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Post by: Quickjager
So NOVA has happened and let us see how insane Quickjager is for declaring Conscripts op.... What was the #1 list? Battalion Detachment HQ - Creed, 2x Primaris Psyker Elite - 2x Commissar, 2x Astropath Troop - 3x 40 Conscripts Heavy Support - 3x 3 Mortar HWT Transport - 5x Taurox Prime w/Gatling Cannon, Hotshot Volleyguns, and Heavy Stubbers (I didn't even know they had Heavy Stubbers) Elite (Vanguard) detachment HQ - 2x Elysian Co. Commander Elite - 2x 3-pair Elysian Sniper Squad Elite - 2x Elysian Command Squad (4 plasma guns) Elite - 2x Elysian Infantry Squad Fast Attack - 1x 5 Seraphim Heavy Support - 2x 3 Mortar HWT Supreme Command Detachment HQ - Celestine HQ - 4x Primaris Psyker Elite - 1x Astropath Hmmmm  looks like conscripts are pretty good right? Obviously they don't do heavy lifting, but their sheer MASS is simply too much for such a small point cost.
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Post by: Eldarain
I'm with you on them being overly effective. That list pretty much reads as "adjust balance here" almost top to bottom. The Taurox Prime is insane dakka for it's points.
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Post by: Arachnofiend
I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
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Post by: Audustum
Notice the 4 Primaris Psykers too. Full powered Smite is really powerful.
Not that Grey Knights would know.
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Post by: ZergSmasher
Audustum wrote:Notice the 4 Primaris Psykers too. Full powered Smite is really powerful.
Not that Grey Knights would know.
Full powered Smite is the reason why a lot of the Chaos lists these days take as many Malefic Lords as possible. Those guys are broken as hell.
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Post by: Commissar Benny
Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
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Post by: Arkaine
Bodies are nice.
Free orders that act like Stratagems that require no point cost against lists that either cannot or will not run snipers is even better.
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Post by: Marmatag
Can you share a link to these results? And it wouldn't surprise me if this list took first place. It's a "greatest hits" of cheese in 8th.
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Post by: sossen
The #3 list also had 120 conscripts.
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Post by: nekooni
Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Well if the nerfs were "across the board" I'd be pissed. It's conscripts and MT things that need nerfs, that's it from what I can tell. Quite a few things actually should be buffed, e.g Leman Russ (especially the Vanquisher).
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Post by: Blackie
The problem with these overpowered lists is not the amount of conscripts, is the possiblity to mix the most effective imperium stuff.
SoB stuff should be allowed only in Sob armies with inquisition allies at most.
AM + SoB + Primaris Psykers should be an illegal built.
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Post by: FarseerReborn
Is there a link to the results?
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Post by: Bobthehero
nekooni wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Well if the nerfs were "across the board" I'd be pissed. It's conscripts and MT things that need nerfs, that's it from what I can tell. Quite a few things actually should be buffed, e.g Leman Russ (especially the Vanquisher).
MT's aren't even on that winning list, they were bumped off by Elysians.
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Post by: Purifier
Quickjager wrote:So NOVA has happened and let us see how insane Quickjager is for declaring Conscripts op...
Uh, I don't get it, are you trying to say everyone has been against you in this? Basically everyone has been calling conscripts op since the first index leaks...
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Post by: Freddy Kruger
Limit conscript squads to a Max of 30.
Even if you Max them, it's 180 models rather than 300. Also, smaller squad size = more careful deployment and extra buff troops needed (because keeping 4+ 30 man squads within 6" of a commissar or commander is hard work.)
Taroux prime needs a base point increase. Silly amounts of firepower for points.
Scions need a small points increase to avoid spam. 2 PPM sounds like a decent start.
Plasma as a weapon choice needs to be 10 points. It's the most effective all rounder yet the same points as a Flamer? Lolwut?
Just my 2 pence...
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Post by: zerosignal
Yeah, the problem with scions seems to be plasma weaponry. An appropriate points bump would be useful.
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Post by: NL_Cirrus
Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Probably "just another day at the office" I have only been playing since 5th but it seems like every time IG get a new codex it is full of nerfs, GW only seems to ever buff IG by mistake.
Arkaine wrote:Bodies are nice.
Free orders that act like Stratagems that require no point cost against lists that either cannot or will not run snipers is even better.
I am not 100% sure what your trying to say here, but it reads like you think orders are free and are analogous to stratagems? In either case orders are not the problem for two reasons, first if they were OP then all guard infantry would be OP, and second orders are very similar to the buff auras that every army has, they just trade affecting everyone in range to at most two units in range for increased versatility and a loss of the ability to stack.
Honestly in my opinion, the best way to balance conscripts would be to bring back weapons that are actually good at killing them and not good at killing elite infantry, though I am not sure that is possible in the eighth edition rule set.
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Post by: FrozenDwarf
Maxing the amount of conscripts to 20 per unit and change the summary execution to NOT work on conscripts would be mutch better then giving them a point increase.
Iike it has been said, if conscripts goes up in points, regular guard has to allso and they cant as they are in the perfect spot right now.
as for scions and taurox, deffo increase the point cost so that some of the other stuff can actualy be used when they get a point cost reduction.
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Post by: Purifier
FrozenDwarf wrote:Maxing the amount of conscripts to 20 per unit and change the summary execution to NOT work on conscripts would be mutch better then giving them a point increase.
Iike it has been said, if conscripts goes up in points, regular guard has to allso and they cant as they are in the perfect spot right now.
as for scions and taurox, deffo increase the point cost so that some of the other stuff can actualy be used when they get a point cost reduction.
Honestly, just removing summary execution would do the job. Without it they would crumple under small arms fire, as they should.
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Post by: the_scotsman
Commissar Benny wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
Why can't conscripts be the same points cost of regular guardsmen? I mean, it's a lame fix, I'd much prefer a more creative nerf like limited benefit from commissars (something like a "Mad rout" roll where the commissar can only stop up to X casualties from morale and above that point the conscripts run away en masse anyway)or limited access to orders (roll vs Leadership to take an order). But as it is currently, they should be the same price. Or more. The ability to take so many of them is a huge benefit.
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Post by: Xenomancers
"Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem."
IMO that what needs to happen. a 5+ save wound with a rapid fire weapon is a lot better than what gaurd are paying for it. Really Gaurd are underpaying by 10%-30% on practically every unit in the index.
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Post by: Purifier
Xenomancers wrote:"Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem."
IMO that what needs to happen. a 5+ save wound with a rapid fire weapon is a lot better than what gaurd are paying for it. Really Gaurd are underpaying by 10%-30% on practically every unit in the index.
With the way Conscripts are so powerful is anyone even using normal Guardsmen anymore anyway? I mean we don't really know if a Guardsman is overpowered because no one is using them as the Conscripts are better. Conscripts need to fill a different niche instead of just "doing the Guardsmen's job a little cheaper." Otherwise it's a no-brainer. Guardsmen aren't better enough that they're worth the price over conscripts. They're effectively just conscripts with a little better stats, which isn't worth the price hike.
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Post by: Commissar Benny
Xenomancers wrote:"Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem."
IMO that what needs to happen. a 5+ save wound with a rapid fire weapon is a lot better than what gaurd are paying for it. Really Gaurd are underpaying by 10%-30% on practically every unit in the index.
The decreased point cost of conscripts/guardsmen came at a cost. We lost our platoons. So we can no longer combine squads. That is actually a pretty big deal. I'd much rather they just give us our platoons back, it would solve 99% of the complaints regarding conscripts. Previously you could only take conscripts if you fielded an infantry platoon. Creating this tax would effectively increase the cost of conscripts while not increasing their point cost. They have been 3ppm for many years now. It is only now that they are not locked behind the platoon prerequisite that people are having issues with them.
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Post by: Purifier
Commissar Benny wrote:It is only now that they are not locked behind the platoon prerequisite that people are having issues with them.
Well, more importantly now that they can't break and can abuse the new way commissars work to a ridiculous degree. Honestly, if commissars couldn't enforce order in the unit at a cost of 3 points, they wouldn't at all be the problem they are. He's doing the same thing 2CP would for 3 points.
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Post by: ross-128
Commissars have always had Summary Execution though. Just before it stopped the whole squad from running off the table instead of a handful of extra models.
There was one edition where commissars were upgrades to infantry squads instead of ICs, but in that edition priests granted Fearless so there was functionally no difference (except the priest didn't blam a model to do it).
There are only three things that have changed about conscripts:
1: they were pulled out of platoons
2: a 5+ save got a little harder to remove
3: they gained the ability to hurt T6+
Of those, two apply to every other infantry model in the game. Other than that they're the same as they've always been.
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Post by: Purifier
ross-128 wrote:Commissars have always had Summary Execution though. Just before it stopped the whole squad from running off the table instead of a handful of extra models.
There was one edition where commissars were upgrades to infantry squads instead of ICs, but in that edition priests granted Fearless so there was functionally no difference (except the priest didn't blam a model to do it).
There are only three things that have changed about conscripts:
1: they were pulled out of platoons
2: a 5+ save got a little harder to remove
3: they gained the ability to hurt T6+
Of those, two apply to every other infantry model in the game. Other than that they're the same as they've always been.
You realise that the game is completely different, right? Many many things that used to be able to wipe squads are now dealing multiple damage instead. Wiping squads is slightly harder and is mitigated with morale allowing you to wipe larger squads. Commissars are stopping that. End result is that even if the conscriots had the exact same of everything, they are now better. You can't just compare their stats in the old game to their stats in the new.
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Post by: NenkotaMoon
So take away Summary Execution and reducing them to 20 per unit, wtf is their purpose?
BTW, the list was full of cheese to begin with, it ain't just conscripts.
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Post by: AaronWilson
I mean.. one change which is pretty big is the the way concscripts hurt EVERYTHING now? Yeah it's bad odds on most things but chucking large amount of dice can produce funky results.
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Post by: Gamgee
Anyone who doesn't think conscripts are OP like Gulliman needs their 40k competitive license torn up.
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Post by: Unit1126PLL
I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
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Post by: Purifier
Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
Or Summary Execution kills one guy and gives the unit Ld10 for the morale check. I think casualties should scale with losses, and just giving a different number to the execution doesn't do that. It just makes a random number of guys die. Could have lost 20 and only lose one on morale, or could have lost 3 and lose 6 on morale. A more linear change feels more sensible to me.
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Post by: ross-128
Purifier wrote: ross-128 wrote:Commissars have always had Summary Execution though. Just before it stopped the whole squad from running off the table instead of a handful of extra models.
There was one edition where commissars were upgrades to infantry squads instead of ICs, but in that edition priests granted Fearless so there was functionally no difference (except the priest didn't blam a model to do it).
There are only three things that have changed about conscripts:
1: they were pulled out of platoons
2: a 5+ save got a little harder to remove
3: they gained the ability to hurt T6+
Of those, two apply to every other infantry model in the game. Other than that they're the same as they've always been.
You realise that the game is completely different, right? Many many things that used to be able to wipe squads are now dealing multiple damage instead. Wiping squads is slightly harder and is mitigated with morale allowing you to wipe larger squads. Commissars are stopping that. End result is that even if the conscriots had the exact same of everything, they are now better. You can't just compare their stats in the old game to their stats in the new.
In previous editions, one morale check would basically delete an entire conscript squad if they were unsupported. With their LD they would break and never rally. Commissars (or priests, in 5th) have always been what prevented that. The reason this never happened is nobody ever deployed an unsupported conscript squad.
So commissars aren't doing anything new. Making conscripts unsupportable would break them the other way because they were never designed to function without support.
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Post by: SilverAlien
Conscripts at 4 ppm and normal guard infantry at 5ppm are still as good or better than what most armies have access to.
Conscripts would trade damage for staying power compared to cultists and beat termagaunts in both staying power and firepower.
It's just a bit silly we've had people try to argue conscripts are doing their screening job properly right now, rather than being obviously too good at it.
Edit: for everyone claiming that commissars aren't doing anything new, you are right they aren't. They are doing what they always have in an edition where almost every army has had there morale rules weakened, nerfed, or occasionally removed. That's kinda an issue.
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Post by: Unit1126PLL
SilverAlien wrote:Conscripts at 4 ppm and normal guard infantry at 5ppm are still as good or better than what most armies have access to.
Conscripts would trade damage for staying power compared to cultists and beat termagaunts in both staying power and firepower.
It's just a bit silly we've had people try to argue conscripts are doing their screening job properly right now, rather than being obviously too good at it.
Edit: for everyone claiming that commissars aren't doing anything new, you are right they aren't. They are doing what they always have in an edition where almost every army has had there morale rules weakened, nerfed, or occasionally removed. That's kinda an issue.
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
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Post by: Purifier
ross-128 wrote: Purifier wrote: ross-128 wrote:Commissars have always had Summary Execution though. Just before it stopped the whole squad from running off the table instead of a handful of extra models.
There was one edition where commissars were upgrades to infantry squads instead of ICs, but in that edition priests granted Fearless so there was functionally no difference (except the priest didn't blam a model to do it).
There are only three things that have changed about conscripts:
1: they were pulled out of platoons
2: a 5+ save got a little harder to remove
3: they gained the ability to hurt T6+
Of those, two apply to every other infantry model in the game. Other than that they're the same as they've always been.
You realise that the game is completely different, right? Many many things that used to be able to wipe squads are now dealing multiple damage instead. Wiping squads is slightly harder and is mitigated with morale allowing you to wipe larger squads. Commissars are stopping that. End result is that even if the conscriots had the exact same of everything, they are now better. You can't just compare their stats in the old game to their stats in the new.
In previous editions, one morale check would basically delete an entire conscript squad if they were unsupported. With their LD they would break and never rally. Commissars (or priests, in 5th) have always been what prevented that. The reason this never happened is nobody ever deployed an unsupported conscript squad.
So commissars aren't doing anything new. Making conscripts unsupportable would break them the other way because they were never designed to function without support.
No, but you were able to kill the squad more easily with mass template weapons among other things. So you didn't need to make them run. You do need to make them run now, because doing things that used to do 2D6 wounds now do 2D6 damage, which kills one conscript.
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Post by: Unit1126PLL
SilverAlien wrote:Conscripts at 4 ppm and normal guard infantry at 5ppm are still as good or better than what most armies have access to.
Conscripts would trade damage for staying power compared to cultists and beat termagaunts in both staying power and firepower.
It's just a bit silly we've had people try to argue conscripts are doing their screening job properly right now, rather than being obviously too good at it.
Edit: for everyone claiming that commissars aren't doing anything new, you are right they aren't. They are doing what they always have in an edition where almost every army has had there morale rules weakened, nerfed, or occasionally removed. That's kinda an issue.
Every army except Tyranids or Orks.
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Post by: NenkotaMoon
Unit1126PLL wrote:SilverAlien wrote:Conscripts at 4 ppm and normal guard infantry at 5ppm are still as good or better than what most armies have access to.
Conscripts would trade damage for staying power compared to cultists and beat termagaunts in both staying power and firepower.
It's just a bit silly we've had people try to argue conscripts are doing their screening job properly right now, rather than being obviously too good at it.
Edit: for everyone claiming that commissars aren't doing anything new, you are right they aren't. They are doing what they always have in an edition where almost every army has had there morale rules weakened, nerfed, or occasionally removed. That's kinda an issue.
Every army except Tyranids or Orks.
5 Man Space Marine Squads also rather immune to morale. Necrons seem to have it good to.
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Post by: Kaiyanwang
Freddy Kruger wrote:
Scions need a small points increase to avoid spam. 2 PPM sounds like a decent start.
They need to pay more for the weapons because of BS 3+. The problem is not the scion, is the cheap plasma.
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Post by: SilverAlien
Orks amusingly got their morale back after not having it, and they aren't particularly tough models for their price. Ditto with tyranids, pricier HQs and more fragile units. Ork boyz are ballpark same durability yet cost twice as much while termagaunts are a point more for less durability.
They are actually balanced for lack of morale casualties by being exceptionally flimsy.
I'm also going to ignore that someone just said morale rules aren't an issue for necrons right now, because it's too early for me to be able to form a civil response to such an utterly ignorant statement.
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Post by: Kaiyanwang
Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
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Post by: SideshowLucifer
As stated many times, if conscripts were not eligible for the moral abilities of the commissars, they would be completely manageable.
I'd even go so far as doubling the amount of casualties suffered from failed moral on them to represent their undisciplined nature.
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Post by: SilverAlien
Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
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Post by: Mezmorki
FrozenDwarf wrote:Maxing the amount of conscripts to 20 per unit and change the summary execution to NOT work on conscripts would be mutch better then giving them a point increase.
Iike it has been said, if conscripts goes up in points, regular guard has to allso and they cant as they are in the perfect spot right now.
as for scions and taurox, deffo increase the point cost so that some of the other stuff can actualy be used when they get a point cost reduction.
As someone that is getting back into the game from 4th edition - I find this sort of min-maxing across codex's really unappealing - and it has got to make it practically impossible to balance, especially for Imperial forces. But even the eldar lists with a combination of craftworld and dark eldar just seems .... wrong.
For casual play, it's obviously up to whatever players agree with. But for matched play I feel like you should only be able to utilize one codex (along with any units specifically called out that can be taken from other lists of course).
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Post by: Kaiyanwang
SilverAlien wrote:
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
If you mean infantry only, I COULD see - in this case I took the quote out of its context. But as stated, is not that simple. In case of the scions, is the weapon cost that is too low for BS3+. Unless you want them to cost as much as marines for way less S, T and whatnot.
Concerning vehicles, you should tell me instead how a Russ or a Chimera are undercosted. Automatically Appended Next Post: SideshowLucifer wrote:As stated many times, if conscripts were not eligible for the moral abilities of the commissars, they would be completely manageable.
So what's the point of taking them?
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Post by: GhostRecon
Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
This.
Pretty much every discussion about Conscripts breaks down into two separate (but often intermingled) arguments between:
- People who want to balance Conscripts but can't decide which specific aspect to nerf, and so they argue whether to nerf Orders or their synergy with Commissars.
- People who want to nerf Conscripts to the point they never see the unit on the table ever again, and so they argue with people who want to see the unit balanced but remain actually fieldable.
