59200
Post by: Shinzra
Hey All.
So with the release of Warhammer 40k 8th edition, I have currently played just 2 games, and plan to play more to get a more thorough opinion. But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Now granted 7th of course had its problems and issues, and the rules for 8th are more placeholders than actual rules currently, but it just feels like it was simplified to much. I miss the universal rules like fear or fleet etc, and I actually preferred the way terrain works, now it just feels like a few have said, just for los purposes.
Cant quite work it out right but just not enjoying it as much as I thought I would, sure this will change as I play more games, but overall i feel 8th was rushed and has left currently at least a rather bland game, especially with the units and armies.
Anyway not a rant, just getting my first thoughts, seen alot of people enjoying 8th, which is great. But wanted to see if anyone else felt the same way.
cheers
110703
Post by: Galas
I agree with terrain, but thats my only criticism about the current state of 8th (Ok, some disbalanced units like Scions command squads but nobody here used that kind of tricks so...)
Like, 80% of the terrain I have used since 5th has ben LOS bloking one so... to me it still fells that terrain matters.
Plus I have never understand how people related "Special Random Bonusses"=An army with more character.
Did your Imperial Fist feel more unique just because they reroll 1's with Bolt weapons?... eeeh... no thanks. With my competitive games I prefer a more simple ruleset with a much similar playing field to everybody involved.
Warhammer40k has always had the problem with how people want their armies to be the most beautifull and unique special girl in the night dance festival.
95191
Post by: godardc
Yes, terrain NEED more fleshed out rules, but that's my only complaint too.
53744
Post by: rollawaythestone
Loving the new rules. Definitely the best edition of 40k yet, IMO. I do agree about the terrain and cover rules. I would prefer cover and terrain to play more of a role - intervening units, etc.
53740
Post by: ZebioLizard2
Played with a ton of LoS blocking terrain over normal terrain anyways, so the terrain changes didn't affect too much.
69226
Post by: Selym
Shinzra wrote:But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Are you sure you played 7th? Whole thing was a gakshow. The effects of the USR's is unchanged, they are incorporated into each unit, thus saving having to constantly flick through 2+ books. If granulation is what you're after, codexes are in the future. 8th is not rushed, not by a long way. 6e was an utter hackjob, and every book released between then and just before 8e has been increasingly hacky, money-grabbing and rushed. That we don't have an obvious auto-lose army is self-evidently proof that GW put more thought into this ruleset than any release since 6e.
93151
Post by: KiloFiX
Keep in mind there's a section in the 8th Advanced Rules on Battlefield Terrain:
Woods provide cover and slow units down.
Models behind barricades get cover.
Vehicles can't ascend buildings.
Dangerous terrain tests for battlescape.
Obstacles slow down units.
111832
Post by: Hollow
I'm really enjoying it so far. I think it has been a massive improvement over 7th in almost every conceivable way. I do think it's going to take a while for the dynamics of the game to change in order to make the best out of the 8th edition ruleset.
The way boards look is a big one for me. There needs to be a concerted push by GW to make people understand that 4 or 5 small bits of terrain just isn't going to cut it any more. I think the terrain rules are ok, it's just the terrain currently used by most people, isn't.
113031
Post by: Voss
Shinzra wrote:Hey All.
So with the release of Warhammer 40k 8th edition, I have currently played just 2 games, and plan to play more to get a more thorough opinion. But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Now granted 7th of course had its problems and issues, and the rules for 8th are more placeholders than actual rules currently, but it just feels like it was simplified to much. I miss the universal rules like fear or fleet etc, and I actually preferred the way terrain works, now it just feels like a few have said, just for los purposes.
Cant quite work it out right but just not enjoying it as much as I thought I would, sure this will change as I play more games, but overall i feel 8th was rushed and has left currently at least a rather bland game, especially with the units and armies.
Anyway not a rant, just getting my first thoughts, seen alot of people enjoying 8th, which is great. But wanted to see if anyone else felt the same way.
cheers
Not at all. I find the idea that 8th was rushed compared to 6th's errata combined with all the horrors of Fantasy's most unbalanced magic phase (with almost no alterations) to be hilarious, considering how quickly it came on the heels of 6th.
Terrain doesn't need weird random rules.
I do dislike the departure from USRs in replace for slightly different special rules, as its more reference work, and the indexes are a mess of pointless cross-referencing for basic information that should be together.
But the rules themselves are far more solid with only a few problematic outliers, mostly in the form of specific units
71151
Post by: Waaaghpower
Galas wrote:
Plus I have never understand how people related "Special Random Bonusses"=An army with more character.
Did your Imperial Fist feel more unique just because they reroll 1's with Bolt weapons?... eeeh... no thanks. With my competitive games I prefer a more simple ruleset with a much similar playing field to everybody involved.
Warhammer40k has always had the problem with how people want their armies to be the most beautifull and unique special girl in the night dance festival.
Gonna have to disagree with you there. Firstly, the bonuses weren't random, but more importantly, they did change the way that the army played, because you didn't randomly apply those bonuses to an unrelated army list.
If you're playing Imperial Fists, you aren't *Just* rerolling 1s with Bolt Weapons that you happen to have, you are getting an incentive to take more Bolt Weapons over other types of units. Where you might have instead taken, I dunno, an Assault Squad, you're instead rewarded more overtly for taking a Tactical Squad, or a Land Raider Crusader might get picked over a Land Raider. Next thing you know, your whole army fits the fluff of the Imperial Fists better, because you were incentivized to do so.
The problem was that, most of the time, these bonuses just weren't balanced against one another very well. Re-rolling 1s on Bolters makes Bolters about 15% better, getting you one extra Bolter hit per every 7 Bolter shots or so. Meanwhile, something like Iron Hands just makes every single model about 16% better, by reducing the damage they take. Ultramarines could get those re-rolls for less time, but on everything, and with more accuracy as to what you need - Want to buff shooting? Just buff shooting. Want to buff assault? Just buff assault.
Meanwhile, Salamanders get a buff on... Flamers. That's not a weapon that Space Marines could ever spam, so why is that all they really get?
Army bonuses on a chapter-to-chapter basis are great, they just need to all give actual bonuses.
90846
Post by: Cothonian
Going to admit, I haven't played a match yet for 8th, but I have finally picked up Index Imperium 2.
The way the index is organized drives me nuts lol. Unit composition/rules near the beginning of the book, weapon stats 75% of the way through, and actual point values in the back. Lots of flipping back and fourth to figure everything out. I preferred the old codex layout, with 90% of what you needed all grouped together in the back.
Only other thing is that the new Guard rules, while certainly more effective, do feel bland. As weird as it may sound, I kind of liked the platoon set up of 7th.
Aside from that, still looking forward to playing. There are a bunch of things that are going to be nice in a simpler state.
112876
Post by: SideshowLucifer
By far my favorite edition since 2nd. I love the amount of tactical depth. The ability to attack from so many angles and having to defend from the same, the ability to fall back so other units can use their ranged strength, being able to set up ambush assaults around corners to avoid overwatch, and all the nuances of close combat all make this a great experience for me.
I think the only thing I'd want again is the psychic power cards back. Otherwise, I couldn't be more happy with how this edition started up.
If your having terrain issues, I suggest more buildings and large rocks and such to block LoS. I find that a decent coverage makes the game much more enjoyable.
51881
Post by: BlaxicanX
Nope. I like 8th edition and think it's a vast improvement over the previous ones.
Where I am disappointed is in the army indices. A good 40% of the special rules for units are straight copy-pasted across the board. In general there's just a terminal lack of flavor.
