why cant we can say for some weapons that there is just no chance of surviving a direct hit? It seems perfectly reasonable to me. You could think of it another way too. In 8th edition we have 5 possible thresholds: 2+, 3+, 4+, 5+ and 6+. In earlier editions we had 6: 2+ through to 6+ and also N (no effect). So how about 7 possible thresholds: 1+, 2+, 3+, 4+, 5+, 6+ and N.

What do you guys think about this new system? I really want to give this new edition a chance, because GW looks to actually be trying to change the fundamentals of the game for the better. In some areas I think they have done well. But this new to-wound chart really concerns me, it looks like it's going to make the units very samey. Though I hope I'm wrong.


If 40k is going to insist that superheavies, fliers, and giant monstrous creatures belong in the base game, it is absolutely necessary. Had we stayed in a 5th and earlier mindset, where the most insane model you ever saw was a monolith or land raider, and we had a set force org, the old system worked fine. It had it's flaws to be sure, but as an IG player for example I knew my infantry (my troops, you know, the guys I'm supposed to have the core of my army built out of) could reasonably be expected to contribute every game.

In 7th, your troops were usually considered useless for the majority of the armies out there. They simply lacked the firepower to deal with things like knight titans, fliers, and all the psychic BS that ran rampant. Simply put, we were trying to play apocalypse with regular 40k.

Bringing apocalypse class units to 40k was a huge mistake and this is the only way to fix the mistake without telling people who blew hundreds of dollars on things like knights, baneblades, fliers, etc. to get bent and buy a new army.

Also, from a fluff perspective, weapons in the 40k setting are ridiculously powered compared to stuff we're used to. For example I can think of two instances off the top of my head in books where guardsmen defeated dreadnoughts with nothing more than lasguns. We also always heard things about snipers nailing drivers through driving slits yet the rules never supported that either. Does it sound ridiculous? Yes, it does, but this is 40k, ridiculous is pretty much the entire premise of the setting.

Watch some videos of games being played, believe it or not the chart does a pretty good job at keeping vehicles and big creatures from easily dying to massed infantry fire. You really do need either an absolutely absurd amount of infantry to kill something like a landraider, usually more than their target was worth. My only complaint is all the random damage many weapons have. Part of the reason I'm leaning so heavily towards plasma and autocannons for example is that they have a set damage that I can count on. I'm the kind of guy who will roll 1's on lascannon's damage every game with my luck and it's kind of annoying that it varies that much. Some weapons ignore it or mitigate it, but not many. I feel many heavy weapons should've just had set damage values, saving random for things improvised melta charges and the like. Depending on how hordes end up damage spillover might've needed to be implemented, but I'm willing to give it a shot for now.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 08:34:44


Post by: Backfire


 Galas wrote:

You need to eliminate the extreme cases or your game becomes a Rock/Paper/Scissors game that is just unfun for everybody.


Why? "Everything can hurt everything" -principle is pointless since for practical purposes, extreme cases still can't hurt each other. Because if light weapons had a serious, game-affecting ability to hurt very toughest models, it would feel unrealistic and people would complain. So the chance is reduced to so small it is for basically irrelevant. Trying to hurt a Land Raider or Knight with Lasguns is just as hopeless as trying to kill those Invisible 2++ rerollable Deathstars. And everyone remembers how much fun THAT was, no?

(I mean, seriously, I've heard this a lot that it is "unfun" when there were weapons in the game which couldn't hurt some models. Hello? It was game breaking when Boltguns couldn't hurt a Leman Russ or Land Raider? Did we play the same game? I never heard or read such a complaint. What I DID hear and read were complaints about 2++ rerollable Deathstars, which COULD be hurt by any weapon in the game.)

Another issue is the current Wound table which greatly reduces granularity regarding S and T values. It is similar to the old Weapon Skill table which made WS largely irrelevant. In 8th, if you have a low S weapon you wound on 5+, and high S you wound on 3+. That is true 90% of the time and all other cases are rare exceptions. It's made worse that Toughness values are so limited and cap on T8. For example, S10 is no benefit in 8th. It's just as good as S9.


Automatically Appended Next Post:
ERJAK wrote:

The new S/T system is sooooo vastly better. The old syatem was doggak.

With the old system S3 S5 S7 and S9 were totally irrelevant, the value of going from an even strength to an odd strength was next to nothing compared to going from odd to even and then S1 and S2 were so useless almost nothing in the game actually had them.


Nonsense. S5 was awesome improvement over S4. Most infantry was T3-4 so S5 gave much more wounds. Also, most Monstrous Creatures were T6 so S5 gave two times as many wounds as S4. And there were many light Vehicles with AV10-11.
By contrast, in 8th edition, all S5 does over S4 is that you wound T4 models with 3+ instead of 4+. That is literally all. Oh well, you do wound T8 models on 5+ instead of 6+, but T8 isn't terribly common.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 08:57:05


Post by: Lythrandire Biehrellian


T8 is extremely common now as a vehicle toughness level, so heavy bolters can now be thought of as a more viable threat to tanks than a bolt gun is.