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Post by: vipoid
GhostRecon wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
This.
Pretty much every discussion about Conscripts breaks down into two separate (but often intermingled) arguments between:
- People who want to balance Conscripts but can't decide which specific aspect to nerf, and so they argue whether to nerf Orders or their synergy with Commissars.
- People who want to nerf Conscripts to the point they never see the unit on the table ever again, and so they argue with people who want to see the unit balanced but remain actually fieldable.
This.
Also, don't forget the people who want to nerf the entire IG codex for the sheer hell of it.
Anyway, regarding Conscripts, I have a few suggestions for possible nerfs:
- Reduce squad size.
- Prevent them from receiving Orders.
- Make Commissars reduce Ld casualties to 1d6 instead of 1.
- Make them a non- FoC choice. Instead of being troops, you can take one unit of Conscripts for every 2 Infantry Squads you take (the Conscripts don't take up a FoC space). This would make them less efficient, would prevent them being taken to fulfil min troop choices in a Battalion/Brigade and means that they can't get Objective Secured.
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Post by: Arbitrator
vipoid wrote:GhostRecon wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine." I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders. What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness." Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability. But more than 1 of those nerfs at a time is ridiculous imo. This. Pretty much every discussion about Conscripts breaks down into two separate (but often intermingled) arguments between: - People who want to balance Conscripts but can't decide which specific aspect to nerf, and so they argue whether to nerf Orders or their synergy with Commissars. - People who want to nerf Conscripts to the point they never see the unit on the table ever again, and so they argue with people who want to see the unit balanced but remain actually fieldable. This. Also, don't forget the people who want to nerf the entire IG codex for the sheer hell of it.
Yeah, but that's always been the case when an army is powerful. It's almost always diehard loyalist Space Marine players who kick and scream at the audacity of any other army being powerful. Apparently CSMs still need to pay for 3.5 being so powerful, as I'm sure we'll never hear the end of whining about Eldar, Tau and now Imperial Guard for another ten years or so because they had their moment in the sun over (loyal) power armour. There's something about them not being able to receive Orders that just feels... off to me. Like, the image of them being gibbering morons who can't understand the concept of pouring fire onto a specific target seems pretty silly to me. I like the idea of a special rule where Conscripts - and only Conscripts - need to have 1d3-6 rolled for Summary Execution, rather than the single model. Perhaps it could also scale down as the unit gets weaker (20+ models you roll a 1d6, -19 you roll a 1d3, -10 you just remove the one as normal, etc). It doesn't make Commissars useless, but it makes the blobs more manageable if you manage to whittle them down. I get the feeling Games Workshop, in their infinite inability to diagnose a problem, will just nerf the entire codex across the board in a typical swing and miss though. Or at least Commissars will be nerfed into uselessness and Priests take back over.
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Post by: Pancakey
Bringing back templates would solve the issue.
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Post by: Polonius
I think the most elegant solution for Conscripts, which doesn't required modifying any other rules, would be to cap them at 20 men per squad.
That allows them to do classic conscript things reasonably well, and in squadrons they can all enjoy a single Commissar's buff, but they lose a lot of efficiency on orders, and it becomes easier to kill a specific squad.
It also eliminates the fairly silly spectacle of huge conscript mobs.
90435
Post by: Slayer-Fan123
SilverAlien wrote:Conscripts at 4 ppm and normal guard infantry at 5ppm are still as good or better than what most armies have access to.
Conscripts would trade damage for staying power compared to cultists and beat termagaunts in both staying power and firepower.
It's just a bit silly we've had people try to argue conscripts are doing their screening job properly right now, rather than being obviously too good at it.
Edit: for everyone claiming that commissars aren't doing anything new, you are right they aren't. They are doing what they always have in an edition where almost every army has had there morale rules weakened, nerfed, or occasionally removed. That's kinda an issue.
Don't forget that Orders are automatic now.
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Post by: Purifier
Arbitrator wrote:It's almost always diehard loyalist Space Marine players who kick and scream at the audacity of any other army being powerful.
Could you quote that in this thread? Because the only one I can find here that says everything should get points cost increases is Unit, and he's first of all doing it with the caveat that it depends on everything getting good abilities, and second of all he's an AM player.
What is it with so many posts on this forum being about what babies the people that play X faction is? I see pissing and moaning from every single faction. I can't even begin to understand the bias you must view the world with to completely ignore every other whiner, while honing in on SM players.
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Post by: vipoid
I don't think I've seen it in this thread (yet  ), but in one of the other Conscript threads there was at least one SM player who basically said that IG should only exist to serve as a whipping-boy for Marine armies.
To be clear, I'm not saying that all (or even most) SM players are like this - just that it does happen.
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Post by: Arkaine
I shot a 400-pt blob of Noise Marines at conscripts with Prescience, the most shooty unit in all of Chaos, all featuring sonic blasters for triple shots that ignore cover.
Killed half the squad. Next turn killed the other half. Had morale been a thing, the entire squad would have died turn 1.
Those conscripts only cost half the points of my Noise Marines.
It's kind of a problem when objective secured guys can outlast any form of shooting your army can muster point for point. The only unit that can outkill Noise Marines are the Khorne Berzerkers and that's only in close combat with plenty of opportunity to shoot them off the board.
Drowned in bodies is the Imperial Guard thing and it's presently much too effective since in the few turns the game lasts you won't even kill all the conscripts, much less the rest of his tanks and artillery, the stuff that actually threatens your forces. If you fail to kill the conscripts, they just park on objectives and win by Da Rulez.
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Post by: Unit1126PLL
Arkaine wrote:I shot a 400-pt blob of Noise Marines at conscripts with Prescience, the most shooty unit in all of Chaos, all featuring sonic blasters for triple shots that ignore cover. Killed half the squad. Next turn killed the other half. Had morale been a thing, the entire squad would have died turn 1. Those conscripts only cost half the points of my Noise Marines. It's kind of a problem when objective secured guys can outlast any form of shooting your army can muster point for point. The only unit that can outkill Noise Marines are the Khorne Berzerkers and that's only in close combat with plenty of opportunity to shoot them off the board. Drowned in bodies is the Imperial Guard thing and it's presently much too effective since in the few turns the game lasts you won't even kill all the conscripts, much less the rest of his tanks and artillery, the stuff that actually threatens your forces. If you fail to kill the conscripts, they just park on objectives and win by Da Rulez. See I hear about stuff like this, and I wonder why people think it is bad. Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is a dedicated AT-unit in AM, why can't it one-shot a Rhino off the board? Yes, things can still have roles within an army (anti-infantry, anti-tank, high mobility, whatever), but that doesn't mean they should simply get a free "I delete the unit as long as it is the one I counter" card they can play every turn. Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen.
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Post by: blaktoof
Arbitrator wrote: vipoid wrote:GhostRecon wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
This.
Pretty much every discussion about Conscripts breaks down into two separate (but often intermingled) arguments between:
- People who want to balance Conscripts but can't decide which specific aspect to nerf, and so they argue whether to nerf Orders or their synergy with Commissars.
- People who want to nerf Conscripts to the point they never see the unit on the table ever again, and so they argue with people who want to see the unit balanced but remain actually fieldable.
This.
Also, don't forget the people who want to nerf the entire IG codex for the sheer hell of it.
Yeah, but that's always been the case when an army is powerful. It's almost always diehard loyalist Space Marine players who kick and scream at the audacity of any other army being powerful. Apparently CSMs still need to pay for 3.5 being so powerful, as I'm sure we'll never hear the end of whining about Eldar, Tau and now Imperial Guard for another ten years or so because they had their moment in the sun over (loyal) power armour.
There's something about them not being able to receive Orders that just feels... off to me. Like, the image of them being gibbering morons who can't understand the concept of pouring fire onto a specific target seems pretty silly to me.
I like the idea of a special rule where Conscripts - and only Conscripts - need to have 1d3-6 rolled for Summary Execution, rather than the single model. Perhaps it could also scale down as the unit gets weaker (20+ models you roll a 1d6, -19 you roll a 1d3, -10 you just remove the one as normal, etc). It doesn't make Commissars useless, but it makes the blobs more manageable if you manage to whittle them down. I get the feeling Games Workshop, in their infinite inability to diagnose a problem, will just nerf the entire codex across the board in a typical swing and miss though. Or at least Commissars will be nerfed into uselessness and Priests take back over.
Not sure why it seems off to you.
Concscripts were conscripted to fight, they haven't been trained through the rigors of the imperialism war machine. They should not have access to orders like other AM units.
The fix to conscripts is simple. They cannot receive orders, and commisaers go up in cost significantly.
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Post by: Marmatag
I'll go with what i've said before, as a criticism of 8th edition in general: 1. No model, costing less than 6 points, should get a save. For their points, Orks should be the most survivable in terms of cheap, high casualty infantry. Therefore, Orks should be a benchmark for being the *best* at being a wall of bodies. Brimstone horrors, Conscripts, and anything less than 6 points should not get a save, period, based on 8th edition internal balance. Orks should set the bar here. 2. Smite in its base form is simply too strong. Instead of d3/d6, it should be 1damage, and on 11+, d3. Magnus should be d3/d6. Anything that costs less than 60 points should NOT have full strength smite, if they insist on keeping smite in its current form. Sorry, that's just too strong. And that applies to *every* army. 3. Update the cost of plasma and other weapons to be properly costed. I'm sorry but even with that, Hot-shot guns are pretty damn good, they'd have to be adjusted. I would also increase the cost of drones. 4. Alter character rules so they cannot be targeted ONLY if there is a non-character unit closer. As opposed to one character screening for another. 5. Ban forgeworld completely from matched play. I know people disagree, because unit X isn't overpowered, but they have too many strong units for competitive play.
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Post by: Breng77
Unit1126PLL wrote: Arkaine wrote:I shot a 400-pt blob of Noise Marines at conscripts with Prescience, the most shooty unit in all of Chaos, all featuring sonic blasters for triple shots that ignore cover.
Killed half the squad. Next turn killed the other half. Had morale been a thing, the entire squad would have died turn 1.
Those conscripts only cost half the points of my Noise Marines.
It's kind of a problem when objective secured guys can outlast any form of shooting your army can muster point for point. The only unit that can outkill Noise Marines are the Khorne Berzerkers and that's only in close combat with plenty of opportunity to shoot them off the board.
Drowned in bodies is the Imperial Guard thing and it's presently much too effective since in the few turns the game lasts you won't even kill all the conscripts, much less the rest of his tanks and artillery, the stuff that actually threatens your forces. If you fail to kill the conscripts, they just park on objectives and win by Da Rulez.
See I hear about stuff like this, and I wonder why people think it is bad.
Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is a dedicated AT-unit in AM, why can't it one-shot a Rhino off the board?
Yes, things can still have roles within an army (anti-infantry, anti-tank, high mobility, whatever), but that doesn't mean they should simply get a free "I delete the unit as long as it is the one I counter" card they can play every turn.
Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen.
The issue is that guard artillery can 1 turn delete units, and if it takes more than 1 turn to kill a single conscript squad (say it takes 2.) then anyone taking say 3 conscript units becomes functionally invulnerable for the entire game to any close range combat. I would argue that say half an armies worth of offense (at peak efficiency for a designed task) should be able to delete a unit that costs under 200 points
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Post by: Arkaine
Unit1126PLL wrote:Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is some of the best anti-tank in AM, why can't it one-shot a Rhino off the board?
I didn't say anything about it should be able to 1-turn delete anything. My twice the cost elite unit was firing at a unit it was HIGHLY EFFICIENT against, the BEST IN MY FACTION at killing, yet could only kill 1/4 of its point cost. For the same cost as my Noise Marines, you can field two 50-man conscript blobs and it would take this elite unit FOUR TURNS of shooting to erradicate them all in a 5-7 turn game. Assuming you don't shoot back.
That's the issue... even with my Sorcerer backing me up, cutting my misses in half, it wasn't enough to matter. I have literally no better unit to use for the task either. Meanwhile, if you drop Magnus on the board, my Obliterators can wipe him out in 1 or 2 turns. See that Baneblade you brought? It took 12 wounds the turn they arrived. I can spend some CP to shoot again and finish it off. Tanks die to melta or lascannon spam, even if it takes 2-3 turns or 2-3 units. Heck, anti-tank tends to be CHEAPER than the tanks because counter units would be kind of absurd if they cost you more than what they were countering.
Conscripts don't have much in the way of counters and it's mostly due to that Commissar negating their losses. Killing him is all but impossible since deep strikes don't work this edition, can't shoot him directly except with my non-existant snipers (can we borrow the Vindicare?), and the psychic powers that can target freely only have a small chance of actually doing the job, assuming he's not behind a building where you can't see him.
Unit1126PLL wrote:Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen.
Currently they take four turns to shift. If I use my elite units named the Conscript Crushers. If I used my similar cost conscript squad, the Cultists, they'd just be sitting there all day flailing at each other until I was forced to take more morale than they do and lose to attrition.
Coupled with their ability to receive free Stratagem effects without CP expenditure in the form of Orders, Conscripts are the most bargain units in the game with plenty of advantages and staying power.
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Post by: zerosignal
They definitely shouldn't have ObSec... :/
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Post by: RogueApiary
SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
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Post by: sossen
Units are generally dying like flies right now. Average pts damage per pt firing is something like 0.5-1.0 for many of the good units with at least midranged (12+'') weapons firing at a given appropriate target. Conscripts are an exception to this trend, the very best midranged anti-conscript weapons are around 0.2-0.3 in that scale. I would prefer to see a functional nerf to conscripts where almost everything else gains survivability instead, barring that they need to be less survivable to achieve balance.
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Post by: General Annoyance
I think we should all take a moment to appreciate that "Send in the Next Wave" is no longer a thing
I quite like the solution of reducing squad sizes - Conscript squads over the size of 20 always nagged me in some way. Combine that with no orders and I think that's likely to solve the issue.
Shame that Platoons were taken out. I doubt Conscripts would be an issue if the Platoon system was still in place...
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Post by: Breng77
Marmatag wrote:I'll go with what i've said before, as a criticism of 8th edition in general:
1. No model, costing less than 6 points, should get a save. For their points, Orks should be the most survivable in terms of cheap, high casualty infantry. Therefore, Orks should be a benchmark for being the *best* at being a wall of bodies. Brimstone horrors, Conscripts, and anything less than 6 points should not get a save, period, based on 8th edition internal balance. Orks should set the bar here.
2. Smite in its base form is simply too strong. Instead of d3/ d6, it should be 1damage, and on 11+, d3. Magnus should be d3/ d6. Anything that costs less than 60 points should NOT have full strength smite, if they insist on keeping smite in its current form. Sorry, that's just too strong. And that applies to *every* army.
3. Update the cost of plasma and other weapons to be properly costed. I'm sorry but even with that, Hot-shot guns are pretty damn good, they'd have to be adjusted. I would also increase the cost of drones.
4. Alter character rules so they cannot be targeted ONLY if there is a non-character unit closer. As opposed to one character screening for another.
5. Ban forgeworld completely from matched play. I know people disagree, because unit X isn't overpowered, but they have too many strong units for competitive play.
1.) Not sure I agree here, what I would rather see is more use of the lower toughness scale. I would say perhaps no save should be better than 5+. But if conscripts were T2 with a 5+ I think they would be ok. If brims were T1 with a 5++ or 6++, I think they would be ok. I think horrors always should have been Blues at T2 and Brims a T1.
2.) Smite is ok but I agree that it should be weaker for anything under 60 points. Part of me wishes it were similar to some old powers where you could invest "spells per turn" to make it better.
3.) probably true,
4.) I think that is a fine fix.
5.) I'm not sure on this one, I think it largely depends on how FW addresses balance issues.
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Post by: Xenomancers
RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
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Post by: Breng77
RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Commissar > Runtherd, equivalently priced unit with essentially the exact same role. Commissar is lightyears better. Don't get into tanks, guard has the best tanks period.
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Post by: Azuza001
As an ig player I have to agree, conscripts need to be changed. As others have said they are not trained solders, they are criminals given the choice to fight or rot in prison, they are civilians forced to fight for their homes, they are normal people who have the unfortunate luck of being caught in a war zone who are given little other choice but to fight.
The commissioner should still work on them, not arguing against that. That's a commissioners job, to keep the other units in line. But it would make more sense if when he executes then they lose 1 model and use his leadership for the test and not just auto pass. Thats for all guard units, not just conscripts.
Also I agree if your playing guard you should not get access to any sob units. Some parts of the indexes are designed around support like inquisition, you can't really field an inquisition force by itself it would need access to either guard or sob or gk because that's how they work. But guard with Celestine make no sense to me, she is a sob and should only be taken if your primary detachment is sob.
40k has always had issues with allies and making rules that make sense with the fluff. They tried something this time that allowed imperium players to more freely work their different armies together but it's not really as easy to Balance because of this. I agree with the earlier sentiment, match play should be one codex /index army at a time. I should not be able to take terminators in my guard army, I am the Imperial guard for crying out loud. If I want terminators I should grab my space Marines.
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Post by: Arkaine
General Annoyance wrote:I think we should all take a moment to appreciate that "Send in the Next Wave" is no longer a thing 
Only because AM doesn't have stratagems yet. They gave Chaos their own "Send in the Next Wave" for cultists.