Hopefully the codices fix this, but imo if there ends up being a huge discrepancy in quality between the indices and codices then the former should have been free.
97080
Post by: HuskyWarhammer
Overall, I really enjoy playing it, but there are definitely some areas I feel disappointed in. A lot of special rule and equipment loss happened (especially to my beloved AdMech) and while I agree that vehicle rules needed an improvement, I don't know if this was the best way to do it. The loss of things like firing arcs/armor facings/etc. took away a lot of tactical decisions. The "terminal lack of flavor" really sums it up well.
110703
Post by: Galas
Waaaghpower wrote: Galas wrote:
Plus I have never understand how people related "Special Random Bonusses"=An army with more character.
Did your Imperial Fist feel more unique just because they reroll 1's with Bolt weapons?... eeeh... no thanks. With my competitive games I prefer a more simple ruleset with a much similar playing field to everybody involved.
Warhammer40k has always had the problem with how people want their armies to be the most beautifull and unique special girl in the night dance festival.
Gonna have to disagree with you there. Firstly, the bonuses weren't random, but more importantly, they did change the way that the army played, because you didn't randomly apply those bonuses to an unrelated army list.
If you're playing Imperial Fists, you aren't *Just* rerolling 1s with Bolt Weapons that you happen to have, you are getting an incentive to take more Bolt Weapons over other types of units. Where you might have instead taken, I dunno, an Assault Squad, you're instead rewarded more overtly for taking a Tactical Squad, or a Land Raider Crusader might get picked over a Land Raider. Next thing you know, your whole army fits the fluff of the Imperial Fists better, because you were incentivized to do so.
The problem was that, most of the time, these bonuses just weren't balanced against one another very well. Re-rolling 1s on Bolters makes Bolters about 15% better, getting you one extra Bolter hit per every 7 Bolter shots or so. Meanwhile, something like Iron Hands just makes every single model about 16% better, by reducing the damage they take. Ultramarines could get those re-rolls for less time, but on everything, and with more accuracy as to what you need - Want to buff shooting? Just buff shooting. Want to buff assault? Just buff assault.
Meanwhile, Salamanders get a buff on... Flamers. That's not a weapon that Space Marines could ever spam, so why is that all they really get?
Army bonuses on a chapter-to-chapter basis are great, they just need to all give actual bonuses.
I can agree with that. In theory special rules are great, for making more diverse gameplay, but in practice GW just didn't know how to do them.
But thats really hasn't anything to do with my point. I still think people is so obsessed with their armies having special rules to it to be different from the rest of other armeis of his own faction, that they have reach a point where they just can't enjoy a game with... 18? I don't know how many factions 40K has today. Isn't that enough variety? Did we really need another 5-6 subfactions for every faction?
111832
Post by: Hollow
It has to be said that the layout of the Indexes works a lot better with the digital versions. Flipping back and forth through the physical copies can be annoying. The quick-flipping mechanics of an Ipad make it a lot easier.
17897
Post by: Thargrim
In all honesty i'm just glad the game is actually reasonably playable now. I'm pretty happy with it so far. Well organized and coherent core rules, not overly convoluted etc. I just wish there wasn't such a push for larger scale games as I prefer to play 500-1000 points. Once the games get large then things start to drag down, as a person has to go through a full turn on their own before you can...in contrast to the I go you go style of AoS. 40k is less interactive like that as you watch your opponent go through the motions. You still have to pay attention to make sure your opponent isn't trying to pull some tricks.
111244
Post by: jeff white
Still yet to play but concerned about vehicles like landraiders getting tied up by small units of infantry especially with magic movement and deep striking so prevalent now.
77728
Post by: dosiere
Hmmm I wouldn't say disappointed. I was both looking forward to 8th and not at the same time from the moment it was hinted it would essentially be 40k: AoS. I have played and continue to play the odd game of AoS, mostly because sometimes on a certain day it's what's being played at the store. I don't think it's a great, or even decent rules system, but it's playable and it gives me an excuse to break out my old WFB minis.
So, my expectations were a bit low, tempered by the fact that unlike AoS I want to like 40k because I like the fluff and the miniatures. Also, despite my annoyance with many of the mechanics of GWs AoS and now 40k, it is absolutely playable. That that's such a strong selling point says more about how terrible 7th edition became, but nevertheless, I am happy that I can actually play again
For me, it really comes down to realizing this is a break from the war gaming/historical roots of these systems. The rules aren't trying to simulate anything, be "realistic", or even represent what's happening on the table. They're just a tool for using the minis on the table, nothing more.
95410
Post by: ERJAK
Shinzra wrote:Hey All.
So with the release of Warhammer 40k 8th edition, I have currently played just 2 games, and plan to play more to get a more thorough opinion. But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Now granted 7th of course had its problems and issues, and the rules for 8th are more placeholders than actual rules currently, but it just feels like it was simplified to much. I miss the universal rules like fear or fleet etc, and I actually preferred the way terrain works, now it just feels like a few have said, just for los purposes.
Cant quite work it out right but just not enjoying it as much as I thought I would, sure this will change as I play more games, but overall i feel 8th was rushed and has left currently at least a rather bland game, especially with the units and armies.
Anyway not a rant, just getting my first thoughts, seen alot of people enjoying 8th, which is great. But wanted to see if anyone else felt the same way.
cheers
wait wait wait...Fear? Really? Fear literally NEVER came up in all of 6th or 7th.
111961
Post by: Inquisitor Lord Katherine
jeff white wrote:Still yet to play but concerned about vehicles like landraiders getting tied up by small units of infantry especially with magic movement and deep striking so prevalent now.
If you're worried about that, I've been playing a lot and have yet to have that happen to me, nor do it to the enemy.
I pulled the stunt once using Celestine and Seraphim on a Ghost Ark, but QS saved its bacon by a single hit and it escaped next turn.
An Ork player did do it to an SM player, killing off a whole squad of guys, though, and that SM player was mad. But this particular Ork player has been pulling this stunt since his 7e book came out, so that's really nothing new. In fact, more guys than usual survived the destruction of the surrounded Rhino, since there was apparently space to put down 2 of the guys now that the Rhino doesn't leave a wreck.
I am not disappointed with 8e. It meets my expectations. I give it a B-. There's a lot of different things I would have done, that I think would have improved it drastically, but as a whole, it's fun to play.
53542
Post by: Enigma of the Absolute
I'm not convinced by the following changes:
Changes to the 'to wound' chart. I like the fact that everything can hurt everything but not so enthused that double strength is required to wound on a 2+. Overall I'm happy to see greater homogenisation but this seems a needless step too far.
Removal of WS chart. Similar comments to above. It removes the defensive aspect of high WS and seems like an oversimplification.
New morale system. I don't have issues the new system itself, more the fact that horde armies seem to get largely full proof mitigants. Given that anti-horde weapons in the form of templates have largely been removed, combined with the new to wound chart, the early thoughts are that the meta will move towards horde armies. We'll have to see how this plays out obviously.
Apart from that (and 17pt Dire Avengers), I'm pretty happy with the new system.
27890
Post by: MagicJuggler
Galas wrote:Waaaghpower wrote: Galas wrote:
Plus I have never understand how people related "Special Random Bonusses"=An army with more character.
Did your Imperial Fist feel more unique just because they reroll 1's with Bolt weapons?... eeeh... no thanks. With my competitive games I prefer a more simple ruleset with a much similar playing field to everybody involved.
Warhammer40k has always had the problem with how people want their armies to be the most beautifull and unique special girl in the night dance festival.
Gonna have to disagree with you there. Firstly, the bonuses weren't random, but more importantly, they did change the way that the army played, because you didn't randomly apply those bonuses to an unrelated army list.