The new chart also created a new point of durability for marines and Orks. Now mid level heavy weapons like autocannons and multilasers have a harder time wounding those models.

Marines are significantly more durable on the table, allowing those fielding them to not feel as though their army is simply.ply cannon fodder.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 09:40:35


Post by: Breng77


I find it interesting that people argue that the granularity of the to wound chart is somehow worse than before. It is almost entirely the same, it is just weighted toward the center rather than the extremes. In 7th the use of 3s,4's, and 5s to wound was very small, and 2s and 6s were extremely common. In 7th S5 was many times worse than S6 because it was wise at wounding, T4,5 and 6 (very common toughness), was worse at hurting all vehicles, didn't instant kill T3 models. There was a reason heavy bolsters were not a huge thing in the last several editions.

I also find complaints about random damage interesting, I assume all those same people hated the vehicle damage table as that is exactly what random damage is now. I find it to be a much better mechanic than instant death where a lascannon vaporizes a marine captain, unless he is on a bike, then he is just fine. You could argue having everything be set damage would be better (so lascannons deal 3 wounds) but I think you then end up with some weapons being way too powerful unless they are insanely expensive. I think the damage rolls add some drama to the game as well.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 10:01:21


Post by: tneva82


 Galas wrote:
All say it again.

In a game where all of this can be fighting in the same table at the same time and even fielding armies of only one of this kind of models:
Spoiler:


You need to eliminate the extreme cases or your game becomes a Rock/Paper/Scissors game that is just unfun for everybody.


Funny that other games manage to have stuff that parts of enemy cannot kill no matter what and yet it's not a problem for them...

...but to make it like that requires skill&effort from the rules writers. Too much to ask from GW.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 11:08:26


Post by: Backfire


Breng77 wrote:
I find it interesting that people argue that the granularity of the to wound chart is somehow worse than before. It is almost entirely the same, it is just weighted toward the center rather than the extremes. In 7th the use of 3s,4's, and 5s to wound was very small, and 2s and 6s were extremely common. In 7th S5 was many times worse than S6 because it was wise at wounding, T4,5 and 6 (very common toughness), was worse at hurting all vehicles, didn't instant kill T3 models. There was a reason heavy bolsters were not a huge thing in the last several editions.


It was because of the AP system. AP4 brought little benefit as Sv4+ wasn't terribly common (most MC's and Bikes were 3+ or better, ditto for much of the infantry) and even when there was one, often there was cover present, giving them 5+ anyway (or 4+ in 5th edition...). So if given a choice between Multi-Laser and Heavy Bolter, former was superior in nearly every situation since AP4 was useful only sometimes, whilst high S was always useful.
In 8th edition, there is very little practical difference between S8-S10 weapons. S8 is worse only when shooting T8 models, and most of the MC's and Vehicles are T7 or T6 against which all those weapons perform identically.





I am concerned about the new to-wound chart in 8th @ 2017/06/12 11:51:55


Post by: Breng77


Backfire wrote:
Breng77 wrote:
I find it interesting that people argue that the granularity of the to wound chart is somehow worse than before. It is almost entirely the same, it is just weighted toward the center rather than the extremes. In 7th the use of 3s,4's, and 5s to wound was very small, and 2s and 6s were extremely common. In 7th S5 was many times worse than S6 because it was wise at wounding, T4,5 and 6 (very common toughness), was worse at hurting all vehicles, didn't instant kill T3 models. There was a reason heavy bolsters were not a huge thing in the last several editions.


It was because of the AP system. AP4 brought little benefit as Sv4+ wasn't terribly common (most MC's and Bikes were 3+ or better, ditto for much of the infantry) and even when there was one, often there was cover present, giving them 5+ anyway (or 4+ in 5th edition...). So if given a choice between Multi-Laser and Heavy Bolter, former was superior in nearly every situation since AP4 was useful only sometimes, whilst high S was always useful.
In 8th edition, there is very little practical difference between S8-S10 weapons. S8 is worse only when shooting T8 models, and most of the MC's and Vehicles are T7 or T6 against which all those weapons perform identically.