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Post by: Unit1126PLL
Breng77 wrote: Unit1126PLL wrote: Arkaine wrote:I shot a 400-pt blob of Noise Marines at conscripts with Prescience, the most shooty unit in all of Chaos, all featuring sonic blasters for triple shots that ignore cover. Killed half the squad. Next turn killed the other half. Had morale been a thing, the entire squad would have died turn 1. Those conscripts only cost half the points of my Noise Marines. It's kind of a problem when objective secured guys can outlast any form of shooting your army can muster point for point. The only unit that can outkill Noise Marines are the Khorne Berzerkers and that's only in close combat with plenty of opportunity to shoot them off the board. Drowned in bodies is the Imperial Guard thing and it's presently much too effective since in the few turns the game lasts you won't even kill all the conscripts, much less the rest of his tanks and artillery, the stuff that actually threatens your forces. If you fail to kill the conscripts, they just park on objectives and win by Da Rulez. See I hear about stuff like this, and I wonder why people think it is bad. Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is a dedicated AT-unit in AM, why can't it one-shot a Rhino off the board? Yes, things can still have roles within an army (anti-infantry, anti-tank, high mobility, whatever), but that doesn't mean they should simply get a free "I delete the unit as long as it is the one I counter" card they can play every turn. Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen. The issue is that guard artillery can 1 turn delete units, and if it takes more than 1 turn to kill a single conscript squad (say it takes 2.) then anyone taking say 3 conscript units becomes functionally invulnerable for the entire game to any close range combat. I would argue that say half an armies worth of offense (at peak efficiency for a designed task) should be able to delete a unit that costs under 200 points More than one unit of Guard artillery can 1-turn delete units. I specifically said "one unit" should not be able to defeat "one other unit." And they only become invulnerable to the game if the game is "kill the conscripts." The game isn't that, FYI. Kill one squad, charge through the gap it left, and tear up everything behind them, just as one thoughtful example. And what you mean depends entirely on army size. If we've 200 point armies, then absolutely no unit worth half an army's cost should be able to delete < 200 pts. Arkaine wrote: Unit1126PLL wrote:Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is some of the best anti-tank in AM, why can't it one-shot a Rhino off the board?
I didn't say anything about it should be able to 1-turn delete anything. My twice the cost elite unit was firing at a unit it was HIGHLY EFFICIENT against, the BEST IN MY FACTION at killing, yet could only kill 1/4 of its point cost. For the same cost as my Noise Marines, you can field two 50-man conscript blobs and it would take this elite unit FOUR TURNS of shooting to erradicate them all in a 5-7 turn game. Assuming you don't shoot back. Four turns for two squads sounds about right, actually. 2 turns to delete a squad seems reasonable, rather than one turn. Deleting units in one turn is part of the problem, not part of the solution. Arkaine wrote: That's the issue... even with my Sorcerer backing me up, cutting my misses in half, it wasn't enough to matter. I have literally no better unit to use for the task either. Meanwhile, if you drop Magnus on the board, my Obliterators can wipe him out in 1 or 2 turns. See that Baneblade you brought? It took 12 wounds the turn they arrived. I can spend some CP to shoot again and finish it off. Tanks die to melta or lascannon spam, even if it takes 2-3 turns or 2-3 units. Heck, anti-tank tends to be CHEAPER than the tanks because counter units would be kind of absurd if they cost you more than what they were countering. Right. I am saying no-unit should be one-shotted. Part of the problem with 8th is that (as you point out) it is certainly possible to one-shot units. That needs to stop, not become more prolific. Oh, and you yourself admit that it will take a unit 2-3 turns, or 2-3 of said units, to kill conscripts. So they're literally the same as what you're saying about the tank. And antitank is absolutely not cheaper than the tanks... because 3 Lascannon HWTs is 72 pts, not 70, and it only gets worse if you talk about anti-tank units like the Vanquisher or Devil Dog. Arkaine wrote: Conscripts don't have much in the way of counters and it's mostly due to that Commissar negating their losses. Killing him is all but impossible since deep strikes don't work this edition, can't shoot him directly except with my non-existant snipers (can we borrow the Vindicare?), and the psychic powers that can target freely only have a small chance of actually doing the job, assuming he's not behind a building where you can't see him. Unit1126PLL wrote:Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen.
Currently they take four turns to shift. If I use my elite units named the Conscript Crushers. If I used my similar cost conscript squad, the Cultists, they'd just be sitting there all day flailing at each other until I was forced to take more morale than they do and lose to attrition. Coupled with their ability to receive free Stratagem effects without CP expenditure in the form of Orders, Conscripts are the most bargain units in the game with plenty of advantages and staying power. You and I agree - Orders need to be removed from conscripts. And one unit takes 2 turns, just like I have been saying is fine (and apparently you agree but only with tanks (??)). Four turns is for two units, which is in fact the same as saying one unit in two turns.
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Post by: Desubot
General Annoyance wrote:I think we should all take a moment to appreciate that "Send in the Next Wave" is no longer a thing
Dont joke about that it may come back as a stratagem
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Post by: Kanluwen
Azuza001 wrote:As an ig player I have to agree, conscripts need to be changed. As others have said they are not trained solders, they are criminals given the choice to fight or rot in prison, they are civilians forced to fight for their homes, they are normal people who have the unfortunate luck of being caught in a war zone who are given little other choice but to fight.
BZZZT. WRONG. Conscripts are those you have mentioned(and really, why are we thinking that Hive Gangers aren't able to fight?) plus recent inductees from the PDFs of a planet. What are PDFs? Oh that's right... TRAINED. SOLDIERS. Also I agree if your playing guard you should not get access to any sob units. Some parts of the indexes are designed around support like inquisition, you can't really field an inquisition force by itself it would need access to either guard or sob or gk because that's how they work. But guard with Celestine make no sense to me, she is a sob and should only be taken if your primary detachment is sob.
She's a Living Saint. People rally around them. 40k has always had issues with allies and making rules that make sense with the fluff. They tried something this time that allowed imperium players to more freely work their different armies together but it's not really as easy to Balance because of this. I agree with the earlier sentiment, match play should be one codex /index army at a time. I should not be able to take terminators in my guard army, I am the Imperial guard for crying out loud. If I want terminators I should grab my space Marines.
Nah.
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Post by: Breng77
Unit1126PLL wrote:Breng77 wrote: Unit1126PLL wrote: Arkaine wrote:I shot a 400-pt blob of Noise Marines at conscripts with Prescience, the most shooty unit in all of Chaos, all featuring sonic blasters for triple shots that ignore cover.
Killed half the squad. Next turn killed the other half. Had morale been a thing, the entire squad would have died turn 1.
Those conscripts only cost half the points of my Noise Marines.
It's kind of a problem when objective secured guys can outlast any form of shooting your army can muster point for point. The only unit that can outkill Noise Marines are the Khorne Berzerkers and that's only in close combat with plenty of opportunity to shoot them off the board.
Drowned in bodies is the Imperial Guard thing and it's presently much too effective since in the few turns the game lasts you won't even kill all the conscripts, much less the rest of his tanks and artillery, the stuff that actually threatens your forces. If you fail to kill the conscripts, they just park on objectives and win by Da Rulez.
See I hear about stuff like this, and I wonder why people think it is bad.
Why should every unit in the game be able to 1-turn delete what it is designed to do? I mean, a 3-lascannon HWS is a dedicated AT-unit in AM, why can't it one-shot a Rhino off the board?
Yes, things can still have roles within an army (anti-infantry, anti-tank, high mobility, whatever), but that doesn't mean they should simply get a free "I delete the unit as long as it is the one I counter" card they can play every turn.
Conscripts, even after the nerf, should take at least one shooting phase to shift, because if they take less than one shooting phase to shift, then they are useless as a screen.
The issue is that guard artillery can 1 turn delete units, and if it takes more than 1 turn to kill a single conscript squad (say it takes 2.) then anyone taking say 3 conscript units becomes functionally invulnerable for the entire game to any close range combat. I would argue that say half an armies worth of offense (at peak efficiency for a designed task) should be able to delete a unit that costs under 200 points
More than one unit of Guard artillery can 1-turn delete units. I specifically said "one unit" should not be able to defeat "one other unit."
And they only become invulnerable to the game if the game is "kill the conscripts." The game isn't that, FYI. Kill one squad, charge through the gap it left, and tear up everything behind them, just as one thoughtful example. And what you mean depends entirely on army size. If we've 200 point armies, then absolutely no unit worth half an army's cost should be able to delete < 200 pts.
A single mantacore is more than able to 1 turn delete plenty of units. and 3 of them is the same cost as the 400+ point unit described here. Are you telling me 3 mantacores cannot single turn delete many vehicles in the game? You really need to look at points not units. A single acolyte is 1 unit and realistically should be 1 shotted by almost anything in the game. A single devastator squad with 4 lascannons is not unlikely to delete many vehicles in the game in a single turn. The Shadowsword can pretty much delete most tanks in the game.
As for half the army I am talking 2k points. So 1k points of my army should wipe a conscript squad in a single turn assuming they are meant to be anti-infantry.
For the "play the mission response" that only works if you can survive the shooting from the AM player. Otherwise kill the conscripts literally is the game. Charging through gaps assumes those gaps exist, and are not just covered by the other conscript squads.
There are fixes that need to be made to anti-infantry firepower in the game.
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Post by: General Annoyance
Kanluwen wrote:BZZZT. WRONG.
Conscripts are those you have mentioned(and really, why are we thinking that Hive Gangers aren't able to fight?) plus recent inductees from the PDFs of a planet.
What are PDFs?
Oh that's right...
TRAINED. SOLDIERS.
The nature of Conscripts vary from case to case. Often they're just simply Guardsmen who haven't completed their training in time, and who are desperately needed on the battlefield. While perhaps they could still follow orders nearly as effectively as regular Guardsmen lore wise, removing the orders option sounds more logical than removing a Commissar's ability to shoot them in the head when they don't obey their command.
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Post by: Arkaine
Unit1126PLL wrote:Four turns for two squads sounds about right, actually. 2 turns to delete a squad seems reasonable, rather than one turn. Deleting units in one turn is part of the problem, not part of the solution.
Except we're talking about the best in my army at deleting units of conscripts. Every normal unit I have for fighting conscripts would 4-5 turns to wipe them out. It's 2 turns to delete a squad with a TWICE COSTED ELITE SQUAD THAT TRIPLE FIRES!
You're acting like if I drop a squad of 10 terminators onto your Leman Russ, it should somehow survive the turn. Deleting a squad in one turn is MORE than possible with sufficient force. The issue is how much "sufficient force" is required to kill Conscripts is horribly disproportionate to every other unit.
Unit1126PLL wrote:Right. I am saying no-unit should be one-shotted. Part of the problem with 8th is that (as you point out) it is certainly possible to one-shot units. That needs to stop, not become more prolific.
Except the units I mentioned cost less than the units they counter. Three obliterators are only 195 points. Yet they can over the course of a few turns kill their points worth in tanks easily, especially that 24 wound megatank sitting in front of them or that 18 wound primarch. Conscripts have the reverse outcome. It takes an overwhelming force that exceeds their point cost multiple turns to kill them. Things are DEFINITELY capable of being one-shotted when zerged with supreme firepower and should remain that way unless you want your 200 pt conscript squad to tank 1500 pts of shooting and still be alive at the end of the turn.
Unit1126PLL wrote:Oh, and you yourself admit that it will take a unit 2-3 turns, or 2-3 of said units, to kill conscripts. So they're literally the same as what you're saying about the tank. And antitank is absolutely not cheaper than the tanks... because 3 Lascannon HWTs is 72 pts, not 70, and it only gets worse if you talk about anti-tank units like the Vanquisher or Devil Dog.
No, I didn't. I said it takes FOUR turns to kill back a Noise Marines' points worth of conscripts. Also, Anti-tank is definitely cheaper than the tank because you're forgetting the guns for the tanks. A Rhino may only be 70 pt for the chassis but it also has a combi-bolter that it must take, putting it at 72 pts, same as your THREE SQUADS OF LASCANNONS and that's if it takes none of its other weapon options. Also, I didn't say the 1-turn-1-shot was what was cheaper, even a single heavy weapon can counter a tank over the course of a few turns. A predator, an actual main battle tank that lascannons would be used against instead of troop transports, costs 90 pts base but must also pay for a 49 pt autocannon, making the cheapest predator cost 139 pts. If you add side lascannons, the cost of a predator jumps to 189 pts. Lascannons for marines are 25 pts and can go on any 13pt Havoc, making them extremely cost effective for murdering their points worth in tanks.
Conscripts on the other hand take four turns of shooting for a similarly costed unit to wipe them. A single squad of conscripts dies in 2 turns to a unit that costs twice what they do. Imagine if it took you 2 turns and 6 Lascannon HWTs (12 shots total) to kill a single Rhino. That's what we're talking about here.
Unit1126PLL wrote:
You and I agree - Orders need to be removed from conscripts. And one unit takes 2 turns, just like I have been saying is fine (and apparently you agree but only with tanks (??)). Four turns is for two units, which is in fact the same as saying one unit in two turns.
No it's not the same as saying 1 unit in two turns. The unit shooting that unit is twice the point cost. If you want me to cut my Noise Marine squad in half and use a 10-man squad, same cost as the conscripts, it now take 4 turns of shooting assuming I suffer no casualties to kill that one squad. I also used a Sorcerer to buff them with Prescience, removing that increases the time to kill them to 5 turns. One should not require 2 turns with TWICE the point value shooting at it WITH BUFFS to kill a unit.
To put it into perspective, imagine if you had your own unit trying to kill mine. Mine is a Rhino costing 72 pts. To be as fair as conscripts, you need to use 2 turns with twice the point cost to kill my one Rhino. So in other words, 144 pts of SIX Lascannon HWTs each firing for TWO TURNS at my Rhino just to kill it. If that's what you want this game to be then I willingly accept my Rhino's buff to 20 wounds.
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Post by: Melissia
SilverAlien wrote:Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Guard has more than infantry, and "across the board" doesn't indicate "infantry only".
Not in 8th edition.
Hell, Space Marines have better tnaks than Guard do, by far.
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Post by: Marmatag
Who has better tanks? Eldar?
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Post by: Melissia
Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
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Post by: Desubot
Probably eldar.
but i figure it would ultimately depend on what you think is best
T8 is pretty significant. wounding on 3s vs 4s. or 5s vs 6s.
But then Lemons dont have the BEST offensive capabilities.
Id say the Best Offense would go to Dark eldar glass cannon boats.
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Post by: Unit1126PLL
For the "across the board" thing, I meant infantry and all that that entails, in order to avoid having to make the list I am making now:
Conscripts, IG squads, HWTs, scions, veterans, command squads, company commanders, platoon commanders, lord commissars, ratlings, and special weapon squads.
And those should only go up by a point if the Regiment rules for them are pretty darn awesome (like the RG -1 to hit, or the Salamanders, or the like).
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Post by: Marmatag
Melissia wrote:Just to start? Space Marines. Quad-las predators are better than leman russ battle tanks, point per point. Quad-Las Predators are not as good as Manticores or Wyverns. Or are we not considering those as tanks? Why don't you see conscripts screening for Quad-Las Predators... I don't know who started the myth of the quad-las predator, but they get absolutely stomped in the current meta. You might see them in a Guilliman parking lot but that's about it.
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Post by: Unit1126PLL
Marmatag wrote: Melissia wrote:Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
Quad-Las Predators are not as good as Manticores or Wyverns. Or you'd see conscripts screening for Quad-Las Predators.
I don't know who started the myth of the quad-las predator, but they get absolutely stomped in the current meta. You might see them in a Guilliman parking lot but that's about it.
Manticores and Wyverns are artillery, not tanks. Armoured Regiments would have 0 in the fluff.
Minor nitpick, but important to those of us who want to run tanks and not artillery.
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Post by: vipoid
Azuza001 wrote: But guard with Celestine make no sense to me, she is a sob and should only be taken if your primary detachment is sob.
1) There is no such thing as a 'Primary Detachment'.
2) You know her aura specifically affects IG units, right? it kinda implies that she's meant to be taken with them as well as with SoB.
3) If we're not allowed to take St. Celestine with IG, can we have rules for our own Living Saint? You know, like we do in the fluff.
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Post by: Melissia
Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it.
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Post by: Freddy Kruger
I've been thinking about conscripts, and here's my idea on how to balance them:
- Max squad size of 30
- Commissars cause 1D6 casualties rather than 1
- Cannot contest objectives
- Do not get the benefit of cover
Thoughts? Doesn't increase points, but limits what they can do and their durability.
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Post by: Unit1126PLL
Freddy Kruger wrote:I've been thinking about conscripts, and here's my idea on how to balance them:
- Max squad size of 30
- Commissars cause 1D6 casualties rather than 1
- Cannot contest objectives
- Do not get the benefit of cover
Thoughts?
1) Fair enough, alone and with no other changes.
2) Fair enough, alone and with no other changes.
3) What? Why? This is one of their major functions and uses.
4) This pretty much already happens in 8th, I can barely think of any terrain pieces large enough to hold 30-50 models completely, and all it takes is 1 off by itself standing outside and the whole squad loses it (at least until the next shooting attack).
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Post by: Melissia
Overnerf.
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Post by: Slayer-Fan123
Unit1126PLL wrote: Marmatag wrote: Melissia wrote:Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
Quad-Las Predators are not as good as Manticores or Wyverns. Or you'd see conscripts screening for Quad-Las Predators.
I don't know who started the myth of the quad-las predator, but they get absolutely stomped in the current meta. You might see them in a Guilliman parking lot but that's about it.
Manticores and Wyverns are artillery, not tanks. Armoured Regiments would have 0 in the fluff.
Minor nitpick, but important to those of us who want to run tanks and not artillery.
That's bad reasoning.
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Post by: Breng77
Melissia wrote:Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
and worse than Mantacores, Basilisks, Taurox primes...
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Post by: Kanluwen
General Annoyance wrote: Kanluwen wrote:BZZZT. WRONG.
Conscripts are those you have mentioned(and really, why are we thinking that Hive Gangers aren't able to fight?) plus recent inductees from the PDFs of a planet.
What are PDFs?
Oh that's right...
TRAINED. SOLDIERS.
The nature of Conscripts vary from case to case. Often they're just simply Guardsmen who haven't completed their training in time, and who are desperately needed on the battlefield. While perhaps they could still follow orders nearly as effectively as regular Guardsmen lore wise, removing the orders option sounds more logical than removing a Commissar's ability to shoot them in the head when they don't obey their command.
"That nature of Conscripts varying from case to case" is hogwash. We're not getting different types of Conscripts to cover each "type"(and really, the idea that they're "simply Guardsmen who haven't completed their training in time" is just as silly of a justification for them losing access to Orders).
Commissars are a thing, the whiny "Guard have to be played as hordes! with Commissars! because Russians!" people wanted them to stick around and they have.