If you're playing Imperial Fists, you aren't *Just* rerolling 1s with Bolt Weapons that you happen to have, you are getting an incentive to take more Bolt Weapons over other types of units. Where you might have instead taken, I dunno, an Assault Squad, you're instead rewarded more overtly for taking a Tactical Squad, or a Land Raider Crusader might get picked over a Land Raider. Next thing you know, your whole army fits the fluff of the Imperial Fists better, because you were incentivized to do so.
The problem was that, most of the time, these bonuses just weren't balanced against one another very well. Re-rolling 1s on Bolters makes Bolters about 15% better, getting you one extra Bolter hit per every 7 Bolter shots or so. Meanwhile, something like Iron Hands just makes every single model about 16% better, by reducing the damage they take. Ultramarines could get those re-rolls for less time, but on everything, and with more accuracy as to what you need - Want to buff shooting? Just buff shooting. Want to buff assault? Just buff assault.
Meanwhile, Salamanders get a buff on... Flamers. That's not a weapon that Space Marines could ever spam, so why is that all they really get?
Army bonuses on a chapter-to-chapter basis are great, they just need to all give actual bonuses.
I can agree with that. In theory special rules are great, for making more diverse gameplay, but in practice GW just didn't know how to do them.
But thats really hasn't anything to do with my point. I still think people is so obsessed with their armies having special rules to it to be different from the rest of other armeis of his own faction, that they have reach a point where they just can't enjoy a game with... 18? I don't know how many factions 40K has today. Isn't that enough variety? Did we really need another 5-6 subfactions for every faction?
Why not more customization? Definitely a maximalist and a fan of "your Dudes." If I were a fan of any particular design of "build your army", it would be the Pete Haines style of Chapter Traits, Guard Doctrines, etc. Were they unbalanced? Of course they were unbalanced, but you tweak and look out for edgecase combos ("Gee, do I take Drop Troops and Close Order Drill, or Warrior Weapons?"), and make sure there's a point to each unit in a TAC army, without skew being a factor. Definitely more enticing than "uh, these Mentors count as Deathwatch" or so.
As for core rules, I feel there's a middle ground between 7th and 8th that would have been ideal, and 8th is the equivalent of a hacksaw where a scapel would have sufficed. It brings up RAW questions which never should have come up as well as dice mechanics which are frankly stupid and go against "common sense". AA flamethrowers, smoke launchers making plasma more likely to explode, 2-man squad coherency, squads not being able to move if they can't reach coherency, and many other glitchy interactions.
111244
Post by: jeff white
dosiere wrote:Hmmm I wouldn't say disappointed. I was both looking forward to 8th and not at the same time from the moment it was hinted it would essentially be 40k: AoS. I have played and continue to play the odd game of AoS, mostly because sometimes on a certain day it's what's being played at the store. I don't think it's a great, or even decent rules system, but it's playable and it gives me an excuse to break out my old WFB minis.
So, my expectations were a bit low, tempered by the fact that unlike AoS I want to like 40k because I like the fluff and the miniatures. Also, despite my annoyance with many of the mechanics of GWs AoS and now 40k, it is absolutely playable. That that's such a strong selling point says more about how terrible 7th edition became, but nevertheless, I am happy that I can actually play again
For me, it really comes down to realizing this is a break from the war gaming/historical roots of these systems. The rules aren't trying to simulate anything, be "realistic", or even represent what's happening on the table. They're just a tool for using the minis on the table, nothing more.
I hate this about it too. Hate. As in it is criminal to try to turn a wargame into a collectible 3d card game.
5269
Post by: lord_blackfang
Hollow wrote:It has to be said that the layout of the Indexes works a lot better with the digital versions. Flipping back and forth through the physical copies can be annoying. The quick-flipping mechanics of an Ipad make it a lot easier.
Paper gets even better than digital once you photocopy the points page.
81759
Post by: BaconCatBug
jeff white wrote:Still yet to play but concerned about vehicles like landraiders getting tied up by small units of infantry especially with magic movement and deep striking so prevalent now.
You have to be really bad to let them get completely surrounded.
81025
Post by: koooaei
If we lay down the oddities in point costs for units (that are hopefully getting fixed) and move to core rules, here are my impressions after a couple games:
The good:
1. No more templates. A good change. Sure, a feeling of an extra round bit in your hand and a speshul dice to throw around can be satisfying but from a gameplay standpoint getting rid of templates was the right move. Spending 1/3 of the game meticulously measuring this 2' coherency was definitely not fun.
2. You pick casualties now. Great. This combined with 1 has made hordes playable. It's speeded up the game tremendously. And it's the 5-th rule comaback without musical wounds. A lot of people wanted this rule to come back. Personally, i still think that casualties from the front are more cinematic and adds more tactics to maneuvring but after a couple games i thing it's the right way to go.
3. No more deathstars. They were so annoying to face and made games boring.
4. No more magic shenanigans. Magic has been nerfed hard. And it's good. It should really be supportive and shouldn't carry your invincible deathstar on a successful dice roll. Smite spam can still be problematic in some cases but it's not even close to 7-th problems.
5. No more formations with free bonuses. Some formations were good, some were pointless, others were gamebreaking.
6. MC and vehicles are the same. And both have damage tables. That's great and what we've asked for since forever.
The bad.
1. To-hit modifiers and overheat interactions. It just doesn't make any sense. All it needs to be is "overheat on a roll of 1 after all the re-rolls but before any modifiers".
2. Cover. It basically only works for the defender and small squads now. No longer can you use screen tactics and this +1 armor seems pretty pointless to some units and really good to others.
3. No more armor facings and firing arcs. Yeah, the fact that vehicles are now mc is great but it has come at a price of emersion-breaking. I'd like both mc and vehicles to be required to measure los from their weapons. That might add some complications but power-sliding basilisks shooting out of their tracks looks wierd and gamey. And armor facings. Yeah, i know, it's not always obvious what the armor facings are but gw can add a small picture that clarifies it. And all it needs to be is something like -1 armor from the back or something like this. Or it could even vary from vehicle to vehicle. LR won't get this drawbacks while battlewagons could be 3+ on the front and 5+ on the back.
96881
Post by: Grimgold
Enigma of the Absolute wrote:I'm not convinced by the following changes: Changes to the 'to wound' chart. I like the fact that everything can hurt everything but not so enthused that double strength is required to wound on a 2+. Overall I'm happy to see greater homogenisation but this seems a needless step too far. Removal of WS chart. Similar comments to above. It removes the defensive aspect of high WS and seems like an oversimplification. New morale system. I don't have issues the new system itself, more the fact that horde armies seem to get largely full proof mitigants. Given that anti-horde weapons in the form of templates have largely been removed, combined with the new to wound chart, the early thoughts are that the meta will move towards horde armies. We'll have to see how this plays out obviously. Apart from that (and 17pt Dire Avengers), I'm pretty happy with the new system. That's funny if I had to pick my three favorite things, those would be them. I'm in general happy with 8th ed, I have a few faction specific gripes (such as tomb world deploy, could you make it a transport kind of thing or summoning kind of thing, because it currently combines the worst aspects of both), but everyone does. I've played enough matches to know that the rules are in the best place i've seen them in, there are a few hiccups for balance, but even the most OP unit for this edition pales in comparison to second string OP units from 7th ed. I have some concerns about the force org charts, it encourages list diversity, but it also seems to encourage spam. Also, even at the current high point for balance you can feel the system creak under the weight of all of those options, and it won't take a large mistake on the part of the balance team to send the meta tumbling down like a house of cards. Actually one other gripe, I feel like cover should have given a -1 to hit rather than a +1 to armor save, because a -1 to hit is great for everyone, a +1 to armor save varies from doubling survival to not really having any effect.