Your assessment is wrong

S8 wounds T5-7 T8 on 4+, T9+(unless we have T16 at some point) on 5+
S9 wounds T8 on a 3+, T9 on a 4+, and 10+ on a 5+
S10 wounds T5 on a 2+, T6-9 on a 3+ and T10 on a 4+

Now given there are not T9 and 10 models that I am aware of at this time, but they may exist in the future, but even then S10 wounding T5 on a 2+ vs a 3+ is a difference. SO against light vehicles or heavy infantry S10 is better than 8 or 9. Also remember that S of higher than 10 now exist, so that matters as well. I think the issue here is the lack of usage of T9 and 10 more than the to wound table. I would have liked to see say the Stompa be T10 with a 4+ save or similar, but part of that might be that they seemed hesitant to have anything higher than S10 outside of close combat.

In the end the granularity was always going to be limited by using a D6


I am concerned about the new to-wound chart in 8th @ 2017/06/12 11:54:52


Post by: Kommissar Kel


Full or nothing saves were horrible. Ap as a save modifier is much more representative of armor protecting and being easier to bypass with stronger or more penetrative weapons.

The new to-wound chart does make entire ranges of strength meaningless when it interacts with certain Toughness values; but those ranges are not meaningless vs other t values. It is a very complex interaction that is written simply. Take the humble boltgun for example: against a weedy elder or guardsman it wounds on a 3+ as italways has. Against an ork or fellow beekie it continues to wound at 4+ same as before. Shooting at most vehicles it now wounds on a 5+(t6 or t7) while the ubiquitous lasgun only wounds on a 6+. This is a fairly good representation of a gyro-jet 22mm autocannon round vs an AK-47(lasgun and autogun have the same strength): you might get lucky firing the AK at an armoured vehicle, hitting something that causes real damage. The single_shot or 3-round burst from the 22mm will punch deeper into the armour or do more damage on that lucky hit.

Tanks have always been vulnerable to infantry swarming tactic; which in 40k is melee.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 12:11:23


Post by: Breng77


 Kommissar Kel wrote:
Full or nothing saves were horrible. Ap as a save modifier is much more representative of armor protecting and being easier to bypass with stronger or more penetrative weapons.

[\quote]

yup the old method was terrible it made wide ranges of weapons more or less useless, it also rendered lower armor saves to be just token values that were rarely used. My only change to the new system would have been making all cover a negative to hit modifier, rather than a bonus to save.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 13:19:47


Post by: Kommissar Kel


That would have been a good way to do it.

That is how tau stealth fields work.

I also hated the old AP system for most of the weapons that ignored cover: they didn't have the AP to remove most saves; basically only killing Orks nids and guard(ians). Aspect warriors, tau, and MEQ just laughed at most ignores cover weapons and took their armor saves that were better than what the cover offered anyway. The only exceptions were flamestorm/baleflamer for everything and heavy flamers/ nova cannons at ap4.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:01:23


Post by: Zande4


ERJAK wrote:
 vipoid wrote:
Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.

I think the main issue though (as others have already mentioned) is that the scale of 40k is beyond ridiculous. Infantry should not be on the same board as titanic behemoths.

It would be far better for 40k to put Apocalypse units (Flyers, super-heavies, lords of war etc.) back into Apocalypse. They simply have no place in standard 40k and trying to shoehorn them in has consistently led to buggering up the rules for everyone.


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


Yeah giant Alien Dinosaur Lizards have no business using melee. Neither do giant Demon Monsters, how rediculious, almost as rediculious as your post claiming melee has no business in 40k. Let's just invalidate 3 or 4 armies so we only have guys running around with armour and guns! If that's immersion breaking to you I suggest you change table top game


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:15:53


Post by: Kommissar Kel


Erjack: go watch Starship troopers. There is a scene in bootcamp where one of the recruits asks the drill sgt why they are learning hth combat since in a nuke war all you have to do is push a button. The drill sgt tells the trooper to hold up his hand and then throws a knife into his palm. While retrieving the name he explains the lesson: "The enemy cannot push a button, if you disable his hand."

Even in our modern warfare soldiers are trained in hth. It can become necessary, and in 40k your enemy just might be some alien monster that closes the distance and bites/claws/or stabs at you without any form of ranged attack available. Making use of real-life predator tactics such as pack-hunting, ambush, speed, or sheer resiliance to make it to the target.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:26:23


Post by: ClockworkZion


Firstly, I want to say the following arguement is not being made from a crunch perspective but a fluff one:

The game finally resembles the lore. Thanks to the changes Marines can shrug off more damage as they need to be by S8+ to start being wounded by twos, and most weapons give them some level of save, this is perfectly in line with them wading into fire and shrugging off heavy wounds. Likewise with everything having the potential to kill anything we have those moments where someone gets lucky and accidently kills a vehicle through a desperate attempt, but at the same time we have vehicles with enough wounds that those lucky shots are more likly just going to be chipping paint instead of actually doing anything useful.

The flow of the game resembles the universe as a whole that we know and love and frankly that is a wonderful thing. A friggin plus job on this.