What sounds more logical, to me, is forcing people to accept that TAC lists don't cover every extreme. They didn't in the past, and they don't now.
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Post by: Unit1126PLL
Slayer-Fan123 wrote: Unit1126PLL wrote: Marmatag wrote: Melissia wrote:Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
Quad-Las Predators are not as good as Manticores or Wyverns. Or you'd see conscripts screening for Quad-Las Predators.
I don't know who started the myth of the quad-las predator, but they get absolutely stomped in the current meta. You might see them in a Guilliman parking lot but that's about it.
Manticores and Wyverns are artillery, not tanks. Armoured Regiments would have 0 in the fluff.
Minor nitpick, but important to those of us who want to run tanks and not artillery.
That's bad reasoning.
Why? If I say "I'm running a tank company" would you say "Why don't you run Basilisks and Manticores?" and if you did say that, what's stopping you from taking the next logical step and saying "Have you tried playing conscripts?"
As a tank company player, I'll never be fielding IG artillery. It's unfluffy, and it's not tanks, despite the fact that many people don't understand the distinction between self-propelled artillery and tanks.
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Post by: Melissia
Breng77 wrote: Melissia wrote:Just to start?
Space Marines. Quad-las predators are better than leman russ battle tanks, point per point.
and worse than Mantacores, Basilisks, Taurox primes...
Not really for the first two.
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Post by: Breng77
Melissia wrote:Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it.
Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
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Post by: Kanluwen
Breng77 wrote: Melissia wrote:Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it.
Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
What happens when those Marine tanks are behind a Conscript screen out of range?
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Post by: Melissia
Breng77 wrote:Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
Sure, in the magical land of "50% of the gameboard is protected from line of sight at all times from all angles no matter what", a scenario which doesn't actually exist no matter how much people bitch and whine and moan that it does.
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Post by: Marmatag
Melissia wrote:Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it. Yes it was full of Taurox Primes, which while are not tanks, are still vehicles doing the job of a tank. Mathhammer does not do this justice, though, considering the predator needs line of sight and the others don't. That's a *huge* thing. If you took away the LOS buff from the manties and wyverns, and gave them a 48" range, then yes, the quad-las predator would be superior. Do you honestly, genuinely feel that Space Marines have the best tanks? I mean, really, genuinely believe that? Have you actually played a game of 8th edition using space marine tanks? Space marines have the best flyers. And until boots on the ground, they were a viable build.
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Post by: Unit1126PLL
Also, just to reiterate: Artillery (or the new contender, armoured transports) != tanks
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Post by: Desubot
Kanluwen wrote:Breng77 wrote: Melissia wrote:Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it.
Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
What happens when those Marine tanks are behind a Conscript screen out of range?
Probably nothing as screening doesnt stop you from shooting the tanks.
Sure it stops deep strike tactics but you are still exposing those preds to other lascannons.
The artillery shooting from out of LOS makes them untouchable. but then you would need to add the points for the screen to prevent derp strikes.
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Post by: Unit1126PLL
ITT: "Marine tanks are better than guard tanks." "BUT ARTILLERY" "Yes, guard artillery is better than SM artillery. Why are we comparing a tank to artillery again?"
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Post by: Melissia
Given the prior arguments made about conscripts, this is one of the most unintentionally funny things to have been posted on dakka in a long time.
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Post by: Marmatag
Unit1126PLL wrote:Also, just to reiterate:
Artillery (or the new contender, armoured transports) != tanks
Right, that != should be a ">"
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Post by: Breng77
Mantacore is 69 points cheaper than the Quad Las pred, has longer range, higher strength, does not need LOS, and has more shots on average. I can run 3 for every 2 predators you bring.
Basilisks are 94 points less, has longer range, same strength, does not need LOS and has ~ the same shots on average, I can essentially field 2 for every predator you run.
Automatically Appended Next Post: Melissia wrote:Breng77 wrote:Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
Sure, in the magical land of "50% of the gameboard is protected from line of sight at all times from all angles no matter what", a scenario which doesn't actually exist no matter how much people bitch and whine and moan that it does.
You don't need 50% you need about 5% to hide a few of these tanks, + their long range.
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Post by: Marmatag
Melissia wrote:Given the prior arguments made about conscripts, this is one of the most unintentionally funny things to have been posted on dakka in a long time.
It's horribly disingenuous to snip one line of my post and attempt to use that to create a ridiculous false equivalence.
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Post by: Slayer-Fan123
Unit1126PLL wrote:Also, just to reiterate:
Artillery (or the new contender, armoured transports) != tanks
Not all artillery is tanks, but some of them are. I'd argue that things like Wyverns and Whirlwinds are tanks, whereas things like Batteries and Thunderfires aren't.
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Post by: dadx6
Commissars should be altered so that if they are babysitting a conscript squad, they cannot affect any other unit in range. It's not perfect, but it would add a commissar tax to every conscript unit that you want to use in that way, AND it would mean that the other infantry squads in the area would be fairly useless.
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Post by: Breng77
Kanluwen wrote:Breng77 wrote: Melissia wrote:Last time I did the math, they were both quite similar, with the predator being far more reliable damage output. But neither of those were used in the list shown in the first post-- not a single wyvern nor manticore was in it.
Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
What happens when those Marine tanks are behind a Conscript screen out of range?
Out of range of the Basilisk? or Mantacore? What tables do you play on where 10' or 30' ranges are ever out of range?
Automatically Appended Next Post:
Unit1126PLL wrote:ITT:
"Marine tanks are better than guard tanks."
"BUT ARTILLERY"
"Yes, guard artillery is better than SM artillery. Why are we comparing a tank to artillery again?"
Because the guard artillery are tanks. Just because you draw an arbitrary line between 1 chimera chasis vehicle and another doesn't mean one exists. In fact based on the game rules, the things pointed out here are vehicles, tank is a class that does not exist, and artillery is something else entirely.
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Post by: Freddy Kruger
Unit1126PLL wrote:
1) Fair enough, alone and with no other changes.
2) Fair enough, alone and with no other changes.
3) What? Why? This is one of their major functions and uses.
4) This pretty much already happens in 8th, I can barely think of any terrain pieces large enough to hold 30-50 models completely, and all it takes is 1 off by itself standing outside and the whole squad loses it (at least until the next shooting attack).
Instead of not being objective secured by default, how about either one of these two:
A) Obsec only if 50% if squad remains
or
B) If there is a friendly officer within 6"
I'll grant the cover one is quite moot - just some brainstorming really. But the fact conscripts (generally being poor individual soldiers) can capture contested objectives just doesn't seem to fit right. Either make them use their numbers to capture objectives, or get an officer to babysit them.
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Post by: drbored
The solution for conscripts is a simple one:
-Orders and Commissar effects do not effect Conscripts.
The idea is that Conscripts are the able-bodied rabble that the IG put together to throw more bodies on the field. They gave them a helmet, a lasgun, and said "go shoot that way." That's why they can be fielded in such large units. They should not, however, be organized enough to obey orders and should not succeed morale tests by one guy being shot (when the enemy slaughtered 20 of them previously).
Boom, done. You don't adjust point costs. Just make that change. Then, commissars are still good for keeping regular infantry in line and regular infantry doesn't get a nerf in point cost or anything. Just Conscripts.
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Post by: Elbows
[MOD EDIT - RULE #2 - Alpharius]
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Post by: Desubot
[MOD EDIT - RULE #2 - Alpharius]
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Post by: Purifier
[MOD EDIT - RULE #2 - Alpharius]
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Post by: Unit1126PLL
Here's the wikipedia article on self-propelled artillery:
https://wiki2.org/en/Self-propelled_artillery
Just read the article. Literally. It reiterates, many times, how and why self propelled artillery isn't a tank.
For heaven's sake, just read the sentence that begins "while they may superficially resemble a tank..."
SPGs aren't tanks. Even the ones with rotating turrets aren't tanks.
Equivocating the two is just... I don't even know. Ignorant of military affairs, I guess. Sloppy, is another term that comes to mind.
As for what chassis it uses: Yes, I will draw a distinction between the Chimera, an APC, the Wyvern, an SPG, and the Hellhound, a tank, just like I will draw a distinction between the Namer APC and the Merkava MBT despite them having the same chassis.
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Post by: Kanluwen
drbored wrote:The solution for conscripts is a simple one:
-Orders and Commissar effects do not effect Conscripts.
The idea is that Conscripts are the able-bodied rabble that the IG put together to throw more bodies on the field. They gave them a helmet, a lasgun, and said "go shoot that way." That's why they can be fielded in such large units. They should not, however, be organized enough to obey orders and should not succeed morale tests by one guy being shot (when the enemy slaughtered 20 of them previously).
Boom, done. You don't adjust point costs. Just make that change. Then, commissars are still good for keeping regular infantry in line and regular infantry doesn't get a nerf in point cost or anything. Just Conscripts.
Except nobody uses regular infantry right now anyways.
Regular infantry suck compared to Conscripts. They're unfocused, they have weird mish-mashes of weapons, and the only real benefit they would have is in toting Vox-Casters.
Your statement is not a fix. It's neutering the army because of one unit that people can't handle with their TAC lists.
Why should we Guard players care about their W/L being disrupted? Not our problem they didn't bring a sniper-heavy list to deal with the support staff.
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Post by: Xenomancers
The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
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Post by: Unit1126PLL
Xenomancers wrote:The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
Yeah, you're right. Sure do miss when my artillery could fire indirectly and the tanks couldn't.
Those were the times.
Oh wait.
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Post by: nekooni
Who the feth cares whether a Manticore is a tank or artillery. Can you guys move this to a private message and stop derailing the thread, please? Same for the meme kids.
My Manticore performs very well if a bit unreliably. My two Predators (usually Destructors or Executioners) play well, too. They don't get the huge hits in like a Manticore does once in a while, but they have reliable output and they can be supported much better than a Manticore that can only get a Master of Ordnance for re-rolls above 36'' while the Preds can benefit from both a Lieutenant and Captain (or Chaptermaster even) without any range limitations.
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Post by: Earth127
As an eldar player I say you should care because a period of being the most OP army results in nooone wanting to play and people assuming bad things because of you army choice. IG have 2 overperforming units conscripts (with help from a commisar) and artillery so those need a nerf and/or a points adjustment. A lot of OP armies can become by simply nerfing the one OP build. Irl artillery and tanks work very different , but not in 40k there they are mechanically very similiar.
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Post by: Unit1126PLL
I care, nekooni, deeply. Because I want to be able to play an IG Tank Company and not an IG Artillery Company, much like how I don't want to play Tau or Eldar either.
The fact that people conflate the two grates on me so very much.
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Post by: Breng77
Unit1126PLL wrote: Xenomancers wrote:The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
Yeah, you're right. Sure do miss when my artillery could fire indirectly and the tanks couldn't.
Those were the times.
Oh wait.
The issue is that the game doesn't differentiate. SO you are drawing lines outside the grounds of the game to define a limited set of vehicles that are pretty similar to be different. Your argument becomes "the Quad Las Predator is better than the Leman Russ." Which ignores other more effective options for Guard. Saying, well I wouldn't run that because "insert arbitrary fluff reason" is no different from me removing any number of units from a discussion because I don't like them in my list.
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Post by: vipoid
drbored wrote:The solution for conscripts is a simple one:
-Orders and Commissar effects do not effect Conscripts.
Why not just remove the Conscript entry from the IG book?
Your suggestion amounts to the same thing.
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Post by: Unit1126PLL
Breng77 wrote: Unit1126PLL wrote: Xenomancers wrote:The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
Yeah, you're right. Sure do miss when my artillery could fire indirectly and the tanks couldn't.
Those were the times.
Oh wait.
The issue is that the game doesn't differentiate. SO you are drawing lines outside the grounds of the game to define a limited set of vehicles that are pretty similar to be different. Your argument becomes "the Quad Las Predator is better than the Leman Russ." Which ignores other more effective options for Guard. Saying, well I wouldn't run that because "insert arbitrary fluff reason" is no different from me removing any number of units from a discussion because I don't like them in my list.
The Leman Russ, Hellhound, Devil Dog, and Banewolf are all tanks, actually, and the Predator is better than all of them.
And you're still wrong. If a new player came up to me and said "I want to play a tank company! What army do I pick?" and someone else said "Guard have the best tanks!" I'd go have a discussion about why they were wrong. If someone wants to play tanks, they usually don't want to play artillery.
And you're right, Breng, it is arbitrarily removing units from the discussion. Just like how "My BA are doing badly." shouldn't be replied with "Go play Eldar." then "My tanks are doing badly!" shouldn't receive the reply "Go play artillery!"
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Post by: RogueApiary
Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
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Post by: Xenomancers
Unit1126PLL wrote: Xenomancers wrote:The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
Yeah, you're right. Sure do miss when my artillery could fire indirectly and the tanks couldn't.
Those were the times.
Oh wait.
Indirect fire is not the main difference between mobile artillery and tanks. The difference is armor. The difference in armor between mobile artillery and tanks is negligible in 40k 8th - they are essentially the same thing - heck tanks and walkers aren't any different ether in terms of armor.
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Post by: Breng77
except the units in question (in terms of the game) are not artillery. Ork Big guns are Artillery (have the keyword and everything). Tanks don't even really exist in this edition as far as the game is concerned. The answer to "I want to play a tank company" is still Guard, because they have the widest variety of effective armored units, and overall still has the best tanks unless that person just want to run Predators and nothing else (all other marine tanks are terrible, unless land raiders are also tanks despite being transports) I'm also pretty sure that in previous editions things like the Chimera (and its variations) had the tank keyword. So in game it is not the same as saying "go play a different faction" If you are saying I like these 4 units and they suck, I feel for you and they should be viable. But in a discussion of power among what are "tanks" in the game of 40k guard largely has the best selection of effective "armored vehicles" filling the tank role.
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Post by: Xenomancers
RogueApiary wrote: Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
Should have used battle cannon. btw the reason IG are winning lots of games is because conscripts counter every viable strategy to get to undercosted tanks/artillery shooting over walls. This is why russes aren't used. They don't shoot over walls - which means losing is a possibility. The russ itself isn't any better or worse off than a predator. They are in the same ballpark.
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Post by: Arkaine
In this topic, people not understanding that when people say X is the best unit, they mean for its point cost.
inb4 someone says Khorne Lord of Skulls is the best tank/artillery/jellyfish. Automatically Appended Next Post: vipoid wrote:drbored wrote:The solution for conscripts is a simple one:
-Orders and Commissar effects do not effect Conscripts.
Why not just remove the Conscript entry from the IG book?
Your suggestion amounts to the same thing.
If you think no one would run conscripts that can't take orders, you should look at Cultists.
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Post by: RogueApiary
Breng77 wrote:Mantacore is 69 points cheaper than the Quad Las pred, has longer range, higher strength, does not need LOS, and has more shots on average. I can run 3 for every 2 predators you bring.
Basilisks are 94 points less, has longer range, same strength, does not need LOS and has ~ the same shots on average, I can essentially field 2 for every predator you run.
Automatically Appended Next Post:
Melissia wrote:Breng77 wrote:Except when you look at durability, and behind a conscript screen out of range or LOS, the IG tanks are far superior.
Sure, in the magical land of "50% of the gameboard is protected from line of sight at all times from all angles no matter what", a scenario which doesn't actually exist no matter how much people bitch and whine and moan that it does.
You don't need 50% you need about 5% to hide a few of these tanks, + their long range.
Higher strength means feth all past str 9. Most everything gets wounded on 3's at that point. The Manticore also does less damage and has worse AP.
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Post by: Unit1126PLL
Xenomancers wrote: Unit1126PLL wrote: Xenomancers wrote:The differences between tanks and artillery aren't represented in this game anymore. Lasguns wound wyverns and fellblades at the same rate.
Yeah, you're right. Sure do miss when my artillery could fire indirectly and the tanks couldn't.
Those were the times.
Oh wait.
Indirect fire is not the main difference between mobile artillery and tanks. The difference is armor. The difference in armor between mobile artillery and tanks is negligible in 40k 8th - they are essentially the same thing - heck tanks and walkers aren't any different ether in terms of armor.
I... disagree completely.
The main difference is armour because the artillery can afford to have thinner armour, since getting into direct combat is not a design consideration because the entire vehicle is designed around indirect fire.
You're saying "the difference is armour" but that's one step too removed. "Why the difference in armour?" Well, because they're designed for different things - and that different things is indirect vs direct fire.
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Post by: Xenomancers
Gotta love IG players - they will actually try to convince you a manticore is bad...it's like they havn't even looked at a Nightspinner. Which is +36 points - has a way worse weapon - BUT is the most cost efficient weapon in the entire eldar codex....
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Post by: RogueApiary
Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
Should have used battle cannon
Saving 18 points for a weaker gun doesnt solve the problem of the tank not living past turn 2. Why would I spend 12-15% of my points on a unit that MIGHT get to shoot twice?
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Post by: Audustum
The only tank I've seen do any good is the Relic Falchion. Survivable enough to live to shoot and can almost drop an Imperial Knight in a single turn on average.
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Post by: Gamgee
Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
Oh the irony. I made this exact same argument back in 7th for Tau not being a strong faction just the Riptide Wing and the Stormsurge and the mob clearly came and gutted the dex anyways. Despite how sweet it would be to do the same I agree. I want them nerfed but not so they are the worst unit in the dex. I doubt they will see competitive play (because 8th has a big spam issue) but in casual games they should be okay tier. It they can find a way to keep them viable without being OP that is fine as well.
I just hope people can be fair about Tau balancing changes in the future.
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Post by: Bobthehero
They're a xeno shooty army, its not going to happen.
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Post by: RogueApiary
Xenomancers wrote:Gotta love IG players - they will actually try to convince you a manticore is bad...it's like they havn't even looked at a Nightspinner. Which is +36 points - has a way worse weapon - BUT is the most cost efficient weapon in the entire eldar codex....
Hey keep misrepresenting my arguments some more. I never said it was bad, I said saying it has higher strength than a las pred is meaningless when you factor in the LC's better AP and damage because the to wound rolls are identical against everything but T9 and T5, which are not super common.