59200
Post by: Shinzra
Great to see such a response so quickly  .
I think there are parts I really like for 8th so far like the toned down psychic phase and also the anything can hurt anything is nice.
as a few have said, certain parts I feel I will miss, like the vehicle Armour values.
But definitely need to play some more games, and wait for the main books to come out, will agree though the index layout is horrible, literally just going to print my battlescribe list with the rules attached.
80487
Post by: alleus
Haven't played nearly enough to form an educated opinion, but first impressions are great so far!
I really want to play more, but alas, time is a frail mistress. Vacation starts soon though, hopefully I will get to play a bunch then.
111337
Post by: AaronWilson
I have played 8 games go so far, I am finding it's all just very bland :(
Terrain is straight up useless now, bar blocking LoS which is important. Special rules all just feel a different shade of grey and weapons feel very generic.
Hoping the Faction Codex's spice it up a bit more.
97198
Post by: Nazrak
Nah mate, it's rad.
Anyone finding flicking around the Indeces a hassle (which I agree it can be) – I've found those little Post-it Index tabs an absolute godsend.
112988
Post by: Aziras
Grimgold wrote:Enigma of the Absolute wrote:Actually one other gripe, I feel like cover should have given a -1 to hit rather than a +1 to armor save, because a -1 to hit is great for everyone, a +1 to armor save varies from doubling survival to not really having any effect.
This one caught my eye too. When the objective has been to simplify the rules, the fact that it requires some pretty hefty mathematics to compare that +1 modifier to a -1 on a different roll makes it pretty shady.
Same for when to use re-roll, you almost need a poker-pro's real-time pot-odds calculation mentality to make those decisions if you want to play competitively, as the value of a re-roll depends on so many other probabilities.
I spent most of my time playing in 2nd, and the 8th edition vehicle rules seems a bit off compared to the vehicle cards of 2nd. But from what I can tell, the cards disappeared in 3rd and never got back. The 8th rules are OK, but not as "wargame"'y.
Another thing I had hoped they would have gotten rid of is the excessive use of named characters.
To me it never made sense to see high ranking officers/legends/etc show up in a small battle, let alone two or more of them. But they way they tack auras on these characters that are not otherwise available encourage stacking them. I would have preferred to run my own generic characters for the immersion and roleplaying feel, but doing so can put your list at a disadvantage.
But I guess this goes to the collectable mini game story others posted. Generic characters require players to give them a story, and that story does not really make sense to copy. So when "little jimmy" sees some player field his personal space marine captain instead of a story-supported primarch the push towards buying that model to field it himself is not as strong. And if the generic characters were as strong as the named ones, there is potential for them to be stronger due to option optimizations.
But it still does not change the fact that it is thematically silly to have these legendary characters blown up by massive guns over and over. Color me old fashioned, but it does not work for me.
100848
Post by: tneva82
Grimgold wrote:I feel like cover should have given a -1 to hit rather than a +1 to armor save, because a -1 to hit is great for everyone, a +1 to armor save varies from doubling survival to not really having any effect.
Which just changes "who benefits most" to other type. Rather than high saves to those who have high BS. Marines would find cover much less of a problem than orks. So -1 to hit wouldn't really be that great for orks.
29836
Post by: Elbows
And that's how it should be. A greater ballistic skill should benefit you when shooting at units in cover. In the end it benefits the unit being targeted, because that additional 16% chance of missing means that the lascannon might miss you, instead of you gaining a bonus to your armour which won't matter to the meltagun/lascannon, etc.
94238
Post by: Huron black heart
As above poster said, being in cover should make it harder to hit you, if you get hit that cover shouldn't then give you a better save as it has already been bypassed. Flamers and blast weapons would negate this rule.
The psychic phase has been over simplified. I wanted certain things toned down ie invisibility but think it hasn't got enough powers. I also think the psychic back lash from perils is too strong.
All that being said I am happy overall with the new edition, hopefully they retain the balance whilst adding some flavour with each of the codex releases
52309
Post by: Breng77
tneva82 wrote: Grimgold wrote:I feel like cover should have given a -1 to hit rather than a +1 to armor save, because a -1 to hit is great for everyone, a +1 to armor save varies from doubling survival to not really having any effect.
Which just changes "who benefits most" to other type. Rather than high saves to those who have high BS. Marines would find cover much less of a problem than orks. So -1 to hit wouldn't really be that great for orks.
Since most orks care more about close combat, the added durability is probably a boon to them over the -1 to hit.
Lets take ork 10 lootas shooting at a devastator squad in cover.
In the current system they do 1.48 wounds,
in the -1 to hit they do 1.111 wounds. Not a big deal.
For durability though if those devestators have 4 heavy bolters
Current system = 4.444 dead orks
-1 to hit = 4 dead orks. Not a big deal
If we look at weapons with no AP
30 Shoota boyz at a tactical squad in cover
+1 armor =1.67 wounds
-1 to hit = 1.67 wounds
The 10 marines shooting back with bolters
+1 armor = 4.44 wounds
-1 to hit = 4.17 wounds
so net gain orks with -1 to hit (not a large gain but a gain.)
The real gain would be on any weapon with AP -2 or higher. Marines in cover still get a save, orks get nothing in the current system.
SO lets say those devestators from earlier have 4 grav cannons.
not moving
+1 armor = 7.1 wounds
-1 to hit = 5.333 wounds
Moving
+1 armor = 5.33 wounds
- 1 to hit = 3.5 wounds.
If the orks were shooting those marines with Rokkits (say 10 tank bustas)
+1 armor = 1.39 wounds
-1 to hit = 0.92 wounds
So it helps orks defensively not offensively. It isn't really a big difference either way, but as +1 armor it means things with a 3+ save get cover against anything not AP -5, while things with a 6+ save only get it against things with AP -1
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Post by: Dakka Wolf
Disappointed that so much was copy/pasted straight out of AoS, I don't dislike the AoS ruleset and I like a lot of the rules that were chosen - I have mixed feelings about activations though, I do miss the initiative stat - I just wish they'd put some effort into improving or at least flavouring the text.
The games I've played have run smooth, mostly slowed by new 8th edition players tracking down unit and weapon profiles rather than chasing rarely employed special rules or arguing about scatter dice results.
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Post by: Waaaghpower
Breng77 wrote:tneva82 wrote: Grimgold wrote:I feel like cover should have given a -1 to hit rather than a +1 to armor save, because a -1 to hit is great for everyone, a +1 to armor save varies from doubling survival to not really having any effect.
Which just changes "who benefits most" to other type. Rather than high saves to those who have high BS. Marines would find cover much less of a problem than orks. So -1 to hit wouldn't really be that great for orks.
Since most orks care more about close combat, the added durability is probably a boon to them over the -1 to hit.
Lets take ork 10 lootas shooting at a devastator squad in cover.
In the current system they do 1.48 wounds,
in the -1 to hit they do 1.111 wounds. Not a big deal.
For durability though if those devestators have 4 heavy bolters
Current system = 4.444 dead orks
-1 to hit = 4 dead orks. Not a big deal
If we look at weapons with no AP
30 Shoota boyz at a tactical squad in cover
+1 armor =1.67 wounds
-1 to hit = 1.67 wounds
The 10 marines shooting back with bolters
+1 armor = 4.44 wounds
-1 to hit = 4.17 wounds
so net gain orks with -1 to hit (not a large gain but a gain.)