Now, from a crunch side, I also appreciate the changes. No longer does an army of mostly infantry need to standby and doing nothing just because the opponent is still inside their metal boxes, of because someone brought an army of Knights. Yes, regular guys aren't the best choice to kill tanks or Knights or even a bugzilla list, but they actually have a reasonable chance now, which makes the game a heck of a lot more balanced than it ever was before.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:39:50


Post by: MagicJuggler


I disagree with homogenizing vehicle damage. This is one of those things where I felt like fixing the core mechanics to enable more tactical play. Be it making vehicles have more restrictive movement options (remove the Tokyo Drift Aspect of metal boxes), making Overwatch a properly fleshed out choice (so you can wait until the enemy disembarks before getting a chance to shoot), making anti-infantry relevant, fixing vehicle/MC damage distribution, or even being able to do crazy tricks like air-dropping mines or tank traps, there should be more alternatives to disabling your opponent besides creating a system where rock beats Merkava.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:43:38


Post by: Kommissar Kel


Anecdote time. Just after the 6th ed Dark Eldar book dropped a friend and I had a game where he brought wyches without haywire grenades. I charged those units with 2 Armored Sentinels in the second turn. Those units were locked for the rest of the game because only 1 model in each wych unit had any weapons that good glance on a 6. Sentinels were crud at fighting the wyches so never even killed 1. The rest of my all infantry guard shot up the rest of his dark eldar forces before any of them could bring any decent weapons to bear.

Anything can potentially wound anything is a great thing. That potentiality may be very low, but again: good.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:44:05


Post by: Luciferian


We're still on about the "anything can hurt anything" deal? Really?
Low Strength weapons will take hundreds of shots to kill a high toughness target with a good save and multiple wounds, something that is almost certain not to happen over the course of a game. Are people really going to complain that you can strip a couple of wounds off a Knight with lasguns, when the new system allows for wounds and stat profiles to actually matter?

AP without modifiers and the old To Wound table were terrible ideas since 3rd edition, and they were one of the main reasons the game got so bloated and unbalanced.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:50:41


Post by: BunkhouseBuster


I like the new chart. It gives the game cohesion and the ability to have different Strength and Toughness values without being tightly coupled to a chart that is rigid and inflexible.

I am also completely okay with anything having a chance to wound anything. A Lasgun can be overcharged in the fluff to draing its charge and punch right through a Chaos Space Marine (anyone read Gaunt's Ghosts recenty?), so they can be powerful enough to do significant damage to heavily armored targets. A Boltgun is firing a little explosive rocket, and Eldar Shuriken weapons send zillions of little sharp slivers at the target. That 6+ to wound anything can represent the shooter getting a lucky shot through a vision slit/monster's face, taking off a piece of equipment (you seen how many dangling hoses, comm-dishes, smoke launchers, or other fiddly bits the tanks have?), overcharging an energy weapon, or the unit concentrating fire on a single fixed point, or getting lucky shots in a hole or gaping wound that was already blown open by a different weapon's blast. Does it take some imagination and creativity to come up with possible explanations? Sure! But why is that a bad thing?

I also like the simplified damage chart for vehicles. Rather than trying to keep track of everything on a tank for damage, just keep track of its remaining wounds to know what it can do. This way can still keep some vehicles kind of deadly with luck, giving them a chance to still do SOMETHING even if they have weathered tremendous amounts of damage and just won't go down, rather than being stun-locked, or having all weapons destroyed and becoming a mobile paperweight. Plus, having the same mechanic apply to Monstrous Creatures helps bring them in line with vehicles on the power spectrum.

 Galas wrote:
... even if I don't like them, I can emphatize with people that do and has spend money and time in those models.
Empathy is a skill that seems to be lacking on these forums when it comes to Edition changes.

steerpike92 wrote:
When you consider how many filters are in place to prevent low strength, low ap, low damage weapons from hurting high toughness, high armor, many wound models, this is a non-issue.

It's not fair to claim any weapon can "hurt" any model. It's more fair to say any weapon can "interact" with any model.
Indeed, a unit's durability is not just in its Toughness and Save anymore, but also in its Wound count. (I mean, 2 Wound Terminators! How long have people been asking for that?) But really, the high Wound count on units is how a monstrous creature and tank can be given greater survivability, and the degrading damage chart works just fine for representing damage over time, rather than having additional charts to roll on for damage.

 Don Savik wrote:
In the world wars they had tanks being brought down by flamethrowers, machine guns, mines, grenades, planes, etc etc etc. Tanks aren't invincible behemoths that require other tanks to destroy them. They're versatile, fast, and deadly, but a single skilled person can destroy them. I see no reason why the sci-fi future should be different. Its not like Predators have force fields or something.