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Post by: Niiru
I hate to talking about something on topic, as you guys seem to be having so much fun talking about your own thing... but anywho -
The Taurox Prime seems to be a rather underpriced bit of kit. And this becomes even more obvious when that guy has bought 5 of them as "transports" to a fight, where not one single unit in his army seems to be able to actually ride one.
As far as I am aware, only Tempestus troops can ride a Taurox Prime, or an Inquisitor, and he has none of either of those in his list. So he's paying for a transport just for its weaponry... which basically means that the Prime is worth it's points for weaponry and toughness alone, and gets a 10-person transport capacity for free.
Would seem the Prime needs a massive nerf, or a big points increase.
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Post by: SideshowLucifer
Conscripts should be the worst infantry in the book. They are conscripts! They should be there to be bullet shields and should not be overshadowing the rest of the army, who are the trained guardsmen.
I like the suggestion above that the Commissar kills a conscript to use his leadership. I also like the other ideas of double morale losses for them and they in no way should be able to receive orders.
As long as they are better guardsmen than the Guardsman are, there is an issue. The orders should be one of those things that define the discipline as well as something for morale. Rabble won't stay around long no matter if you shoot one or not if things go too far sideways.
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Post by: ross-128
The Taurox Prime is definitely out of line compared to both the Chimera and the standard Taurox.
Some adjustments I'd consider on that front:
TPrime to 70 points from current 65
Chimera to 70 points from current 75
Allow standard Taurox to take the taurox gatling gun
Multilaser to ~7-8 points from 10
Restore 2 firing ports to Chimera
As you can see I tend to favor small adjustments, but in general that should push all three transport options a bit closer together.
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Post by: Galas
After how with Chaos Marines Codex and FAQ's GW buffed the worst units in the Chaos Range and nerfed the ones that deserved it (Like Brimstones) I'm confident that GW will nerf conscripts ,Tempestus, etc... but buff the units that aren't good like Leman Russes.
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Post by: Desubot
Galas wrote:After how with Chaos Marines Codex and FAQ's GW buffed the worst units in the Chaos Range and nerfed the ones that deserved it (Like Brimstones) I'm confident that GW will nerf conscripts ,Tempestus, etc... but buff the units that aren't good like Leman Russes.
Yeah they seem to mostly be on top of things for once.
Though i forget if girlyman is still on the op tourny must take side of things.
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Post by: Future War Cultist
I gotta be honest...I don't like the idea of conscripts anymore. If I could, I'd do away with them altogether.
But since I can't, I suggest limiting their numbers to 20 per squad.
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Post by: Marmatag
Gamgee wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
Oh the irony. I made this exact same argument back in 7th for Tau not being a strong faction just the Riptide Wing and the Stormsurge and the mob clearly came and gutted the dex anyways. Despite how sweet it would be to do the same I agree. I want them nerfed but not so they are the worst unit in the dex. I doubt they will see competitive play (because 8th has a big spam issue) but in casual games they should be okay tier. It they can find a way to keep them viable without being OP that is fine as well.
I just hope people can be fair about Tau balancing changes in the future.
You post this in every thread but Tau are still one of the best factions in the game. Just because you choose to ignore the best units in the codex because it doesn't match your playstyle or collection doesn't mean they aren't good.
It has literally been proven with recorded competitive data that Tau are a top faction. There's no opinion involved.
And I would LOVE to have a unit as effective & efficient as commanders in my GK codex. I would absolutely love it. And people would cry all day that GK are OP. And I'd say, "oh, but i can't spam the garbage in my codex and win, therefore GK are bad," all the while, GK are dominating tournaments coast to coast and internationally.
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Post by: Galas
Marmatag wrote: Gamgee wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
Oh the irony. I made this exact same argument back in 7th for Tau not being a strong faction just the Riptide Wing and the Stormsurge and the mob clearly came and gutted the dex anyways. Despite how sweet it would be to do the same I agree. I want them nerfed but not so they are the worst unit in the dex. I doubt they will see competitive play (because 8th has a big spam issue) but in casual games they should be okay tier. It they can find a way to keep them viable without being OP that is fine as well.
I just hope people can be fair about Tau balancing changes in the future.
You post this in every thread but Tau are still one of the best factions in the game. Just because you choose to ignore the best units in the codex because it doesn't match your playstyle or collection doesn't mean they aren't good.
It has literally been proven with recorded competitive data that Tau are a top faction. There's no opinion involved.
And I would LOVE to have a unit as effective & efficient as commanders in my GK codex. I would absolutely love it. And people would cry all day that GK are OP. And I'd say, "oh, but i can't spam the garbage in my codex and win, therefore GK are bad," all the while, GK are dominating tournaments coast to coast and internationally.
Tau have an abhorrent internal balance. I know that as you don't play Tau, you don't care about that and only about their external balance. That Commanders are OP I can agree with. But as a Tau player, personally I want internal balance for my Codex. So yes, Is totally legitimate to say that Tau need to be fixed just like Tyranid in 7th needed even when Flyrant being pretty OP.
Sorry that I'm not of the crow of "edition-hotness" and I don't like to use my crisis suits as 10 Commanders.
But this is offtopic, so I'll leave this here.
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Post by: Gamgee
Galas wrote: Marmatag wrote: Gamgee wrote: Unit1126PLL wrote:I don't think anyone said "conscripts are fine."
I think people are usually willing to give nerfs to conscripts one way or another; for example, I am okay with removing orders.
What those of us "defending" Conscripts were defending against was not "nerf conscripts" but rather "Nerf conscripts so hard they're back to uselessness."
Another nerf I'd be okay with, for example, is making them 1 per 2 infantry squads, like they used to be. Another is making them lose D6 instead of 1 for the Summary Execution ability.
But more than 1 of those nerfs at a time is ridiculous imo.
Oh the irony. I made this exact same argument back in 7th for Tau not being a strong faction just the Riptide Wing and the Stormsurge and the mob clearly came and gutted the dex anyways. Despite how sweet it would be to do the same I agree. I want them nerfed but not so they are the worst unit in the dex. I doubt they will see competitive play (because 8th has a big spam issue) but in casual games they should be okay tier. It they can find a way to keep them viable without being OP that is fine as well.
I just hope people can be fair about Tau balancing changes in the future.
You post this in every thread but Tau are still one of the best factions in the game. Just because you choose to ignore the best units in the codex because it doesn't match your playstyle or collection doesn't mean they aren't good.
It has literally been proven with recorded competitive data that Tau are a top faction. There's no opinion involved.
And I would LOVE to have a unit as effective & efficient as commanders in my GK codex. I would absolutely love it. And people would cry all day that GK are OP. And I'd say, "oh, but i can't spam the garbage in my codex and win, therefore GK are bad," all the while, GK are dominating tournaments coast to coast and internationally.
Tau have an abhorrent internal balance. I know that as you don't play Tau, you don't care about that and only about their external balance. That Commanders are OP I can agree with. But as a Tau player, personally I want internal balance for my Codex. So yes, Is totally legitimate to say that Tau need to be fixed just like Tyranid in 7th needed even when Flyrant being pretty OP.
Sorry that I'm not of the crow of "edition-hotness" and I don't like to use my crisis suits as 10 Commanders.
But this is offtopic, so I'll leave this here.
Hear hear. The data shows it's only Tau commanders + drones + troops being spammed and it's clearly falling in effectiveness as people adapt to their one note trick. Not all of us want 2-3 commanders in a casual list just to stand a chance and far more in comp lists. The internal balance for casual play is so bad it's ridiculous. Except you never once will admit that because you don't really care about balancing anything. I'm not some fair weather balance person here I'm trying to make serious balance suggestions for the long term that will stick. I was right on board with Tyranid buffs in 7th and supported Ork buffs and much more alongside my Tau balance changes. Heck I'll admit I was wrong when I thought Necrons were too strong in 8th they could use some small buffs too.
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Post by: ross-128
In line with my preference for small adjustments, the most I would consider is putting them behind a platoon-style structure (ie 2 infantry squads for 1 conscript squad, which would handily boot them out of soup lists), or having them roll to pass orders.
Doing both would be too much at once, completely removing orders is entirely too far, and ripping out their spine (ie making the commissar useless to them) would mean no conscript would ever touch the table for the rest of the edition.
And these massive combi-nerfs where people want to give them a price hike, remove orders, remove the commissar, remove their armor, and make them take double battleshock at the same time? Those are right out. If you did all that they'd struggle to be worth 1 point, much less 3 or the proposed 4.
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Post by: Desubot
Gamgee wrote:
Hear hear. The data shows it's only Tau commanders + drones + troops being spammed and it's clearly falling in effectiveness as people adapt to their one note trick. Not all of us want 2-3 commanders in a casual list just to stand a chance and far more in comp lists. The internal balance for casual play is so bad it's ridiculous. Except you never once will admit that because you don't really care about balancing anything. I'm not some fair weather balance person here I'm trying to make serious balance suggestions for the long term that will stick. I was right on board with Tyranid buffs in 7th and supported Ork buffs and much more alongside my Tau balance changes. Heck I'll admit I was wrong when I thought Necrons were too strong in 8th they could use some small buffs too.
To be fair
most of these power level comparisons are based off the competitive results
the kinda place where people used to one trick triple riptides and other power lists in the first place.
so commander spam is to be expected.
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Post by: Gamgee
Right but we need to get to the heart of the issue then and that is 8th has no safeguard against spam lists. There is no CAD from 7th days that everyone must conform too or something to take its place and limit certain selections.
I think that only a single detachment should be allowed to be used for tournament level games and everyone has to use the same one. All the other one's should be for open play. This is the most obvious way to get a balanced army is by giving everyone similar amounts of things.
Also I do realise that Desu and will not continue that topic as it is off topic in this thread.
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Post by: SideshowLucifer
They may go the route that AoS did and only allow 20% of your army as allies and you can only choose one alliance.
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Post by: RogueApiary
SideshowLucifer wrote:Conscripts should be the worst infantry in the book. They are conscripts! They should be there to be bullet shields and should not be overshadowing the rest of the army, who are the trained guardsmen.
I like the suggestion above that the Commissar kills a conscript to use his leadership. I also like the other ideas of double morale losses for them and they in no way should be able to receive orders.
As long as they are better guardsmen than the Guardsman are, there is an issue. The orders should be one of those things that define the discipline as well as something for morale. Rabble won't stay around long no matter if you shoot one or not if things go too far sideways.
Have you actually played against/with conscripts? You regularly lose 15+ in a turn. Against a Cawl ball, you lose 30+. Making them Ld 8 after killing a conscript as you suggest still causes you to lose 23 in the latter scenario and 8 in the former BEFORE you even roll the D6 during the morale phase. Now if we stack your double morale losses suggestion onto that, there'd be no point bringing Conscripts except in blocks of 50, and even that would be questionable.
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Post by: argonak
If GW listens to most of you, they might as well just not release an am codex. Good lord.
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Post by: Kanluwen
Gamgee wrote:Right but we need to get to the heart of the issue then and that is 8th has no safeguard against spam lists. There is no CAD from 7th days that everyone must conform too or something to take its place and limit certain selections.
I think that only a single detachment should be allowed to be used for tournament level games and everyone has to use the same one. All the other one's should be for open play. This is the most obvious way to get a balanced army is by giving everyone similar amounts of things.
Also I do realise that Desu and will not continue that topic as it is off topic in this thread.
Do you even understand what you're saying here?
There absolutely is a "safeguard against spam lists". There are detachments with specific numbers of slots, etc.
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Post by: RogueApiary
Gamgee wrote:Right but we need to get to the heart of the issue then and that is 8th has no safeguard against spam lists. There is no CAD from 7th days that everyone must conform too or something to take its place and limit certain selections.
I think that only a single detachment should be allowed to be used for tournament level games and everyone has to use the same one. All the other one's should be for open play. This is the most obvious way to get a balanced army is by giving everyone similar amounts of things.
Also I do realise that Desu and will not continue that topic as it is off topic in this thread.
You'd need to bring back platoons then, because there'd be no way to fit a remotely competitive Guard army in a single detachment assuming you made Battalion the standard matched play detachment for everybody. You cant make Brigade the standard because theres a ton of armies that cant even come close to filling the slots before running over points. If anything, just drop the recommended detachment number from 3 to 2 at the 2k level. Still offers list building flexibility and makes brigade more attractive as a means to get more slots.
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Post by: Gamgee
I know, but currently there are too many of them. You can take a vanguard detachment and get as much of that slot as you need for example.
There needs to be only a single detachment and an allied detachment again like in 7th and everyone and every race has to adhere to it for maximum balance.
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Post by: Desubot
Gamgee wrote:I know, but currently there are too many of them. You can take a vanguard detachment and get as much of that slot as you need for example.
There needs to be only a single detachment and an allied detachment again like in 7th and everyone and every race has to adhere to it for maximum balance.
Problem is it still doesnt stop a Imperial army from going ham on mixing and matching.
but ultimately this is the kinda thing that the Touny organizer needs to deal with not GW.
GW can deal with internal balance though as they should.
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Post by: Xenomancers
Audustum wrote:The only tank I've seen do any good is the Relic Falchion. Survivable enough to live to shoot and can almost drop an Imperial Knight in a single turn on average.
Yeah it's a freaking monster for sure. If you run it with Azreal it's really hard to kill - if you run it with Guilliman you will likely destroy their 2 best units a turn - if they brought anything big - it's dead. Automatically Appended Next Post: Desubot wrote: Gamgee wrote:I know, but currently there are too many of them. You can take a vanguard detachment and get as much of that slot as you need for example.
There needs to be only a single detachment and an allied detachment again like in 7th and everyone and every race has to adhere to it for maximum balance.
Problem is it still doesnt stop a Imperial army from going ham on mixing and matching.
but ultimately this is the kinda thing that the Touny organizer needs to deal with not GW.
GW can deal with internal balance though as they should.
I agree - torny organizers need to do more to help balance. Single faction needs to be stressed more. Perhaps even reducing detachments to 1 or 2. Plus outright point fixes for the most obnoxious units - like conscripts - manticores - ect.
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Post by: Desubot
Xenomancers wrote:Audustum wrote:The only tank I've seen do any good is the Relic Falchion. Survivable enough to live to shoot and can almost drop an Imperial Knight in a single turn on average.
Yeah it's a freaking monster for sure. If you run it with Azreal it's really hard to kill - if you run it with Guilliman you will likely destroy their 2 best units a turn - if they brought anything big - it's dead.
Automatically Appended Next Post:
Desubot wrote: Gamgee wrote:I know, but currently there are too many of them. You can take a vanguard detachment and get as much of that slot as you need for example.
There needs to be only a single detachment and an allied detachment again like in 7th and everyone and every race has to adhere to it for maximum balance.
Problem is it still doesnt stop a Imperial army from going ham on mixing and matching.
but ultimately this is the kinda thing that the Touny organizer needs to deal with not GW.
GW can deal with internal balance though as they should.
I agree - torny organizers need to do more to help balance. Single faction needs to be stressed more. Perhaps even reducing detachments to 1 or 2. Plus outright point fixes for the most obnoxious units - like conscripts - manticores - ect.
I mean Internally Guard is.... well pretty much scions or Conscripts
no one really bothers with the other infantry options as Scions are super points efficient for special deep striking weapons while conscripts are points efferent for bodies on the board and auramancy.
(though scions are not imperial guard right?)
i figure it would be simple enough to just reduce conscript sizes to 20 max. it takes up more slots and gains less from orders.
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Post by: Gamgee
I've seen it put forth that there should be a limit to how much can be spent on detachments of other faction in soup lists this could also work no? In tandem with tournament organisers doing stuff to limit detachments.
Edit
If GW did limit detachments for matched play they can always say you and your opponent may choose to use the standard detachment (or whatever) or pick and build any that you want within the existing rules. This way GW provides an answer but allows the players to pick what they want as usual. It wouldn't upset the current users of the system who use it more casually and it would enable tournaments to use the standard ones if they so chose.
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Post by: Desubot
Gamgee wrote:I've seen it put forth that there should be a limit to how much can be spent on detachments of other faction in soup lists this could also work no? In tandem with tournament organisers doing stuff to limit detachments.
It wont work unless there was a limitation on the largest keyword.
IMPERIUM covers a LOT of stuff.
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Post by: Gamgee
In that case we need to brainstorm how.
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Post by: Xenomancers
RogueApiary wrote: Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
Should have used battle cannon
Saving 18 points for a weaker gun doesnt solve the problem of the tank not living past turn 2. Why would I spend 12-15% of my points on a unit that MIGHT get to shoot twice?
The tank wont live past 2 turn if you expose it to enemy fire to get in range to fire demolisher cannon. Battle cannon has the range of the board and las cannon hull mount is more than adequate range to sit back and only tank dedicated anti tank fire. Just take heavy bolter sponsons and use them to cover your front line. Much cheaper and will probably live all game if you place it right. If I'm taking a demolisher cannon - I am taking it on a vindicator. Cheap - tough - and if they shoot at it great - it's the toughest thing in my army.
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Post by: ross-128
Honestly, I'd be willing to bet the elysians did more to carry the day than the conscripts did.
120 conscripts organized 4x30 is not all that much in the grand scheme of things. They'd slow things down a bit, but the real stars are the Elysians. Besides shaving 8 points off a scion plasma squad (for worse armor, but hey it's already a suicide unit) I was noticing a lot of full infantry squads with krak grenades as their only upgrade.
I'm betting they were exploiting the unique order that lets them turn their grenades into assault weapons. Of course the need to get within 6" limits it a bit, but once they do, I can see 19 lasgun shots, 10 frags, and 10 kraks (because removing the Grenade type removes the one-grenade rule) and maybe a charge to follow up doing quite a number on just about anything.
The conscripts were just a distraction.
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Post by: Xenomancers
More stress needs to be put on codex. For example - If I take an ultra marines detachment - I shouldn't be allowed to fill out my elites with vindicate assassins and my fast attacks with scout sentinels. Ultra marines detachment - only ultra marines can be taken in it.
Want to include more than one codex? -1 to your roll to go first for each unique army type.
Want to include a lord of war? -1 to your roll to go first.