The real gain would be on any weapon with AP -2 or higher. Marines in cover still get a save, orks get nothing in the current system.
SO lets say those devestators from earlier have 4 grav cannons.
not moving
+1 armor = 7.1 wounds
-1 to hit = 5.333 wounds
Moving
+1 armor = 5.33 wounds
- 1 to hit = 3.5 wounds.
If the orks were shooting those marines with Rokkits (say 10 tank bustas)
+1 armor = 1.39 wounds
-1 to hit = 0.92 wounds
So it helps orks defensively not offensively. It isn't really a big difference either way, but as +1 armor it means things with a 3+ save get cover against anything not AP -5, while things with a 6+ save only get it against things with AP -1
You forget, there are many other ways to get a -1 to hit, and they can stack past 6+. If you stack two of them together, orks become incapable of shooting.
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Post by: Melissia
Nah, these indexes are advertised as just stopgap measures until the codexes themselves get released. So I don't really expect them to be overwhelmingly interesting. But at least they changed up the metagame, and might actually be getting me back in to 40k tabletop instead of just enjoying the lore as I have been since mid-6th. so they have that going for htem.
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Post by: Lance845
I see people complain about terrain a lot. Is nobody using the City Ruins advanced rule?
+1 to your save can be good. +2 is drastic.
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Post by: Selym
Getting a +1 save on an obscured vehicle is hilarious this edition.
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Post by: Breng77
Lance845 wrote:I see people complain about terrain a lot. Is nobody using the City Ruins advanced rule?
+1 to your save can be good. +2 is drastic.
It is less that and things like no cover for being obscured, requirement for whole unit to be in the terrain, difficult terrain only being a penalty to charging units (so cover is double bonus for shooting units in many cases, they get bonus armor, and are harder to charge.
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Post by: MagicJuggler
Lance845 wrote:I see people complain about terrain a lot. Is nobody using the City Ruins advanced rule?
+1 to your save can be good. +2 is drastic.
As mentioned earlier, good AP can override cover so that it benefits those units that ironically are least likely to require it. Some armies (hi Daemons) just don't care whatsoever.
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Post by: Mr Morden
Nope - all seems to be good so far - thats also the verdict of the rest of my club.
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Post by: SideshowLucifer
Don't think of it as being harder to hit when in cover, think of it as that lascannon shooting through the cover to hit you. With all the sensors and stuff, it's not like they don't know your there.
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Post by: the_scotsman
I have a few quarrels overall with the rules. I wish intervening models provided cover, I dislike the "done first go first" system, and I find Rule of 1 and Half in Reserves to be unnecessary restrictions that would be better solved by just...designing better rules for deep strikers and psykers rather than gimping certain armies. I mean, is it cheesy and unfun to play with if your opponent takes nothing but light infantry troop choices and a few buffers? Yes. Would it be a good solution to just restrict people to so many light infantry units? No. Design the game better.
But overall, vast, vast improvement IMO. None of the scariest stuff people have been complaining about that I've played against (conscript spam, Hemlock fighter spam, Ynnari, Imperial Knight armies, Tau alpha strike) has even come close to stuff that in 7th was considered relatively tame (Celestine backed deathstar, Necron decurion with Canoptek harvests, Warcon)
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Post by: Selym
Mr Morden wrote:Nope - all seems to be good so far - thats also the verdict of the rest of my club.
I rated it 11/9, flies like a plane, lands like a terrorist incident.
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Post by: MagicJuggler
Selym wrote: Mr Morden wrote:Nope - all seems to be good so far - thats also the verdict of the rest of my club.
I rated it 11/9, flies like a plane, lands like a terrorist incident.
Are you sure you don't mean "flies next to a Bastion, so the pilot can hit it with its sword."
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Post by: Selym
MagicJuggler wrote: Selym wrote: Mr Morden wrote:Nope - all seems to be good so far - thats also the verdict of the rest of my club.
I rated it 11/9, flies like a plane, lands like a terrorist incident.
Are you sure you don't mean "flies next to a Bastion, so the pilot can hit it with its sword."
Yes, that one xD
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Post by: niv-mizzet
The only thing I'm actually disappointed about in 8th is the amount of remodeling I need to do for optimization purposes.
My scout sarges need power weapons since they aren't ridiculously overcosted anymore, I need to get a bunch of vehicle twin asc tops for razorbacks, my 30 sanguinary guard now all want plasma pistols...
Also I think I need to get more assassins for the competitive lists, holy carp.
Other than that, 8th seems to be great so far. I'll probably wait for my specific codices before remodeling just to make sure things aren't reworked. I'd hate to tear off 30 angelus bolters just to find out they realized they overcosted them compared to plasma pistols and corrected it.
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Post by: DarkBlack
It's pretty much what I wanted from GW.
If you were playing 7th because you wanted a tactically rich game then you're supporting the wrong company.
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Post by: Vryce
Honestly, I am a little bit. When the mortal wound mechanic was introduced, the dev's said "Don't worry, these will be very few and far between. Armies will not have wholesale access to them." Well, apparently that's true - for Tau. Psykers dish those out like candy at Halloween. Snipers, which have become very prevalent in my area, dish out 1-2 per turn. My regular DA opponent manages to throw 3-6 mortal wounds per turn at me, while at the same time, managing to out-shoot my Tau. I played against a TS/Tzeentch Daemon list earlier this week who managed to hit me with 20 mortal wounds in one turn...
My suits have become very points inefficient at killing pretty much anything, in fact, most of my army has become extremely points inefficient in general. Tau sniper drones are pretty worthless, yes, they can target Characters irrespective of enemy unit distance, but don't dish mortal wounds, and generally only hit on 4+. Markerlights sources are just as vulnerable as they have been, while providing less of a benefit, unless you can spam them. Tau generally benefit from MSU in order to squeeze enough drones and Markerlights, which essentially means we just never go first, unless we can seize. Our survival hinges on how many drones we can squeeze in to soak damage, which means we're low on points for items that can reliably kill models.
I have 6 games under my belt now in 8th, and have yet to win a single game. All my heavy hitters have either been made useless - Riptides, Ghostkeels, and to a lesser extent, Crisis Suits, while units like Broadsides that are capable of considerable dakka have skyrocketed in price, making them difficult to squeeze into a list if you actually want to be able to grab objectives. Meanwhile, SM armies are capable of taking LRC's, that can pump out 41 shots per turn @ 12" for ~350 pts, while my 380pt IA Riptide can, at best, pump out 8. I guess if I wanted to spend 700pts, I could take 3 HYMP Broadsides w/ Missile drones and SMS and pump out some 70 shots a turn, but that's almost half of a 2k list.
The base rules are pretty solid, they're for the most part smooth, easy to follow and intuitive. I would prefer it if vehicle weapons actually drew LOS from the weapons instead of a millimeter of tread sticking out from the base of a wall, but that's probably my biggest complaint with the base rules. I think most of the armies are pretty bland too, tbh. I'm hoping that we start getting Codexes sooner, rather than later that address that.
It's still better than 6th/7th, though.
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Post by: Marmatag
It's different but good. Much prefer 8th edition to 7th edition.
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Post by: NL_Cirrus
I am not disappointed in 8th only because I never thought it was going to be very good, and didn't believe all the "this is new GW" crap.
I have found that I don't like any of the changes they made, I either actively hate them, or I am entirely indifferent. On top of all the changes I don't like, their rules are still vague leading to arguments or just don't function as written, and all their supposed play testing missed obvious errors, I'm looking at you Leman Russ Vanquishers, and they made every thing soooooo bland with every thing being homogenized. For instance we used to have 7 Leman Russes each with a different job, a tank hunter, a generalist, an anti heavy infantry, an anti infantry, an anti entrenched infantry, an anti light-medium vehicle, and a siege tank. Now we have one anti tank, one anti infantry, and 5 generalists of varying quality.