Heck in games like Halo they have Spartans blowing up whole Scarabs by themselves. In Star Wars they have fighters not meant for heavy combat taking out giant armored walkers. Or worse, a single gungan being lucky/stupid (jar jar would make a great ork). I don't see why 40k should be the one universe were none of what I just talked about applies.
Ah, I remember those days, playing Halo 3.... Making lucky grenade tosses, sniping drivers out of their vehicles (including the flyers), and having awesome moments of a team being coordinated and concentrating fire on targets (infantry and vehicles alike) and bringing the enemy down swiftly. My favorite time was when I carried my team in a 16v16 Team Deathmatch, and I scored 50 kills to the other teams 49 and won the game (seriously, I don't know how that happened, but it was awesome!).


I am concerned about the new to-wound chart in 8th @ 2017/06/12 14:50:50


Post by: Alcibiades


The hotels and the little thimbles in Monopoly are totally our of scale with each other. Only a relative giant could use those thimbles! So who the hell lives in the hotels?!?!? It doesn't make any sense.



I am concerned about the new to-wound chart in 8th @ 2017/06/12 15:01:19


Post by: sfshilo


stratigo wrote:
fe40k wrote:
Most things will be at a 5+, or more likely 6+, to wound a vehicle. That's not factoring in the To Hit roll or the Armor Saves;

I'm glad that things are killable. That said, they have so many more wounds now that GL killing them with anything but dedicated anti-tank.



It actually isn't hard to mass enough melee or lasguns to blow up a land raider in a turn.


Yes it is, quit propagating this nonsense. And if you managed to pull it off, that's still a million times better then a 250+ point unit dying to a freaking 5 point infantry upgrade in 6th/7th. (Melta Bombs)

As for the ops question, go play it. It's not that different then before except now vehicles actually stand a chance instead of just evaporating on a lucky 6.
List of units that got substantially better:
Chariots (No more sniping riders)
Leman Russ (No more ordinance and instant death nonsense for the tank commanders)
Land Raiders, Takes much more than one melta gun to kill it with a 2+ save. Four melta guns are going to do 12-16 wounds, and you have a chance to save on a 6+.
Transports in general
ALL Dark Eldar Vehicles
Ork Trukks
Tempestus Prime

The Ork Trukk and Prime are now the most annoying vehicles in the game. Everyone on this board will be tired of assaulting ork trukks and Prime Spam in a couple months, mark my words.

Think of it this way as well, your infantry no longer get "doubled out". Leadership checks are much harsher and have been nerfed on armies that previously ignored it, and buffed or kept the same on armies that were well off before.

To sum up: Infantry have much more ways of outright dying, which nerfs some of the nonsense in 7th. Vehicles are substantially tougher, but can take negative modifiers the more they get damaged. Nothing is "immune" to damage, but the tougher units take a ton of damage before they go down. (And in nids case they can take units with them when they die lol.)


I am concerned about the new to-wound chart in 8th @ 2017/06/12 15:15:43


Post by: MagicJuggler


 Luciferian wrote:
We're still on about the "anything can hurt anything" deal? Really?
Low Strength weapons will take hundreds of shots to kill a high toughness target with a good save and multiple wounds, something that is almost certain not to happen over the course of a game. Are people really going to complain that you can strip a couple of wounds off a Knight with lasguns, when the new system allows for wounds and stat profiles to actually matter?

AP without modifiers and the old To Wound table were terrible ideas since 3rd edition, and they were one of the main reasons the game got so bloated and unbalanced.


I respectfully disagree with this. The reason for bad balance between armies between the editions is not because of some individual statistical legerdemain, so much as on an army-per army-per level, some armies either lacked critical tools altogether, or had non-scalable Force Organization Charts/bad detachments, or some got some tools that were a bit too much for an edition/ignored rules other armies had to adhere to.

That being said, the issue was not that vehicles were binary ("you have AT or you don't") so much as the game made many vehicles relatively low-damage for their cost, as they were paying for the illusion of durability. However, the HP system introduced in 6th ultimately made it far easier to kill vehicles by stripping HP down with weight of fire (Scatter Lasers, Autocannons, etc) than weapons which were supposedly specialized for AT (Krak Missiles, Lascannons, etc). Nobody ever took Heavy Rail Rifles on Broadsides for example, when Hi Yield Missile Pods cost the same, had 4 times as many shots, and only one strength less.

So you tweak the system by adding more HP to vehicles, and modifying the vehicle damage charts upward, starting at AP 3 or even 4. Just to keep "one shots" from being a thing, replace Instant Death and Vehicle Destroyed-Explodes with "an extra d3 wounds/hp" or so. You don't create a system where you can have Land Raiders theoretically attritioned down by Shuriken Catapults (Doom and Bladestorm do make it far more probable compared to other options), or a game where Rhinos get roadblocked on 2-point Brimstone Horrors while they get Smited to death.