I like stuff like this to encourage people to take only 1 army. Automatically Appended Next Post: ross-128 wrote:Honestly, I'd be willing to bet the elysians did more to carry the day than the conscripts did.
120 conscripts organized 4x30 is not all that much in the grand scheme of things. They'd slow things down a bit, but the real stars are the Elysians. Besides shaving 8 points off a scion plasma squad (for worse armor, but hey it's already a suicide unit) I was noticing a lot of full infantry squads with krak grenades as their only upgrade.
I'm betting they were exploiting the unique order that lets them turn their grenades into assault weapons. Of course the need to get within 6" limits it a bit, but once they do, I can see 19 lasgun shots, 10 frags, and 10 kraks (because removing the Grenade type removes the one-grenade rule) and maybe a charge to follow up doing quite a number on just about anything.
The conscripts were just a distraction.
Orders are just bonkers OP. I've never even heard of that order before.
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Post by: Kanluwen
Gamgee wrote:I know, but currently there are too many of them. You can take a vanguard detachment and get as much of that slot as you need for example.
There needs to be only a single detachment and an allied detachment again like in 7th and everyone and every race has to adhere to it for maximum balance.
That was a TOURNAMENT RULE.
You could field as many detachments as you had points for in 7th.
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Post by: RogueApiary
Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
Should have used battle cannon
Saving 18 points for a weaker gun doesnt solve the problem of the tank not living past turn 2. Why would I spend 12-15% of my points on a unit that MIGHT get to shoot twice?
The tank wont live past 2 turn if you expose it to enemy fire to get in range to fire demolisher cannon. Battle cannon has the range of the board and las cannon hull mount is more than adequate range to sit back and only tank dedicated anti tank fire. Just take heavy bolter sponsons and use them to cover your front line. Much cheaper and will probably live all game if you place it right.
*SIGH* I am well aware of the range limitations on a Demolisher cannon. But hey, here's a full list of my tournament games with Pask, you tell me if the Battlecannon would have made the difference (spoilers, it wouldn't)
Game vs Nids - Pask actually lived long enough to do something, killed the hell out of a Harpy, was putting in some good work on the Swarmlord before the game ended from time.
2x Storm Ravens fly over my lines to the back of the board and get vision on Pask who was fully hidden behind a building. Insta-gibbed before Turn 1 started.
3x Doom Scythes fly past my lines to get around the building to get vision on Pask who again, was fully hidden behind a building, Death Rays insta-gibbed him before turn 1 started.
Pask started in the back line on my far board edge, actually got two turns of shooting to engage the Ynnari stuff that hit my line, Dark Eldar Lances got him on turn 3.
This one is just straight bad luck, but the TO rolled a random Battle Zone and we got Night Fight for the entire round. Pask got his face punched in by a Knight that got to walk across the table pretty much undamaged. Pask was on my board edge.
Versus Thousand Sons, Magnus and Belakor flew over my conscript line and killed Pask and his Tank Commander buddy on turn 3. He had managed to kill some Scarab Occult Terminators before dying. Yay? Managed to actually win this one because the Scions killed enough of his rubrics camping the back objectives to give me the win.
Note that in none of these games did I advance Pask towards danger or even forward deploy him and didnt even need to move him into range in the games where he survived the alpha because there was stuff to kill within 24" already.
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Post by: ross-128
Xenomancers wrote:
Automatically Appended Next Post:
ross-128 wrote:Honestly, I'd be willing to bet the elysians did more to carry the day than the conscripts did.
120 conscripts organized 4x30 is not all that much in the grand scheme of things. They'd slow things down a bit, but the real stars are the Elysians. Besides shaving 8 points off a scion plasma squad (for worse armor, but hey it's already a suicide unit) I was noticing a lot of full infantry squads with krak grenades as their only upgrade.
I'm betting they were exploiting the unique order that lets them turn their grenades into assault weapons. Of course the need to get within 6" limits it a bit, but once they do, I can see 19 lasgun shots, 10 frags, and 10 kraks (because removing the Grenade type removes the one-grenade rule) and maybe a charge to follow up doing quite a number on just about anything.
The conscripts were just a distraction.
Orders are just bonkers OP. I've never even heard of that order before.
Woah there Angry Marine, before you go running off with your broad brush, that order is exclusive to Elysians. General Imperial Guard orders don't do anything that other factions can't do, and those other factions are generally getting always-on buff bubbles instead of mutually exclusive single-target buffs.
The vanilla orders are:
Aim!: Re-roll 1s to hit when shooting. (any Space Marine captain and a ton of similar characters can do the same thing as a bubble).
Bring it Down!: re-roll 1s to wound when shooting (Space Marine lieutenants can do the same thing as a bubble)
Forward for the Emperor!: The unit must immediately run (move d6") then shoot. Any assault weapon can do this passively, albeit at -1 to hit. Still, it's only going to get you something like 3" most of the time.
Move Move Move!: The unit gets an extra movement phase, in which it must run. Sisters can do the same thing with an Act of Faith, 'Nids get a better version that also lets them charge.
Fix Bayonets!: The unit gets an extra Fight phase. Sisters can do the same thing with an Act of Faith, Zerkers have it passively. It's a lot less impressive on a S3 A1 WS5+/4+ model.
First Rank Fire! Second Rank Fire!: The one everyone knows an loves, lasguns can shoot twice. Easily the strongest for units that can use it, kept in check by the fact that category consists of "lasguns".
The Elysians' special order (Move and Fire!) is a replacement for "Forward for the Emperor!", which basically does the same thing except M&F has a -1 penalty to hit. However, FW either didn't realize how strong it would be to include the grenades, or didn't want to exclude the grenades because without them it would be strictly worse than FftE in every way. (of course the simplest solution would have been to just keep FftE).
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Post by: Arkaine
RogueApiary wrote:Versus Thousand Sons, Magnus and Belakor flew over my conscript line and killed Pask and his Tank Commander buddy on turn 3. He had managed to kill some Scarab Occult Terminators before dying. Yay? Managed to actually win this one because the Scions killed enough of his rubrics camping the back objectives to give me the win.
Your fault for leaving him with plenty of room to drop a colossal figure next to him while still remaining 1" away. You can literally wrap the conscripts around him to serve as a defense shield made of your own men.
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Post by: Azuza001
So what's wrong with my suggestion of commissioners granting ld 10 instead of instant pass for fixing the conscripts issue? Keep them the same otherwise. I mean I don't see the problem being with the conscripts as much as with the commissioner making them too "stead fast".
I would make a good bet that something is going to change in the codex release to make them more fair for all. The only question I see is it going to be with the commish or with the scripts...
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Post by: Desubot
Azuza001 wrote:So what's wrong with my suggestion of commissioners granting ld 10 instead of instant pass for fixing the conscripts issue? Keep them the same otherwise. I mean I don't see the problem being with the conscripts as much as with the commissioner making them too "stead fast".
I would make a good bet that something is going to change in the codex release to make them more fair for all. The only question I see is it going to be with the commish or with the scripts...
Well its ether that or he kills of multiple people.
The problem with conscripts is that for the points they gain FAR more from orders and aura buffs than a bunch of 10 man or 5 man squads
so the options you have are lower the unit cap or restrict bonuses in some way.
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Post by: Audustum
Xenomancers wrote: More stress needs to be put on codex. For example - If I take an ultra marines detachment - I shouldn't be allowed to fill out my elites with vindicate assassins and my fast attacks with scout sentinels. Ultra marines detachment - only ultra marines can be taken in it.
Want to include more than one codex? -1 to your roll to go first for each unique army type.
Want to include a lord of war? -1 to your roll to go first.
I like stuff like this to encourage people to take only 1 army.
But limiting people to one codex or LoW is a rather arbitrary throwback to perceived halcyon days. A lot of armies simply can't function without allies. Just look at Custodes, Sisters of Silence and Assassins literally can't be fielded without it and Inquisition can't be fielded effectively. Plus, there's a fair number of us who just like the concept.
Ships sailed on LoW. GW and players at large seem to love selling/using them from the amount seen. Plus Imperial Knights are a faction of nothing but and fairly popular.
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Post by: RogueApiary
Arkaine wrote:RogueApiary wrote:Versus Thousand Sons, Magnus and Belakor flew over my conscript line and killed Pask and his Tank Commander buddy on turn 3. He had managed to kill some Scarab Occult Terminators before dying. Yay? Managed to actually win this one because the Scions killed enough of his rubrics camping the back objectives to give me the win.
Your fault for leaving him with plenty of room to drop a colossal figure next to him while still remaining 1" away. You can literally wrap the conscripts around him to serve as a defense shield made of your own men.
At which point I wouldn't have been able to move onto objectives. You're basically telling me to add more conscripts, because clearly 60 conscripts plus 40 infantry wasn't enough to do both.
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Post by: Desubot
Audustum wrote: Xenomancers wrote: More stress needs to be put on codex. For example - If I take an ultra marines detachment - I shouldn't be allowed to fill out my elites with vindicate assassins and my fast attacks with scout sentinels. Ultra marines detachment - only ultra marines can be taken in it. Want to include more than one codex? -1 to your roll to go first for each unique army type. Want to include a lord of war? -1 to your roll to go first. I like stuff like this to encourage people to take only 1 army. But limiting people to one codex or LoW is a rather arbitrary throwback to perceived halcyon days. A lot of armies simply can't function without allies. Just look at Custodes, Sisters of Silence and Assassins literally can't be fielded without it and Inquisition can't be fielded effectively. Plus, there's a fair number of us who just like the concept. Ships sailed on LoW. GW and players at large seem to love selling/using them from the amount seen. Plus Imperial Knights are a faction of nothing but and fairly popular. Personally i dont think custods or sos or assassins or even inquisition is a real army. those are often flavor enhancers for fluff players. because why on earth is a custodes outside of terra. did they finally install a text to speech device on the emperor?
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Post by: Vitali Advenil
Desubot wrote:Audustum wrote: Xenomancers wrote: More stress needs to be put on codex. For example - If I take an ultra marines detachment - I shouldn't be allowed to fill out my elites with vindicate assassins and my fast attacks with scout sentinels. Ultra marines detachment - only ultra marines can be taken in it.
Want to include more than one codex? -1 to your roll to go first for each unique army type.
Want to include a lord of war? -1 to your roll to go first.
I like stuff like this to encourage people to take only 1 army.
But limiting people to one codex or LoW is a rather arbitrary throwback to perceived halcyon days. A lot of armies simply can't function without allies. Just look at Custodes, Sisters of Silence and Assassins literally can't be fielded without it and Inquisition can't be fielded effectively. Plus, there's a fair number of us who just like the concept.
Ships sailed on LoW. GW and players at large seem to love selling/using them from the amount seen. Plus Imperial Knights are a faction of nothing but and fairly popular.
Personally i dont think custods or sos or assassins or even inquisition is a real army. those are often flavor enhancers for fluff players. because why on earth is a custodes outside of terra. did they finally install a text to speech device on the emperor?
I could be wrong but I think Robot Gulliver ordered those golden boys to get off their asses and actually be useful.
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Post by: Desubot
Vitali Advenil wrote:
I could be wrong but I think Robot Gulliver ordered those golden boys to get off their asses and actually be useful.
Did he? i have not been keeping up with girlyman as he does not interest me.
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Post by: Vitali Advenil
Desubot wrote: Vitali Advenil wrote:
I could be wrong but I think Robot Gulliver ordered those golden boys to get off their asses and actually be useful.
Did he? i have not been keeping up with girlyman as he does not interest me.
I completely agree- Rowbooty Gilbert is probably the least interesting Primarch, but my 40k group talks a lot of lore so I hear things. Funnily enough, only one of us plays guard, and he's tank heavy, so this is the first I've seen of the conscript issue.
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Post by: Audustum
Desubot wrote: Vitali Advenil wrote:
I could be wrong but I think Robot Gulliver ordered those golden boys to get off their asses and actually be useful.
Did he? i have not been keeping up with girlyman as he does not interest me.
That's my understanding too. He basically told them to stop sulking and get moving again.
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Post by: Arkaine
RogueApiary wrote: Arkaine wrote:RogueApiary wrote:Versus Thousand Sons, Magnus and Belakor flew over my conscript line and killed Pask and his Tank Commander buddy on turn 3. He had managed to kill some Scarab Occult Terminators before dying. Yay? Managed to actually win this one because the Scions killed enough of his rubrics camping the back objectives to give me the win.
Your fault for leaving him with plenty of room to drop a colossal figure next to him while still remaining 1" away. You can literally wrap the conscripts around him to serve as a defense shield made of your own men.
At which point I wouldn't have been able to move onto objectives. You're basically telling me to add more conscripts, because clearly 60 conscripts plus 40 infantry wasn't enough to do both.
Sure you can. Bring Pask with you.
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Post by: NenkotaMoon
Just let Guard be low to mid tier, they wont complain about us then.
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Post by: Xenomancers
Audustum wrote: Xenomancers wrote: More stress needs to be put on codex. For example - If I take an ultra marines detachment - I shouldn't be allowed to fill out my elites with vindicate assassins and my fast attacks with scout sentinels. Ultra marines detachment - only ultra marines can be taken in it.
Want to include more than one codex? -1 to your roll to go first for each unique army type.
Want to include a lord of war? -1 to your roll to go first.
I like stuff like this to encourage people to take only 1 army.
But limiting people to one codex or LoW is a rather arbitrary throwback to perceived halcyon days. A lot of armies simply can't function without allies. Just look at Custodes, Sisters of Silence and Assassins literally can't be fielded without it and Inquisition can't be fielded effectively. Plus, there's a fair number of us who just like the concept.
Ships sailed on LoW. GW and players at large seem to love selling/using them from the amount seen. Plus Imperial Knights are a faction of nothing but and fairly popular.
it's just a penalty...its not like you cant do it. You aren't palying custodies because you want to win tournys. Even if you were trying to win -1 to go first roll is hardly the end of the world.
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Post by: Audustum
Actually, some at at NOVA were. There were at least 3 there. They're a fantastic troop for an Imperial Soup.
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Post by: Desubot
Audustum wrote:Actually, some of us at NOVA were. They're a fantastic troop for an Imperial Soup.
Custodes do amazing things.a bit pricy but more work than say melee terminators
and assasins are fricking annoying to no end.
that 4+ remove command points was the most aggravating thing i had to face.
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Post by: Xenomancers
Audustum wrote:Actually, some at at NOVA were. There were at least 3 there. They're a fantastic troop for an Imperial Soup.
Not saying they are bad - they just don't deserve special consideration when it comes to allies.
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Post by: Unit1126PLL
Love the -1 per LoW idea. Getting tabled for 3 games in a weekend because I lost the first turn was so enjoyable I want to encourage it to happen more. That sweet sweet -3.
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Post by: Slayer-Fan123
I dunno an assassin army was fun to play against. Totally a different type of play style you have to use. Super frickin close game.
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Post by: GhostRecon
vipoid wrote:
- Make them a non- FoC choice. Instead of being troops, you can take one unit of Conscripts for every 2 Infantry Squads you take (the Conscripts don't take up a FoC space). This would make them less efficient, would prevent them being taken to fulfil min troop choices in a Battalion/Brigade and means that they can't get Objective Secured.
This is my favorite suggestion in any Conscript discussion thus far.
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Post by: Legio_xx
So I have used Conscripts a lot in 7th edition and almost every game in 8th and I think for what they are they are too strong for staying power not at all for fire power. I took it upon my self to tweak the AM and I think I have found a pretty good balance for them.
1 Conscripts stay the same points capped at 30 men per squad. Can only be brought in a platoon style formation. So two infantry squads to one Conscript (stays the same points dose not get objective secure)
Conscripts can take every order but "Get back in the fight". I think that would take some hardened discipline and the White shields, while very well drilled, would not be able to mount a effective base of fire after being chewed up in close combat.
2) Tempestus are 55- 60 points base
3) can only bring on Taurox prime per one Tempestus unit (hq, body guard, squad.) Taurox Prime is 80 points with out main gun.
3 plasma gun 10 points. Pistols are fine in my opinion
This has worked pretty well for me and my friends around me. So I thought I would share it.
I have not looked into adding points for the commissars mainly because if someone dose not bring at least one character killing unit that is on them. When I play space marines I always bring a sniper squad with Camo , sniper rifles and a missile launcher. always take them out first and cripple the AM advance then win on objectives.
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Post by: techsoldaten
Legio_xx wrote:So I have used Conscripts a lot in 7th edition and almost every game in 8th and I think for what they are they are too strong for staying power not at all for fire power. I took it upon my self to tweak the AM and I think I have found a pretty good balance for them.
1 Conscripts stay the same points capped at 30 men per squad. Can only be brought in a platoon style formation. So two infantry squads to one Conscript (stays the same points dose not get objective secure)
Conscripts can take every order but "Get back in the fight". I think that would take some hardened discipline and the White shields, while very well drilled, would not be able to mount a effective base of fire after being chewed up in close combat.
2) Tempestus are 55- 60 points base
3) can only bring on Taurox prime per one Tempestus unit ( hq, body guard, squad.) Taurox Prime is 80 points with out main gun.
3 plasma gun 10 points. Pistols are fine in my opinion
This has worked pretty well for me and my friends around me. So I thought I would share it.
I have not looked into adding points for the commissars mainly because if someone dose not bring at least one character killing unit that is on them. When I play space marines I always bring a sniper squad with Camo , sniper rifles and a missile launcher. always take them out first and cripple the AM advance then win on objectives.
This actually sounds sensible.
I agree with the point about staying power versus fire power. I regularly get into shootouts with them versus Noise Marines, where I will have 60 conscripts shooting at 10 Noise Marines. Most often, the Noise Marines win, but it takes a couple turns.
That said, the hardest thing with CSMs is killing characters. When the conscripts have orders, that's when things break down for me.
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Post by: SideshowLucifer
RogueApiary wrote: SideshowLucifer wrote:Conscripts should be the worst infantry in the book. They are conscripts! They should be there to be bullet shields and should not be overshadowing the rest of the army, who are the trained guardsmen.
I like the suggestion above that the Commissar kills a conscript to use his leadership. I also like the other ideas of double morale losses for them and they in no way should be able to receive orders.