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Post by: Selym
NL_Cirrus wrote:I am not disappointed in 8th only because I never thought it was going to be very good, and didn't believe all the "this is new GW" crap.
I have found that I don't like any of the changes they made, I either actively hate them, or I am entirely indifferent. On top of all the changes I don't like, their rules are still vague leading to arguments or just don't function as written, and all their supposed play testing missed obvious errors, I'm looking at you Leman Russ Vanquishers, and they made every thing soooooo bland with every thing being homogenized. For instance we used to have 7 Leman Russes each with a different job, a tank hunter, a generalist, an anti heavy infantry, an anti infantry, an anti entrenched infantry, an anti light-medium vehicle, and a siege tank. Now we have one anti tank, one anti infantry, and 5 generalists of varying quality.
And the AT one is weaker at AT than the generalists...
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Post by: Stroggified
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
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Post by: Selym
Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Isn't it that one psyker can't cast the same power twice in a turn? Many psykers can cast two powers, have smite and can select two powers for the game. Iirc, the rule is to stop you doing shenanigans like casting smite twice per psyker.
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Post by: labmouse42
I've really enjoyed it thus far.
At the end of 7th it was a mess. Deathstars and Magnus were out of control.
8th has been really good overall. I agree with the mass that I wish terrain had more of an effect, and LOS terrain blocking is mandatory.
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Post by: Khaine
Love the ruleset. My main issue is with the current balance. There are a couple of units that need the nerf bat ASAP, #1 priority being Roubute Gulliman who is so undercosted he makes the 7th Wraithknight look like a joke.
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Post by: MagicJuggler
I've found 8th disappointing from a "sloppy core rules that make no logical sense" perspective. 7th was disappointing from a "too many random charts" perspective but assorted aspects of it made sense.
Wrath of Magnus was shittily designed all around. Given how lazy the actual rulewrite was, I'm super cynical GW will magically (ha!) know how to make a compelling army out of the 1k Sons.
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Post by: Inquisitor Lord Katherine
Selym wrote: NL_Cirrus wrote:I am not disappointed in 8th only because I never thought it was going to be very good, and didn't believe all the "this is new GW" crap.
I have found that I don't like any of the changes they made, I either actively hate them, or I am entirely indifferent. On top of all the changes I don't like, their rules are still vague leading to arguments or just don't function as written, and all their supposed play testing missed obvious errors, I'm looking at you Leman Russ Vanquishers, and they made every thing soooooo bland with every thing being homogenized. For instance we used to have 7 Leman Russes each with a different job, a tank hunter, a generalist, an anti heavy infantry, an anti infantry, an anti entrenched infantry, an anti light-medium vehicle, and a siege tank. Now we have one anti tank, one anti infantry, and 5 generalists of varying quality.
And the AT one is weaker at AT than the generalists...
That's not actually true.
The LRBT averages more wounds [the difference is, by the way, absolutely tiny as well, something like .3 wounds IIRC], but drops off fairly sharply, while the Vanquisher averages fewer wounds but has a much higher chance, almost twice the probability, of inflicting heavy damage, and thus being able to destroy an enemy transport in 1 turn. Average wounds-on-target doesn't tell you the whole story.
However, neither are good, and Pask makes the LRBT better because he can put the shots on target to make up the difference. Give up on non-Pask Leman Russes for tank killing, just go right to the Shadowsword.
As I said, I'm not disappointed with 8e. There are a lot of things I would have done differently, but we knew what was going down for months, so there wasn't anything to be disappointed about. It's not exemplary by any means, but it's solidly average.
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Post by: Stroggified
Selym wrote:Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Isn't it that one psyker can't cast the same power twice in a turn? Many psykers can cast two powers, have smite and can select two powers for the game. Iirc, the rule is to stop you doing shenanigans like casting smite twice per psyker.
I do not think so as it does say "rather than once per psyker per turn.". what you say is the opposite, once per psyker per turn but it seems if you use this psychic focus that is out the window.
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Post by: Altruizine
Selym wrote:Shinzra wrote:But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Are you sure you played 7th? Whole thing was a gakshow.
The effects of the USR's is unchanged, they are incorporated into each unit, thus saving having to constantly flick through 2+ books.
If granulation is what you're after, codexes are in the future.
8th is not rushed, not by a long way. 6e was an utter hackjob, and every book released between then and just before 8e has been increasingly hacky, money-grabbing and rushed. That we don't have an obvious auto-lose army is self-evidently proof that GW put more thought into this ruleset than any release since 6e.
The ruleset is a nearly note-for-note port of AoS. That means it probably took less thought than any edition, because most of the work was done, and all that was required was tugging, tweaking, and carving out places for things that didn't exist in AoS (like transports).
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Post by: Selym
Stroggified wrote: Selym wrote:Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Isn't it that one psyker can't cast the same power twice in a turn? Many psykers can cast two powers, have smite and can select two powers for the game. Iirc, the rule is to stop you doing shenanigans like casting smite twice per psyker.
I do not think so as it does say "rather than once per psyker per turn.". what you say is the opposite, once per psyker per turn but it seems if you use this psychic focus that is out the window.
Battle Primer, Page 4, "Make Psychic Test":
" A psyker cannot
attempt to manifest the same psychic
power more than once in a turn."
So... Multiple Hammerhands, yay?
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Post by: Stroggified
Psychic focus " with the exception of smite, each psychic power can be attempted only once per turn,...'' Note it does not say each psyker can attempt x power only once per turn. it says each psychic power. focus on the words psychic power and not the psyker. Next, the second part sentence states even more clarification as it even adds ''rather than once per psyker per turn.''
so in editions of past it would follow for any power the once per psyker per turn. Meaning say 10 squads of gk could each attempt hammer hand. However, now psychic focus tells us that this is only true for smite. So now only 1 of those 10 could attempt for hammer hand per turn.
the rule is for match play on pg 215 (edit for pg number)
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Post by: Selym
GW: "You only need the Battle Primer and an Index to play 40k now!"
The Rules: "GW lied, now give them £35 you wealthy moron"
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Post by: Thousand-Son-Sorcerer
godardc wrote:Yes, terrain NEED more fleshed out rules, but that's my only complaint too.
The train rules are fine. The way they work right now is the way it should work. As an improvement to your current armor save rather than a huge Improvement for some well others get no improvement at all. part of the problem before was that cheap units could get good saves with cover. Now it's about improving the save you have rather than giving you a good save that you probably have access to.
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Post by: Himmelweiss
7th was too much & cumbersome...
But 8th is by far too less, way too much streamlined.
Sloppy core rules imo.
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Post by: CoreCommander
My disappointments with 8th would be:
1.They went on with their (I guess) original plan of using the already tested AoS rules for 40k. I really wanted a completely new system but to be realistic no one expected this of them and they said that "Ze game will remain Ze same. Ze game will remain Ze same" ( dnd joke  ) so I guess I have no right to complain...
2. Vehicles interact with infantry on basically the same level. This is really my main gripe with the rules. It is easily fixable by adding some minor addendums though.
Other than these two I think it is an ok playing experience. I give it 6/10 which Is not bad at all.
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Post by: Lance845
Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
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Post by: Selym
Lance845 wrote:Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!
GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.
Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!
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Post by: SilverAlien
Selym wrote: Lance845 wrote:Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!
GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.
Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!