FWIW: I always felt that Knights should have separate profiles for their legs/arms/Hull, rather than a single one, so you could focus on shooting its RFBC off for example.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 17:38:20


Post by: Marmatag


In what i've played so far, vehicles being wounded by small arms is really not a concern. They have been totally and completely ineffective and i'm glad when people fire their small arms into my tanks.

Where this gets interesting is the diminished value of strength 6, and strength 7. While these used to reliably wound on 2 against most of their choice targets, they're now wounding on 3s. On the flip side, strength 3 weaponry is far superior to what it once was, wounding T5 models on a 5.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 18:58:47


Post by: Crablezworth


 MagicJuggler wrote:


That being said, the issue was not that vehicles were binary ("you have AT or you don't") so much as the game made many vehicles relatively low-damage for their cost, as they were paying for the illusion of durability. However, the HP system introduced in 6th ultimately made it far easier to kill vehicles by stripping HP down with weight of fire (Scatter Lasers, Autocannons, etc) than weapons which were supposedly specialized for AT (Krak Missiles, Lascannons, etc). Nobody ever took Heavy Rail Rifles on Broadsides for example, when Hi Yield Missile Pods cost the same, had 4 times as many shots, and only one strength less.







Yeah and the end result is krak missile felt very weak and autocannons became the new standard for stripping hull points. Even looking at a lot of heavy weapons in 8th, plenty just seem too niche and too low output. Value amount of shots far before damage output, I haven't seen enough high toughness models to care. Even looking as say a vindicator vs a stalker, the stalker seems better most of the time.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 20:15:25


Post by: Inquisitor Lord Katherine


I don't think it makes sense for there to be 1 tank in a battle. I think it makes even less sense for there to be one missile launcher, one self-propelled howitzer, and one mortar carrier grouped up in an artillery section. It makes still even less sense for that artillery to be within 100 yards of the enemy. It also makes no sense to have a maximum gun range of 50 yards on rifles. So if we're going to complain about realism, let's start there.

With regards to vehicles, I think that Monstrous Creatures and things with multiple would in general aren't great. I don't see why my Leman Russ Vanquisher Cannon won't blow a massive chunk out of a Riptide, crippling it.

I don't think the problem was with vehicles being too fragile, I think it was with multiple wound targets being too tough. An antitank shell achieving penetration is effectively a disable tank.

I always thought of wounds [and structure points] as a sort of plot-armor, not a measure of toughness. That's what toughness and armour represent.

I proposed elsewhere that my preferred solution would have been to do away with the Monstrous Creature type entirely. Make Carnifexes 11/11/10 Walkers. Any result of the vehicle damage table can be logically applied to a Carnifex or other monstrous creature without difficulty.


I am concerned about the new to-wound chart in 8th @ 2017/06/12 20:24:36


Post by: p5freak


 Marmatag wrote:
In what i've played so far, vehicles being wounded by small arms is really not a concern. They have been totally and completely ineffective and i'm glad when people fire their small arms into my tanks.


Orcs dont need to fire their small arms anymore. They will charge, and eat any vehicle for breakfast in 8th, in CC. Unless it has T8 and/or 2+ SV. Any vehicle lower than that is killed in 1-2 rounds.


I am concerned about the new to-wound chart in 8th @ 2017/06/13 16:42:37


Post by: The Happy Anarchist


 Kommissar Kel wrote:
Erjack: go watch Starship troopers. There is a scene in bootcamp where one of the recruits asks the drill sgt why they are learning hth combat since in a nuke war all you have to do is push a button. The drill sgt tells the trooper to hold up his hand and then throws a knife into his palm. While retrieving the name he explains the lesson: "The enemy cannot push a button, if you disable his hand."

Even in our modern warfare soldiers are trained in hth. It can become necessary, and in 40k your enemy just might be some alien monster that closes the distance and bites/claws/or stabs at you without any form of ranged attack available. Making use of real-life predator tactics such as pack-hunting, ambush, speed, or sheer resiliance to make it to the target.


You know that Starship Troopers isn't a documentary right? Nor are you supposed to think they are right about the crazy things they are often saying. The movie is literally a parody of the macho attitude that segment is trying to exemplify.

You know how else you can disable the enemies hand? Shooting them with the pistol right there by your side. Shooting them with the rifle which will kill them much more quickly and much more accurately.

Does the military still train hand to hand? Yes, but there isn't a large emphasis on it and it is primarily intended for conditioning and mentality, not for practical effect. Or for incredibly specific and specialized missions or desperation.

Even in the most close quarters urban combat, the primary weapon is rifles, or if you really need to cut down, submachine guns.