As long as they are better guardsmen than the Guardsman are, there is an issue. The orders should be one of those things that define the discipline as well as something for morale. Rabble won't stay around long no matter if you shoot one or not if things go too far sideways.
Have you actually played against/with conscripts? You regularly lose 15+ in a turn. Against a Cawl ball, you lose 30+. Making them Ld 8 after killing a conscript as you suggest still causes you to lose 23 in the latter scenario and 8 in the former BEFORE you even roll the D6 during the morale phase. Now if we stack your double morale losses suggestion onto that, there'd be no point bringing Conscripts except in blocks of 50, and even that would be questionable.
Ok, fair enough. I don't usually beat them in morale, I kill them in melee so your point is well received. Perhaps the best fix for them is smaller units then. They should be on par with chaos cultists pretty much but currently they can't really be shifted unless you kill them all, which takes a disproportionate amount of points worth of offense to accomplish. Automatically Appended Next Post: Legio_xx wrote:
I have not looked into adding points for the commissars mainly because if someone dose not bring at least one character killing unit that is on them. When I play space marines I always bring a sniper squad with Camo , sniper rifles and a missile launcher. always take them out first and cripple the AM advance then win on objectives.
The problem here is that not all armies have a way to snipe characters out of huge mobs. They just do not have the tools available.
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Post by: Legio_xx
That is my mistake guys my comment was mostly for people who can use them. With the exception Tau Sniper drones. Only work in mass..and even then they are not all that effective that I have seen.
For me Conscripts are units that you are not suppose to kill turn one. I personally think GW is going to fix the problem.. its strange but I actually think they are doing a good job with updates.
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Post by: nekooni
Gamgee wrote:Right but we need to get to the heart of the issue then and that is 8th has no safeguard against spam lists. There is no CAD from 7th days that everyone must conform too or something to take its place and limit certain selections.
I think that only a single detachment should be allowed to be used for tournament level games and everyone has to use the same one. All the other one's should be for open play. This is the most obvious way to get a balanced army is by giving everyone similar amounts of things.
Also I do realise that Desu and will not continue that topic as it is off topic in this thread.
There are limits. You can only take 3 Detachments at 2000 points.
And there's another limiting factor - If I'd spam my IG full of Tempestus and Conscripts, I'd be hard pressed to get a +9 detachment. If I want to get that detachment, I'll at least have to bring 3 FA and 3 HS along, too. Sure, IG can just use Mortar HWTs and Scout Sentinels, but it's still a few hundred points. Other armies , eg Space Marines, have to invest much more to get the extra CPs.
Right now an IG player doesn't really care since IG doesn't have their own Strategems yet, but that's going to change until the end of the year, and then you'll want as many CP as you can get.
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Post by: Xenomancers
Unit1126PLL wrote:Love the -1 per LoW idea. Getting tabled for 3 games in a weekend because I lost the first turn was so enjoyable I want to encourage it to happen more. That sweet sweet -3.
Maybe a -1 per detachment that includes a lord of war would be less taxing. For you with 3-4 units you'd be getting a +1 to your roll anyways - this would make it a flat roll off.
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Post by: Xenomancers
RogueApiary wrote: Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote: Xenomancers wrote:RogueApiary wrote:SilverAlien wrote: Kaiyanwang wrote: Unit1126PLL wrote:
Upping points across the board for IG is an adequate solution, provided we see what Regiment rules they will get. But without Regiment rules, I don't think they're worth 5ppm.
Are you serious?
Name the guard infantry unit that isn't better than equivalently priced units in other armies. Legitimately curious. I've got ogryns... and that's really about it.
Name a Guard character unit that IS better than an equivalently priced unit in other armies. Guard have good, cheap infantry because we don't have access to gak like Magnus or the Yncarne. FFS, Marines have a better MAIN BATTLE TANK than we do.
Super-heavy tanks are your equivalent units. Speaking of beast HQ's...can't you take HQ tanks that bosts their BS and give orders and stuff whilst having better toughness and weapon selection than marine predators?
The super heavies are garbage compared to Magnus. You literally can't move them or you hit on 5's and the second the enemy does the equivalent of a Leman Russ' damage they can pretty much be ignored the rest of the game since then they hit on 5's standing still and 6's on the move.
Oh, you mean the HQ tank that never sees turn one (turn 2 if I'm really lucky) in a tournament game even when I find a piece of terrain big enough to hide it because any competent player has the tools to alpha strike it? And T8 looks the same to a Lascannon as T7 btw so that really only helps against Eldar Lances, and even then not by much.
I've taken Leman Russ Tank Commanders and Pask to two tournaments now. They don't work. It's 243/253 points (more with demo cannon or multi/ plas sponsons) for something that gets crippled/killed before it can even bring it's guns to bear. Theres a reason none of the top AM lists are taking these 'beast HQ' tanks or any tanks for that matter.
Should have used battle cannon
Saving 18 points for a weaker gun doesnt solve the problem of the tank not living past turn 2. Why would I spend 12-15% of my points on a unit that MIGHT get to shoot twice?
The tank wont live past 2 turn if you expose it to enemy fire to get in range to fire demolisher cannon. Battle cannon has the range of the board and las cannon hull mount is more than adequate range to sit back and only tank dedicated anti tank fire. Just take heavy bolter sponsons and use them to cover your front line. Much cheaper and will probably live all game if you place it right.
*SIGH* I am well aware of the range limitations on a Demolisher cannon. But hey, here's a full list of my tournament games with Pask, you tell me if the Battlecannon would have made the difference (spoilers, it wouldn't)
Game vs Nids - Pask actually lived long enough to do something, killed the hell out of a Harpy, was putting in some good work on the Swarmlord before the game ended from time.
2x Storm Ravens fly over my lines to the back of the board and get vision on Pask who was fully hidden behind a building. Insta-gibbed before Turn 1 started.
3x Doom Scythes fly past my lines to get around the building to get vision on Pask who again, was fully hidden behind a building, Death Rays insta-gibbed him before turn 1 started.
Pask started in the back line on my far board edge, actually got two turns of shooting to engage the Ynnari stuff that hit my line, Dark Eldar Lances got him on turn 3.
This one is just straight bad luck, but the TO rolled a random Battle Zone and we got Night Fight for the entire round. Pask got his face punched in by a Knight that got to walk across the table pretty much undamaged. Pask was on my board edge.
Versus Thousand Sons, Magnus and Belakor flew over my conscript line and killed Pask and his Tank Commander buddy on turn 3. He had managed to kill some Scarab Occult Terminators before dying. Yay? Managed to actually win this one because the Scions killed enough of his rubrics camping the back objectives to give me the win.
Note that in none of these games did I advance Pask towards danger or even forward deploy him and didnt even need to move him into range in the games where he survived the alpha because there was stuff to kill within 24" already.
You went last every game - with new chapter approved you'll be at worst 40% to go first - going second against storm ravens is always tough - vs gaurd though they should be really limited in what they can do. How do storm ravens "fly over 50 conscripts" if deployed correctly he should not be able to fly over your lines - because there is no where to put his model. He really shouldn't be able to get within 24" of your back line if you place right. In any case - 700 points of storm ravens can deal with 240 points of just about anything. Lets reverse the situation and pask and his buddy russ get to go first. They both have battle cannons and las cannon hull mount - if they both shoot a storm raven. It's going to get hurt real bad if not destroyed depending on your damage rolls - while demo cannons wont be shooting storm ravens very often at all. It's also worth noting that a russ is much hard to kill than other tanks for a raven. MM wounds of 4+ missles wound on 4+ and bolters on 6's. If you are in cover (which you should be at the start of the game) you are even getting decent 4+ and 5+ saves vs the las cannons and storm strikes - it could really go ether way on that.
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Post by: Breng77
Gamgee wrote:Right but we need to get to the heart of the issue then and that is 8th has no safeguard against spam lists. There is no CAD from 7th days that everyone must conform too or something to take its place and limit certain selections.
I think that only a single detachment should be allowed to be used for tournament level games and everyone has to use the same one. All the other one's should be for open play. This is the most obvious way to get a balanced army is by giving everyone similar amounts of things.
Also I do realise that Desu and will not continue that topic as it is off topic in this thread.
The issue with the one detachment for all approach is that it would only work as a balance if all armies had equally useful units in all slots. For instance if say the Battalion became the stock detachment, it is a big buff to any army that has really good troops, but a downgrade if they have their army strength in fast attack or heavy support (the fewest slots) or need buffing HQ units. It would also (given how 8th is constructed) would be a huge buff for HQ units that give you extra CP as everyone else would be stuck at 6 CP.
I will say the current environment is really only limited by points because with detachments you can essentially take as much as you want of a specific slot at 2k points.
I think any fix would require a re-write about how armies were built. Maybe something like using the patrol as the only detachment but allowing up to 3 detachments +1 CP for each detachment, +1 CP for filling out your troops slots in a detachment, +1 CP for filling out your HQ slots in a detachment, +1 CP for each detachment completely filled out (make flyer slot and dedicated transports optional), allow a LOW auxiliary detachment to replace any detachment no CP bonuses for this detachment. Then maybe give some sort of CP bonus if your army has no repeated non-troop units in it.
Beyond some total re-write like that the current system is better than arbitrarily confining all armies to a single detachment type.
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Post by: Future War Cultist
I feel like making conditions such as 'can only take 1 conscript squad per 2 infantry squads' aren't the way to fix them. It just seems so arbitrary, and I can't think of any other armies off the top of my head that do things in a similar way (but I might be completely wrong about that).
Capping their numbers feels like a better solution. But honestly, this is why I've gone off conscripts. They just create problems.
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Post by: Breng77
Future War Cultist wrote:I feel like making conditions such as 'can only take 1 conscript squad per 2 infantry squads' aren't the way to fix them. It just seems so arbitrary, and I can't think of any other armies off the top of my head that do things in a similar way (but I might be completely wrong about that).
Capping their numbers feels like a better solution. But honestly, this is why I've gone off conscripts. They just create problems.
Command squads would be the closest thing which are 1 per commander.
I guess you could limit them to 1 per commissar.
Honestly that would be a better solution 1 per 2 infantry squads just makes buy larger conscript squads and pay 20 points more for 20 of your bodies. So right now if you were taking 4 x 30 conscripts for 260 points, you could just as easily take 4 infantry squads (160 points), and 2 x 40 conscripts (240 points) for 400 points. So it is an increase of 40 points for the same number of bodies, but not a huge issue, whereas 1 per commissar (assuming you are not taking 1 commissar per blob now) would mean taking fewer squads or a bunch of redundant characters.
But neither seems to really fix the issue with conscripts.
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Post by: Xenomancers
The core issue with conscripts is they are 3 point wounds with 5+ saves and are better than many 4 and even 5 point units. The First solution HAS TO include a point increase. Second issue is access to ignore morale on such a large and cheap unit this needs to be addressed also - probably best to reduce their max size to 30. This would also come with a point increase for literally ever guard infantry unit because they are all under priced.
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Post by: ross-128
Even Veterans? They're 50% more expensive than standard guardsmen but only 33% more killy (only in shooting at that) and not one bit more survivable.
Sure you can load them down with three specials a heavy and a HF, but that just puts an even bigger "shoot me!" sign on those fragile t3 models.
And all of that together is way off into "it'll never touch a board again" territory. A 33-67% price hike, 40% squad size reduction, AND stripping their ability to recieve morale resistance? That's ridiculous.
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Post by: SideshowLucifer
I don't mind their price or number, its the morale immunity that I think makes them over the top. They should not be overshadowing the proper IG units. It's an IG army, not a conscripted force book.
I think conscripts should be mass, low to hit shooting, meant to die in retaliation for next to no cost.
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Post by: Future War Cultist
This! This right here! This is why I've gone off conscripts completely. The IG are supposed to be a professional army drawn from the PDFs of imperial worlds. I don't think conscripts would make it that far.
When I look at the other troops that are similar to conscripts (chaos cultists and genestealer neophyte hybrids) I see they have guard level stat lines. Do we really need conscripts? Couldn't we just get rid of them and let proper IG infantry do their job instead?
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Post by: Breng77
Xenomancers wrote:The core issue with conscripts is they are 3 point wounds with 5+ saves and are better than many 4 and even 5 point units. The First solution HAS TO include a point increase. Second issue is access to ignore morale on such a large and cheap unit this needs to be addressed also - probably best to reduce their max size to 30. This would also come with a point increase for literally ever guard infantry unit because they are all under priced.
Honestly I feel that a points increase is one of the worst ways to fix the issue. At the price point they are at any change will end up either being too little (making them 4 points, is fairly trivial 120 points matters but it is not a make or break amount of points for 120 wounds), or too much (making them say 5 points might make them costed into never getting used, and risks other guard infantry being too expensive.). I think the morale issue needs fixing the most, but if they are too good for 3 points I would rather see their stats addressed (drop their strength/toughness to 2, this halves their durability against S4 and 5 shooting, and or switch them to a 6+ save.)
Doing either of these is a better solution than a 1 point bump in cost. If you dropped their T and save to be in line with gretchin (same points cost, better BS, worse gun, worse support), 20 bolter shots kills 9.25 Conscripts vs 5.93 (now). So the unit of Noise Marines mentioned earlier would do 14 wounds (un-buffed) to the unit. This would make it far more likely that with a reasonable amount of shooting/assault the squad would be wiped out in a single turn. 650 points of Marines with Bolters could essentially wipe a squad of 50 conscripts(150 points) if they are in rapid fire range. At that point they probably don't need to fix the morale issue. It seems reasonable to me that ~4 times the amount of points focus firing at peak efficiency should be able to wipe out a unit. and this holds true for most balanced options in the game (this holds true for Ork boyz by the way 4 times the points of a boyz squad will wipe the unit out in 1 turn of shooting with bolters.
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Post by: Insectum7
Purifier wrote:
Basically everyone has been calling conscripts op since the first index leaks...
Not me!!!
I did!!!
Gamgee wrote:Anyone who doesn't think conscripts are OP like Gulliman needs their 40k competitive license torn up.
Guilliman isn't that good though. . .
Also, inclusion in a winning list does not automatically make something OP. Still waaaay to early to be claiming any "proof". Like some others, I'm more suspicious of the Scions and Elysians here.
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Post by: Desubot
Insectum7 wrote:
Also, inclusion in a winning list does not automatically make something OP. Still waaaay to early to be claiming any "proof". Like some others, I'm more suspicious of the Scions and Elysians here.
Deflect Deflect
List alone arent a good metric of what is OP or not.
They may not kill a lot of things but there are too god damn many bodies on the table for any normal army to mulch through. and you cant really force them to take moral even though you are deleting half a unit of them a turn which is another point of contention.
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Post by: Insectum7
Maybe it's time to re-think what a "normal army" is then.
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Post by: Desubot
Maybe dont use one army build to hold a standard for literally everyone else.
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Post by: Xenomancers
Breng77 wrote: Xenomancers wrote:The core issue with conscripts is they are 3 point wounds with 5+ saves and are better than many 4 and even 5 point units. The First solution HAS TO include a point increase. Second issue is access to ignore morale on such a large and cheap unit this needs to be addressed also - probably best to reduce their max size to 30. This would also come with a point increase for literally ever guard infantry unit because they are all under priced.
Honestly I feel that a points increase is one of the worst ways to fix the issue. At the price point they are at any change will end up either being too little (making them 4 points, is fairly trivial 120 points matters but it is not a make or break amount of points for 120 wounds), or too much (making them say 5 points might make them costed into never getting used, and risks other guard infantry being too expensive.). I think the morale issue needs fixing the most, but if they are too good for 3 points I would rather see their stats addressed (drop their strength/toughness to 2, this halves their durability against S4 and 5 shooting, and or switch them to a 6+ save.)
Doing either of these is a better solution than a 1 point bump in cost. If you dropped their T and save to be in line with gretchin (same points cost, better BS, worse gun, worse support), 20 bolter shots kills 9.25 Conscripts vs 5.93 (now). So the unit of Noise Marines mentioned earlier would do 14 wounds (un-buffed) to the unit. This would make it far more likely that with a reasonable amount of shooting/assault the squad would be wiped out in a single turn. 650 points of Marines with Bolters could essentially wipe a squad of 50 conscripts(150 points) if they are in rapid fire range. At that point they probably don't need to fix the morale issue. It seems reasonable to me that ~4 times the amount of points focus firing at peak efficiency should be able to wipe out a unit. and this holds true for most balanced options in the game (this holds true for Ork boyz by the way 4 times the points of a boyz squad will wipe the unit out in 1 turn of shooting with bolters.
I see your point there. it would accomplish the same thing as increasing their point cost though. Durability per point would go down - and it really needs to. Honestly - just remove their save and reduce them to t2 and they can stay 3 points.
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Post by: Breng77
Xenomancers wrote:Breng77 wrote: Xenomancers wrote:The core issue with conscripts is they are 3 point wounds with 5+ saves and are better than many 4 and even 5 point units. The First solution HAS TO include a point increase. Second issue is access to ignore morale on such a large and cheap unit this needs to be addressed also - probably best to reduce their max size to 30. This would also come with a point increase for literally ever guard infantry unit because they are all under priced.
Honestly I feel that a points increase is one of the worst ways to fix the issue. At the price point they are at any change will end up either being too little (making them 4 points, is fairly trivial 120 points matters but it is not a make or break amount of points for 120 wounds), or too much (making them say 5 points might make them costed into never getting used, and risks other guard infantry being too expensive.). I think the morale issue needs fixing the most, but if they are too good for 3 points I would rather see their stats addressed (drop their strength/toughness to 2, this halves their durability against S4 and 5 shooting, and or switch them to a 6+ save.)
Doing either of these is a better solution than a 1 point bump in cost. If you dropped their T and save to be in line with gretchin (same points cost, better BS, worse gun, worse support), 20 bolter shots kills 9.25 Conscripts vs 5.93 (now). So the unit of Noise Marines mentioned earlier would do 14 wounds (un-buffed) to the unit. This would make it far more likely that with a reasonable amount of shooting/assault the squad would be wiped out in a single turn. 650 points of Marines with Bolters could essentially wipe a squad of 50 conscripts(150 points) if they are in rapid fire range. At that point they probably don't need to fix the morale issue. It seems reasonable to me that ~4 times the amount of points focus firing at peak efficiency should be able to wipe out a unit. and this holds true for most balanced options in the game (this holds true for Ork boyz by the way 4 times the points of a boyz squad will wipe the unit out in 1 turn of shooting with bolters.