I do see some logic behind not allowing multiple usages of some powers in the same turn. Something like warp speed or whatever it's called from chaos+deepstriking could get absurd for example. Honestly, a lot of the problem would go away if most armies had access to more than three powers. Would no duplicate powers even be an issue if each army had, in addition to their unique lore, access to the 6 generic power sets like 7th edition. Even if those power sets also had a mere three abilities, it'd still help a ton.
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Post by: Selym
Nah, I think that would just exacerbate the issue. Way more ways to exploit wording issues and combine things of Op af combos. Tailored psychic lists for each army makes more sense to me, especially if we're keeping things in boxes and not EVAR letting them touch, like with the keyword system.
Making closed-circuit rulesets is handy if you want your tweaking to only affect one or two things, rather than the whole game.
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Post by: Grizzyzz
Hmm. I think the core mechanics of the game are fine. Simple is fine, there is still a ton of tactical play you can get out of it, and the simplicity keeps arguments to a minimum. My first 2k game in 8th while looking up rules and reading dataslates took a little over 2 hours. I rarely finished an 1850 game of 7th in 2.5.
GW said the game would be easier for new people to join. Check that box, 100% complete.
For the rest of us veteran neckbeards, I think the larger issue is just the fact we have been so used to such a bloated and complicated system, that we see this simplicity as a negative.
The core rules already have "advanced rules" for additional expansion. It would not surprise me if down the road many more "DLC's" came out.
That all said. I would rate the game 7/10 out of the gate.
My only wish.. in a a future release would be some bonus for flanking units. Making maneuvers more important. For example in 7th, you had an advantage on vehicles by hitting rear or side armor. Perhaps something as simple as, Units targeting enemy models with the VEHICLE or MONSTER keyword receive +1 to their wound roll when flanking.
Maybe that would be too strong? I am unsure. But vehicles are extremely tough right now, and we can see that in some of the lists people are posting. AT weapons do a lot of damage, but with such low ROF + vehicle saves, they really don't do much more damage than higher ROF and lower S/ap weapons. Automatically Appended Next Post: An additional rule addition could be modifying the SvT table. Something more similar to 7th but keepign the 6+ cap.
Shurikan cannon vs Shurikan catapult
3 shots S6 -> T4: 3+, T5: 3+, T6: 4+, T7: 5+
vs
4 shots s4 -> T4: 4+, T5: 5+, T6: 5+, T7: 5+
It seems ok at first, but then we hit T7 and all of a sudden this less powerful weapon becomes better simply because it has a higher ROF.
something better IMO would be..
4 shots s4 -> T4: 4+, T5: 5+, T6: 6+, T7: 6+
This atleast keeps lower strength weapons in check. And removes some of those weird nuances as seen above.
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Post by: Selym
It's less powerful by two points - you're looking at the Twin-Shuricat, not the normal Shuricat. It also has 1/3rd the range. Seems a fair tradeoff, and in line with the fluff (there's only so much monofilament metal blades can do).
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Post by: MagicJuggler
SilverAlien wrote: Selym wrote: Lance845 wrote:Stroggified wrote:I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!
GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.
Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!
I do see some logic behind not allowing multiple usages of some powers in the same turn. Something like warp speed or whatever it's called from chaos+deepstriking could get absurd for example. Honestly, a lot of the problem would go away if most armies had access to more than three powers. Would no duplicate powers even be an issue if each army had, in addition to their unique lore, access to the 6 generic power sets like 7th edition. Even if those power sets also had a mere three abilities, it'd still help a ton.
Gee, if only GW could take a hint from 3.5 or other games that have a system that states that in case you are the target of multiple buffs/maluses, only the highest one applies...
...as for Psykers in general, I've found the real issue with them is they're very binary, especially considering how powerful some of the 7e powers were. With something like Scatbikes or a Missileside, you could shoot a target and predict an "average" amount of casualties, give or take a few standard deviations. Psyker powers had more flat distributions as a whole and wider variance. You could throw 5 Warp Charge at a Summon and have a 50-50 chance of it going off. On the defender's side, say the attacking Psyker rolled 5 successes to manifest; 2 successes is the same as 0 successes. That defending player now needa to roll 5 sixes to deny: 4 sixes is functionally the same as rolling 0 sixes.
It's like this to a lesser extent in 8th, with powers being all-or-nothing oncemore, and the higher-power smite results also being that harder 5o deny. If a caster rolls a 10 to manifest Smite, rolling a 9 is the same as rolling a 2.
In my earlier "rewrite 40k" homebrew, I went with the 7e Warp Charge system, with a few tweaks:
-Psykers got more Warp Charge (at first I was thinking 2xML, but 1+ ML seems more sane) but couldn't pool it.
-Perils was on double 1s. Psykers could "push", giving an additional "free" die to cast a power, but suffered Perils if it matched any of the non-push dice. (So 1 WC + 1 Push = Perils on any double).
-Rather than having a "floor" value of minimum successes required, every power needed only 1 WC to go off...but the powers started very weak. Additional successes (to a max of 4) would increase the overall effect of the power. So while Scouring Flame on 1 success was S5 AP4, it was S8 AP 1 on 4 successes.
-Likewise, rather than being "match successes", each success on Deny the Witch would subtract a success from the manifestation result. Even if you couldn't fully stop a power from going off, you could blunt the worst of its effects.
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Post by: Selym
Not quite sequential to the ongoing conversation, but if balance with the current psykers looks like an issue, one should note the potentially incredibly destructive effect of Perils this edition - it's an actual goddamn hole in reality that the psyker spawns now. Battle Primer wrote: If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.
52223
Post by: notredameguy10
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
99288
Post by: DarkBlack
notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
111832
Post by: Hollow
notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
104869
Post by: Legio_xx
Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
This guys speaks the truth I ran Guard vs Tau and ion blasters, Long strike rapid fire warriors and drones shot the hell outta me. His riptide threw lots of dice at me as well. it was like both us just grabbing piles of dice and throwing them at each other. we had to end the game turn three my turn but I think I could have pulled through... maybe
52223
Post by: notredameguy10
DarkBlack wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
And yet SM, Necrons, and even Elder are still in a very good place compared to Tau Automatically Appended Next Post: Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.
61618
Post by: Desubot
People still hung up on 7th lists and concepts.
lol
not disappointed at the rules them selves.
just some of the sloppy execution.
Tiger shark cant shoot its own macro weapon lol. though faq is supposed to come along.
otherwise im fine with this edition being the Infantry edition.
big things are expensive but tougher but not necessarily killy.
52223
Post by: notredameguy10
Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.
Signature battle systems are completely gone so idk what you are talking about
Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)
61618
Post by: Desubot
notredameguy10 wrote: Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.
Signature battle systems are completely gone so idk what you are talking about
Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)
Rerolling of 1s is a Character level bonus. this is how it is for EVERYONE. but you get to use it without being near characters and multiple squads can use it. its easy to get but you can choose to go ham on one unit that you really need dead by removing penltys and cover and possibly an additional BS boost.
suits also dont instantly die and can take quite a beating for a long time.
111961
Post by: Inquisitor Lord Katherine
notredameguy10 wrote: DarkBlack wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
And yet SM, Necrons, and even Elder are still in a very good place compared to Tau
Automatically Appended Next Post:
Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.
Not necessarily.
Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.
The same goes for the Tau. Anime mechas aren't all that they are.
Also, suits most definitely still can take support systems. The list is on page 49, and on 137.
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Post by: Selym
Inquisitor Lord Katherine wrote:
Not necessarily.
Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.
The same goes for the Tau. Anime mechas aren't all that they are.