In response to the guy saying the military would arm a guy in power armor with a sword as a primary weapon in real life? The only way that would happen is if there were no ranged weapons which could cut through power armor. If that soldier could be armed with a plasma rifle that can cut through armor and heavily damage even vehicle armor? At no point would you ever invest in arming your power armored troopers with a "power sword." At best, you might see something like a power knife or possibly short sword used as a sneak weapon for special forces squads when shooting a plasma weapon could blow the mission. You know what else can cut through armor at close range? Plasma rifles. Just like it is now. A sword is still lethal. Arguably more lethal than it was in the middle ages as almost no one wears the kind of armor that would stop a sword from cutting into you. The problem is, rifles will cut through people at the same range swords will + every range longer than that.\

Which is fine, 40k works on rules of cool not rules of simulation. Which is kind of the point. Every part of 40k is absurd. The focus on melee combat, the weapon ranges, the concepts of how to arm your infantry, the flyers, just about everything about 40k is silly on every level. If you want better simulationist rules for sci fi go for Infinity. It actually is skirmish based and has a lot more sense making - but there is still crazy shenanigans everywhere because it's hard to make a fun game that is simulationist.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 06:03:21


Post by: Marksman224


Well, I didn't expect this thread to get this much discussion. Excellent.

In light of what people have said I am actually feeling quite optimistic about this new edition and am considering getting into after leaving early 7th ed. I suppose one bonus of having every weapon capable of causing damge is that you could use big, distracting tough units to draw fire away from your weaker troops; something that wouldn't work if they were invulnerable to low-mid strength anti-infantry weapons.

I still think there's merit in arguing for 1+ to wound. If a T3 model survives lascannon hit because it only grazed him the I'd say thats an effect of the shot not being completely on target, not function of how tough he is. However if one wants to reduce the number of dice rolls in the game then it's probably not worth focusing on high strength weapons that roll very few dice.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 08:31:23


Post by: leopard


Don't have a problem with the wound chart here, yes anything can take the odd wound off anything - the bigger stuff has so many wounds that if that one or two wounds extra matters the thing is either near dead (in which case 'fred finished it off with a lone pole into something vital' fits) or its an early would, maybe damaging something that caused a cascade effect later.

It also allows the occasional moment of awesome when a grot finishes off something expensive, and its something to punish over confidence which is no bad thing.

Actually think melee should be more dangerous than it is, but harder to get into - infantry up close may have trouble blowing a tank up, but can certainly immobilise it by jamming the tracks and render its weapons useless by blinding it - which is in effect a kill.

The issue with melee to me is how ridiculously easy it is to get into, models move far too fast relative to weapons ranges and overwatch is nowhere near good enough - through in a proper pinning mechanic and then you are talking.

e.g. borrow the Flames concept, a pinned unit shoots with half rate of fire (round down, minimum of one) - so to assault you need to weaken a unit, then pin it, but when you get in you'll murder them


I am concerned about the new to-wound chart in 8th @ 2017/06/23 09:06:29


Post by: Arandmoor


ERJAK wrote:
 vipoid wrote:
Whilst I can understand the intent, I do wonder if this was the best way to go about it. It's certainly a bit odd when S7 is no better than S5 against T4 or T8-9 targets.

In this regard though, I think a major limitation is that the game only uses d6s.

I think the main issue though (as others have already mentioned) is that the scale of 40k is beyond ridiculous. Infantry should not be on the same board as titanic behemoths.

It would be far better for 40k to put Apocalypse units (Flyers, super-heavies, lords of war etc.) back into Apocalypse. They simply have no place in standard 40k and trying to shoehorn them in has consistently led to buggering up the rules for everyone.


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


What's even worse is that up until the 17th, Running one super-elite melee squad was more effective than any shooting unless you were fielding enough firepower to completely table a 2k point army in 1-2 turns.

Apocalypse units are bad?

Death Star units were bad. They caused me and my entire group of friends to abandon 40k, or even wargaming all-together, for almost 2 entire editions because they were absolutely no fun.

My friend that played chaos? He loved deathstars.

My necrons? Can't do them at all.

And, they make all my neat, shiny, new units completely irrelevant.

If we're going to talk about stuff that doesn't belong in 40k, lets talk about deathstars and how much fun I've had in the past week now that I don't have to freaking worry about them.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 09:39:40


Post by: Selym


Marksman224 wrote:
Well, I didn't expect this thread to get this much discussion. Excellent.

In light of what people have said I am actually feeling quite optimistic about this new edition and am considering getting into after leaving early 7th ed. I suppose one bonus of having every weapon capable of causing damge is that you could use big, distracting tough units to draw fire away from your weaker troops; something that wouldn't work if they were invulnerable to low-mid strength anti-infantry weapons.

I still think there's merit in arguing for 1+ to wound. If a T3 model survives lascannon hit because it only grazed him the I'd say thats an effect of the shot not being completely on target, not function of how tough he is. However if one wants to reduce the number of dice rolls in the game then it's probably not worth focusing on high strength weapons that roll very few dice.

We now have the hilarious fact that Guardians are point-for-point a better AT choice than Fire Prisms. So the system is... weird...

At least damage/toughness/wound comparisons are easier now. One thing I quite like about 8e is that the rules need only one or two readings, and then you only need to reference for specific things or because your memory is bad.

And it still has a lovable clunkiness.

In regards to a 1+ to-wound, I find it a bit meh. There's always a chance that you just hit the dude in the hand or whatever. I wouldn't object to an "Overpenetration" rule, where one-shot high-power weapons shooting at weak infantry get to hit a second time if they successfully wound.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 11:47:48


Post by: Slayer le boucher


ERJAK wrote:


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.




I am concerned about the new to-wound chart in 8th @ 2017/06/23 11:50:46


Post by: Selym


 Slayer le boucher wrote:
ERJAK wrote:


I hate this argument. You know what's actually buggering up the rules? You know what actually makes the game silly? You know what REALLY doesn't have a place in 40k?

Fething Melee. The fact that this game has melee combat in it at all is the dumbest, most illogical, most unbalancing, most 'immersion' breaking bullcrap in the history of bullcrap.

Titans make sense in 40k, Planes make sense in 40k, Gargantuans make sense in 40k, a Furry running around with a hunk of metal glued to a stick and thinking he's helping is idiotic.


This is the only appropriate response to people who say no to 40k melee XD


I am concerned about the new to-wound chart in 8th @ 2017/06/23 11:52:27


Post by: Mad Doc Grotsnik


40k - It's science fantasy - not science fiction.

Getting up close and giving them a taste of Boot Leather has been part of 40k since it's inception.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 12:00:48


Post by: Kommissar Kel


That over penetration is there.

And under many readings the new FNP-like rules deal with it quite nicely.

If you hit a grot with a lascannon it does d6 damage on a successful wound, which is a 2+, no save for the grot. Say you roll a 3 for damage. That grot takes all 3 damage as lost wounds putting it at -2w and thoroughly dead. If there is a painboy nearby that grot get a fnp-like roll for each wound lost, still likely to die as it has to pass 3 of those tests to survive which is highly unlikely.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 12:34:43


Post by: Breng77


Was giving this some more thought. I think if I have any complaint about the new To wound chart it is that GW has entirely failed to make use of Toughness. There is nothing (outside of forgeworld) that is above T8. Most Vehicles are T7 with very durable vehicles at T8. I think they could have had more varied vehicle toughness by using higher toughness and more varied saves. Maybe things like the battlewagon could have been T9 or 10 but only have a 4+ or 5+ save.

The landraider could be T10 with a 2+, and a vindicator could be T8 with a 3+, and the Predator could be T8 with a 4+.

Essentially they said "stats don't cap at 10" but we are arbitrarily capping toughness at 8." doing this reduces the importance of certain S weapons.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 12:39:21


Post by: Selym


 Kommissar Kel wrote:
That over penetration is there.

And under many readings the new FNP-like rules deal with it quite nicely.

If you hit a grot with a lascannon it does d6 damage on a successful wound, which is a 2+, no save for the grot. Say you roll a 3 for damage. That grot takes all 3 damage as lost wounds putting it at -2w and thoroughly dead. If there is a painboy nearby that grot get a fnp-like roll for each wound lost, still likely to die as it has to pass 3 of those tests to survive which is highly unlikely.
I was thinking more along the lines of a Lascannon vapourising Guardsman 1 and still having enough energy to melt Guardsman 2.
Or a tank shell detonating on Guardsman 1 and stabbing Guardsman 2 with shrapnel.

Things that can make tanks tremble make infantry gak themselves, is what I'm saying.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 13:11:15


Post by: Kommissar Kel


Anything that does multiple mortal wounds or gets a lucky mortal wound(s) in addition to normal damage does just that.

A sniper rifle hitting a 1w model and rolling a 6 to wound is that perfectly lined up double head shot on 2 models. Due to sequencing as the active player you can force the opponent to resolve the normal damage and kill a model, the mortal wound then spills over to the unit.


I am concerned about the new to-wound chart in 8th @ 2017/06/23 13:19:10


Post by: Selym


 Kommissar Kel wrote:
Anything that does multiple mortal wounds or gets a lucky mortal wound(s) in addition to normal damage does just that.

A sniper rifle hitting a 1w model and rolling a 6 to wound is that perfectly lined up double head shot on 2 models. Due to sequencing as the active player you can force the opponent to resolve the normal damage and kill a model, the mortal wound then spills over to the unit.
That's hilarious, and now I'm getting Illic Nightspear (possibly).