For a good deal of their life, Tau were in fluff actually opposed to the idea of humongous mecha, and couldn't understand why the Imperium insisted on using machines the size of skyscrapers, while the Tau focused on mobile warfare.
61618
Post by: Desubot
Selym wrote: Inquisitor Lord Katherine wrote:
Not necessarily.
Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.
The same goes for the Tau. Anime mechas aren't all that they are.
For a good deal of their life, Tau were in fluff actually opposed to the idea of humongous mecha, and couldn't understand why the Imperium insisted on using machines the size of skyscrapers, while the Tau focused on mobile warfare.
They also really really really valued the lives of their own fish people and so would use drones and stuff to minimize their losses.
lo and behold drones are amazing
52223
Post by: notredameguy10
Inquisitor Lord Katherine wrote:notredameguy10 wrote: DarkBlack wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
And yet SM, Necrons, and even Elder are still in a very good place compared to Tau
Automatically Appended Next Post:
Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.
Not necessarily.
Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.
The same goes for the Tau. Anime mechas aren't all that they are.
Also, suits most definitely still can take support systems. The list is on page 49, and on 137.
Support systems are different than signature systems (which commanders could take). And they got rid of most vehicle upgrades as well. Automatically Appended Next Post: Desubot wrote:notredameguy10 wrote: Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.
Signature battle systems are completely gone so idk what you are talking about
Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)
Rerolling of 1s is a Character level bonus. this is how it is for EVERYONE. but you get to use it without being near characters and multiple squads can use it. its easy to get but you can choose to go ham on one unit that you really need dead by removing penltys and cover and possibly an additional BS boost.
suits also dont instantly die and can take quite a beating for a long time.
Character bonus is much better than ML. A character with that ability can stay behind troops and basically survive all game. Pathfinders/marker drones are going to be killed turn 1.
110703
Post by: Galas
notredameguy10 wrote: DarkBlack wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
And yet SM, Necrons, and even Elder are still in a very good place compared to Tau
Automatically Appended Next Post:
Hollow wrote:notredameguy10 wrote:Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)
T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.
Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.
Since WHEN? Tau has always been about Firewarrior teams supported by tanks, with alien auxiliares, a ton of drones and supported by Suits.
The Suits spam armies are just a thing of 6th and 7th edition. Don't make a bigger flush of the change in the Tau meta for 8th that it really is. Recurring to a just false "fluff" and "Playstile of the army"
Tau have more than one playstile. Just like Dark Angels can be Deathwing, Ravenwing or Greenwing and still be all Death Angels.
61618
Post by: Desubot
notredameguy10 wrote: Support systems are different than signature systems (which commanders could take). And they got rid of most vehicle upgrades as well. Everyone lost relics (effectively signature systems) AND everyone also lost a lot of their vehicle upgrades (dozer blades do nothing no search lights) edit: DAMNIT i screwd up that quote. rerolls of 1s is a captain level ability with the only next best thing being reroll ALL to hit rolls being a Chapter master level thing which is incredably hard to get and limited they also ONLY effect units within a short distance of them making them very stationary Marker lights while being shootable can also be spread way out across the table one multiple units while also being 36" which is a good chunk of the board. ever two marker lights is a captain on a single unit.
111961
Post by: Inquisitor Lord Katherine
notredameguy10 wrote:
Support systems are different than signature systems (which commanders could take). And they got rid of most vehicle upgrades as well.
Character bonus is much better than ML. A character with that ability can stay behind troops and basically survive all game. Pathfinders/marker drones are going to be killed turn 1.
Ah, yes, those things. Every army lost those things. I, unfortunately can't have the Mantle of Ophelia anymore, so we're all in that boat.
Also, not all characters give re-roll 1's. Some give +1 BS, or other bonuses, and for the Imperial Guard, they just give orders.
Also, in case you missed it, Master of War: Kauyon gives re-rolls if you remained stationary, once per game. Storm of Fire re-rolls 1's if you remain static, and Longstrike gives all nearby Hammerheads +1 BS.
91308
Post by: 3 crazy meatballs
I had high hopes for chaos space marines in 8th, but found their list lacking in a lot of areas....everything SM get is cheaper in power level then the chaos equivalent. Their wargear list is more stripped down then before (no daemon weapons but SM still get relic blades?) Marks of chaos don't do anything. The death Guard army list has very limited options on what you can take- no forgefiends, etc..., chaos lords with a chosen mark don't unlock cult troops like they used to. Their whole list is very underwhelming.
95410
Post by: ERJAK
Altruizine wrote: Selym wrote:Shinzra wrote:But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Are you sure you played 7th? Whole thing was a gakshow.
The effects of the USR's is unchanged, they are incorporated into each unit, thus saving having to constantly flick through 2+ books.
If granulation is what you're after, codexes are in the future.
8th is not rushed, not by a long way. 6e was an utter hackjob, and every book released between then and just before 8e has been increasingly hacky, money-grabbing and rushed. That we don't have an obvious auto-lose army is self-evidently proof that GW put more thought into this ruleset than any release since 6e.
The ruleset is a nearly note-for-note port of AoS. That means it probably took less thought than any edition, because most of the work was done, and all that was required was tugging, tweaking, and carving out places for things that didn't exist in AoS (like transports).
Seems like you somehow managed to know even less about AoS than you apparently do about 40k.
AoS does have transports.
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Post by: ZebioLizard2
Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.
I.. Look at this and wonder if people actually ever read Tau fluff or just played the FOTM army and stuck with it.
111832
Post by: Hollow
^ Definitely the latter.
87092
Post by: Sim-Life
A bit. My games so far have been a bit dull.
I think my issue is that my main opponents are Guard and Tau so every game for me (Tyranids) is "run forward and engage as fast as possible and hope to not be shot off the table" so I'm willing to give 8th the benefit of the doubt.
If nothing else my opponents enjoy rolling loads of dice and killing my stuff with little effort until the 5 genestealers and a couple of monsters reach their lines at which point they become the bored ones and I get to roll loads of dice and kill their stuff with little effort. I'll need to get one of my other armies on the board and see how it goes.
99288
Post by: DarkBlack
I seeing a lot of "8th sucks because my army isn't awesome". Do you really not realise how short sighted and selfish that is?
Beyond choosing and army that matches you play style, which army you choose should not give you an advantage. The ideal is that all armies are equally powerful. That means you need skill to win more than half your games and your army should hold it's own and give close games vs similarly skilled opponents. If you expect your army to wreck face and roll over the enemy every game then you are asking for the game to be unbalanced.
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Post by: Melissia
DarkBlack wrote:Beyond choosing and army that matches you play style, which army you choose should not give you an advantage. The ideal is that all armies are equally powerful.
Unfortunately, they aren't all equal, and which army you chose does give you an advantage.
99288
Post by: DarkBlack
Melissia wrote: DarkBlack wrote:Beyond choosing and army that matches you play style, which army you choose should not give you an advantage. The ideal is that all armies are equally powerful.
Unfortunately, they aren't all equal, and which army you chose does give you an advantage.
Knowing GW, you're probably right. The quality of the edition still shouldn't be measured by the effectiveness of your army though.
What I will say I'm (still) disappointed with is that GW's rules (though better this time) are still poorly written.
75003
Post by: overlord inspiron
Flamers and fliers
Being able to fail plasma gets hot on a 6 assuming modifiers are there
Reanimation protocols
Vaugness about certain rules such as fly and assault
And similarities to age of sigmar because if I wanted sigmar I would play sigmar
Character limit not being shot at because they are out of the 12" bubble but there is a closer unit that is out of Los
And 8 pages of rules shouldn't be a selling point
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