I see your point there. it would accomplish the same thing as increasing their point cost though. Durability per point would go down - and it really needs to. Honestly - just remove their save and reduce them to t2 and they can stay 3 points.
No save at T2 would be too much, they should just be T2 6+, like gretchin. But it is not exactly the same as changing their points cost, because of how cheap they are each point different is a big change in the unit, at 4 points per model. 50 conscripts would be 200 points. At their current durability It would take 85 marines on average to take them down in a single turn or just shy of ~1100 points, 5.5x their cost. So if we go by my reduction they would need to be 5 points each to have it such that ~4 times their cost could kill them in a single turn. I think at that level people would consider them too expensive, especially if other infantry squads don't go up. Which we would assume they would need to go up to 6 points per model. Which I don't think is the right cost for a guardsman. at 5 ppm conscripts are in a similar place as say ork boyz, while being decidedly worse. (the only advantage they have is their save, they are worse offensively, similar defensively).
3ppm seems the right price for what are supposed to be chaff infantry. The issue is that they need to die like chaff infantry.
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Post by: Desubot
T2 on guards make no sense unless you were throwing children into battle.
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Post by: Future War Cultist
I'm telling ya, get rid of them.
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Post by: Breng77
Desubot wrote:T2 on guards make no sense unless you were throwing children into battle.
It makes sense from a balance standpoint. Also the idea that all standard humans are equally tough is strange anyway. Maybe they have worse equipment (marine equipment changes their T) But if you think making them 5 points each is a better solution by all means. I think if balance is the concern though that worrying about "it makes no sense for some guard to be lower toughness for than others." Things like that especially on the limited point scale 40k works with really limits the design space.
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Post by: Insectum7
Desubot wrote:
Maybe dont use one army build to hold a standard for literally everyone else.
It's not a standard. But clearly in a competitive setting it's something you'll have to face. People who competed in 7th knew they would have to have an answer to Wraithknights, and adjusted appropriately. Adjusting "normalcy" to face against competitive builds isn't a new thing. 8th is a paradigm that has boosted horde infantry, and Conscripts are perhaps the horde with the most utility, point for point. Sooo, new expectations, new normal.
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Post by: Desubot
Breng77 wrote: Desubot wrote:T2 on guards make no sense unless you were throwing children into battle.
It makes sense from a balance standpoint. Also the idea that all standard humans are equally tough is strange anyway. Maybe they have worse equipment (marine equipment changes their T) But if you think making them 5 points each is a better solution by all means. I think if balance is the concern though that worrying about "it makes no sense for some guard to be lower toughness for than others." Things like that especially on the limited point scale 40k works with really limits the design space.
I wasn't really talking about it in a balancing stand point though in game its also kinda odd in the sense that traditionally Humans are T3. Super humans are T4. Gross Humans are T5. and baby grots are T2. its the base line of how things work across the game.
It makes sense to keep it that way as you know what you get when facing a many different armies and army composition.
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Post by: Breng77
Desubot wrote:Breng77 wrote: Desubot wrote:T2 on guards make no sense unless you were throwing children into battle.
It makes sense from a balance standpoint. Also the idea that all standard humans are equally tough is strange anyway. Maybe they have worse equipment (marine equipment changes their T) But if you think making them 5 points each is a better solution by all means. I think if balance is the concern though that worrying about "it makes no sense for some guard to be lower toughness for than others." Things like that especially on the limited point scale 40k works with really limits the design space.
I wasn't really talking about it in a balancing stand point though in game its also kinda odd in the sense that traditionally Humans are T3. Super humans are T4. Gross Humans are T5. and baby grots are T2. its the base line of how things work across the game.
It makes sense to keep it that way as you know what you get when facing a many different armies and army composition.
but sticking to a standard army composition is flawed and other units have their stats changed from edition to edition or codex to codex, so it is not uncommon for units in one book to be a different statline. But just my suggestion that I think is better than a points increase which IMO will either be so little as not to matter or way too much. I suppose you could leave them a T3 with a 7+ save if you really wanted to as that results in about the same durability as T2 with a 6+ save.
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Post by: sossen
Insectum7 wrote:Also, inclusion in a winning list does not automatically make something OP. Still waaaay to early to be claiming any "proof". Like some others, I'm more suspicious of the Scions and Elysians here.
Conscripts appear just as consistently in top-placing lists as Elysians (top 2 at BAO had ~100 conscripts each, all three AM players in the top 5 at Nova Open had ~100 conscripts, a large percentage of high placing armies include conscripts). The logic behind their inclusion is sound, just listen to what the BAO winner had to say about their role in his army in the FLG post-event podcast. The mathhammer backs it up.
It is hardly coincidence that so many experienced tournament players have decided to include this many conscripts and that these lists are placing very well in GTs.
Conscripts have considerably higher cost-efficiency than the average unit in the same role across the different armies and the role that conscripts fill is important in competitive play. That is pretty much the definition of overpowered. To achieve balance the best unit should only have a minimal cost-efficiency advantage compared to other units.
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Post by: Desubot
Breng77 wrote:
but sticking to a standard army composition is flawed and other units have their stats changed from edition to edition or codex to codex, so it is not uncommon for units in one book to be a different statline. But just my suggestion that I think is better than a points increase which IMO will either be so little as not to matter or way too much. I suppose you could leave them a T3 with a 7+ save if you really wanted to as that results in about the same durability as T2 with a 6+ save.
I think that would probably be better.
a fresh batch of conscripts would probably be running around in their shirts rather than being decked out in gear from the get go. maybe a helemt and a rifle or las pack.
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Post by: SilverAlien
sossen wrote: Insectum7 wrote:Also, inclusion in a winning list does not automatically make something OP. Still waaaay to early to be claiming any "proof". Like some others, I'm more suspicious of the Scions and Elysians here.
Conscripts appear just as consistently in top-placing lists as Elysians (top 2 at BAO had ~100 conscripts each, all three AM players in the top 5 at Nova Open had ~100 conscripts, a large percentage of high placing armies include conscripts). The logic behind their inclusion is sound, just listen to what the BAO winner had to say about their role in his army in the FLG post-event podcast. The mathhammer backs it up.
It is hardly coincidence that so many experienced tournament players have decided to include this many conscripts and that these lists are placing very well in GTs.
Conscripts have considerably higher cost-efficiency than the average unit in the same role across the different armies and the role that conscripts fill is important in competitive play. That is pretty much the definition of overpowered. To achieve balance the best unit should only have a minimal cost-efficiency advantage compared to other units.
Yeah it baffles me people are still fighting this. Screening is a really simple role that depends almost entirely on raw durability, which we can show conscripts have in excess of other similar units. It's not a particularly abstract role that's hard to quantify and it's common across virtually any half decent list in the game.
Conscripts are too durable for their price compared to almost every other equivalent unit in the game. I don't even know how anyone can begin to argue this point.
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Post by: valdier
Taking away Summary Execution solves the conscript problem very nicely and cleanly, nothing else needed to fix them.
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Post by: Future War Cultist
valdier wrote:Taking away Summary Execution solves the conscript problem very nicely and cleanly, nothing else needed to fix them.
But that's a major part of the fluff regarding commissars. That would be like taking ATSKNF away from marines.
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Post by: Angra
I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
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Post by: ross-128
The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
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Post by: Xenomancers
Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
Bobby G is so overpowered that marines are crushing big events. Wait....they aren't. It might be the best marine build but it's not really competitive in the big scheme. As always with Warhammer - Survivability and suicide units are king. Gbobby G is more or less balanced by the fact Ultra marines chapter tactic is garbage and the fact other marine armies can practically duplicate his aura effects for less points. Complain about things that are actually demonstrably overpowered - by actually competitive analysis. Please.
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Post by: Desubot
Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
Well Flyers did get a swift nerf since now they cant capture objectives which is nice.
and preds are already fairly points intensive. and not terribly hard to kill. (this one comes down to who gets first turn) if anything i feel like terrain needs to do more. it sucks being 50 or even 80% covered by a barricade but because its a barricade it does nothing for tanks.
or really odd interactions with tanks.
i think the rules for terrain are fine for infantry type models. it has issues for off things like beasts and swarms.
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Post by: Marmatag
Desubot wrote:Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
Well Flyers did get a swift nerf since now they cant capture objectives which is nice.
It's far more than that, though.
They no longer count as a unit on the table for the purposes of the 50% rule. Meaning, they eat into your ability to deep strike.
They no longer count as a unit on the table for any scoring purpose, and if you only have units with the "Fly" role in play, that's considered a major defeat. So if your opponent has a flyer heavy list, you just kill the non flyers and win.
Those two aspects are huge nerfs to flyers, and why ravenspam is dead completely. The objectives were never a big deal for flyers, since you'd be playing to blast your opponent off the table.
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Post by: Xenomancers
ross-128 wrote:The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
First of all - It's not like Guard wouldn't still be the best army in the game without conscripts. Infantry are also undercosted and can be spammed for even cheaper detachments that actually provide firepower. Second - the proposed nerfs against conscripts are warranted - more than any other proposed nerf against a unit in this game. Do you really think conscripts wouldn't still be spammed if they were 4 points?
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Post by: Quickjager
ross-128 wrote:The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
No, few people are. You're just a holdout for Conscripts are fine. I can go find your quotes from the "Are Conscripts Overpowered Now??? " Thread if you want me to, saying that they are fine. I would say you are one of the key defenders of them in such a way no one should take you seriously in your defense of them. Even my VERY fair nerf of simply moving the armor save of Conscripts from a 5+ to a 6+ and make it so they can't take certain orders like Get Back Into the Fight! was dismissed as unfluffy and therefore untenable.
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Post by: Insectum7
Quickjager wrote: ross-128 wrote:The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
No, few people are. You're just a holdout for Conscripts are fine. I can go find your quotes from the "Are Conscripts Overpowered Now??? " Thread if you want me to, saying that they are fine. I would say you are one of the key defenders of them in such a way no one should take you seriously in your defense of them. Even my VERY fair nerf of simply moving the armor save of Conscripts from a 5+ to a 6+ and make it so they can't take certain orders like Get Back Into the Fight! was dismissed as unfluffy and therefore untenable.
That seems like an overreaction. A: "Most proposed nerfs are too much." --- B: "No one should take you seriously." Nice.
I actually like the one requiring two normal Infantry squads for each Conscript squad.
114880
Post by: Angra
Desubot wrote:Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
Well Flyers did get a swift nerf since now they cant capture objectives which is nice.
and preds are already fairly points intensive. and not terribly hard to kill. (this one comes down to who gets first turn) if anything i feel like terrain needs to do more. it sucks being 50 or even 80% covered by a barricade but because its a barricade it does nothing for tanks.
or really odd interactions with tanks.
i think the rules for terrain are fine for infantry type models. it has issues for off things like beasts and swarms.
Objective capture is pointless if you play kill point's and even if you don't, flyer's have way too much firepower in very mobile and durable (-1 to hit, can be assaulted only other flyer's). platform. Shooting them down isn't easy with AM, orc's and other faction's that have 4+ / 5+ weapon skill unless you target them with all heavy hitters or be lucky.
Predators can hide behind cover, out of line of sight if you cant finish your deployment first and get most likely first turn. Spamming lascannons/meltas/heavy cannons etc. with reroll auras needs to nerfed.
In one case we have same opinion, terrain rules needs some fixing.
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Post by: Desubot
Angra wrote: Desubot wrote:Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
Well Flyers did get a swift nerf since now they cant capture objectives which is nice.
and preds are already fairly points intensive. and not terribly hard to kill. (this one comes down to who gets first turn) if anything i feel like terrain needs to do more. it sucks being 50 or even 80% covered by a barricade but because its a barricade it does nothing for tanks.
or really odd interactions with tanks.
i think the rules for terrain are fine for infantry type models. it has issues for off things like beasts and swarms.
Objective capture is pointless if you play kill point's and even if you don't, flyer's have way too much firepower in very mobile and durable (-1 to hit, can be assaulted only other flyer's). platform. Shooting them down isn't easy with AM, orc's and other faction's that have 4+ / 5+ weapon skill unless you target them with all heavy hitters or be lucky.
Predators can hide behind cover, out of line of sight if you cant finish your deployment first and get most likely first turn. Spamming lascannons/meltas/heavy cannons etc. with reroll auras needs to nerfed.
In one case we have same opinion, terrain rules needs some fixing.
1 in 12 game modes... eh.
86074
Post by: Quickjager
Insectum7 wrote: Quickjager wrote: ross-128 wrote:The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
No, few people are. You're just a holdout for Conscripts are fine. I can go find your quotes from the "Are Conscripts Overpowered Now??? " Thread if you want me to, saying that they are fine. I would say you are one of the key defenders of them in such a way no one should take you seriously in your defense of them. Even my VERY fair nerf of simply moving the armor save of Conscripts from a 5+ to a 6+ and make it so they can't take certain orders like Get Back Into the Fight! was dismissed as unfluffy and therefore untenable.
That seems like an overreaction. A: "Most proposed nerfs are too much." --- B: "No one should take you seriously." Nice.
I actually like the one requiring two normal Infantry squads for each Conscript squad.
I can go quote you too Insectum. Putting your heads in the ground about a broken unit is shortsighted. Which is why I always acknowledged the DK in 7th was a powerful unit by any codex standard.
90435
Post by: Slayer-Fan123
Quickjager wrote: Insectum7 wrote: Quickjager wrote: ross-128 wrote:The main problem is most people are either vastly underestimating just how big the nerfs they are proposing are, or are more concerned with "I never want to see those things on my table again" than with balance.
For example, the frequent suggestion of removing the commissar entirely for them. Would that eliminate all complaints about conscripts? Technically yes, but only because you'd never see a single conscript ever again.
No, few people are. You're just a holdout for Conscripts are fine. I can go find your quotes from the "Are Conscripts Overpowered Now??? " Thread if you want me to, saying that they are fine. I would say you are one of the key defenders of them in such a way no one should take you seriously in your defense of them. Even my VERY fair nerf of simply moving the armor save of Conscripts from a 5+ to a 6+ and make it so they can't take certain orders like Get Back Into the Fight! was dismissed as unfluffy and therefore untenable.
That seems like an overreaction. A: "Most proposed nerfs are too much." --- B: "No one should take you seriously." Nice.
I actually like the one requiring two normal Infantry squads for each Conscript squad.
I can go quote you too Insectum. Putting your heads in the ground about a broken unit is shortsighted. Which is why I always acknowledged the DK in 7th was a powerful unit by any codex standard.
You realize Insectum thinks Tactical Marines are good. You really take him seriously at this point?
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Post by: blaktoof
Conscripts shouldn't cost less than gretchin.
3ppm, cannot receive orders.
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Post by: Wakshaani
Just change the unit size from 20-50 to a flat 20.
It mitigates the problem without complicating things, yet still leaves them usable.
The Wakshaani Compromise.
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Post by: Arkaine
Wakshaani wrote:Just change the unit size from 20-50 to a flat 20.
It mitigates the problem without complicating things, yet still leaves them usable.
The Wakshaani Compromise.
Make them suck as much as Cultists.
It solve the problem without complicating things, yet still leaves them usable.
The Three-Sixths Compromise.
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Post by: BlaxicanX
Future War Cultist wrote:valdier wrote:Taking away Summary Execution solves the conscript problem very nicely and cleanly, nothing else needed to fix them.
But that's a major part of the fluff regarding commissars. That would be like taking ATSKNF away from marines.
They did take ATSKNF from Marines, the current incarnation is a shell of it's former self.
Summary Exexution needs to be changed so that instead of institution a set amount of models that can be lost to battle shock (one), it simple lowers the amount of models lost by d6, to minimum of 1. So you're going to always lose at least 1 model, but you can reduce the losses by up to 6.
Which is entirely reasonable for much commissars cost and how durable the character rule makes them.
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Post by: Arkaine
BlaxicanX wrote:They did take ATSKNF from Marines, the current incarnation is a shell of it's former self.
And now Conscripts have it. Commissar shoots one of them dead and the rest Know No Fear! ... of the enemy at least.
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Post by: Scott-S6
Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
101511
Post by: Future War Cultist
Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
You have a point there. You'd be paying a small premium for their extra durability.
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Post by: Blackie
Conscripts are very solid at the moment, IMHO they're not overpowered and don't need huge nerfs. What really needs to change is the possibility of bringing imperium soups.
Ban the possibility of mixing imperium stuff, just allow AM + tempestus, and SoB + Inquisition + Grey knights.
I can't see celestine with AM armies. And also the living saint is not overpowered, the combination of her and the most solid imperium units is overpowered.
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Post by: Bobthehero
Living Saints leading crusades of Guardsmen is fluffy as hell. Or converted Guardsmen to be Fraternis Militia and what not.
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Post by: Blackie
Bobthehero wrote:Living Saints leading crusades of Guardsmen is fluffy as hell. Or converted Guardsmen to be Fraternis Militia and what not.
They're not blobs of conscripts though. Or elysians or primaris psykers. None of this stuff is fluffy if joined by celestine.
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Post by: Bobthehero
Yeah, I am sure Celestine never fought with Elysians, ever, ever, ever. Nor did she ever fought near Primaris Psykers.
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Post by: Audustum
Plus with the Indomitus Crusade or whatever Guilliman is calling it, isn't it basically any Imperium faction to be fighting alongside another? RG had GK with him for crying out load and Celestine was leading a (at least partially) AdMech horde for much of Gathering Storm.
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Post by: Mr Morden
Audustum wrote:Plus with the Indomitus Crusade or whatever Guilliman is calling it, isn't it basically any Imperium faction to be fighting alongside another? RG had GK with him for crying out load and Celestine was leading a (at least partially) AdMech horde for much of Gathering Storm.
St Celestine has fought alongside a huge variety of Imperial forces before and after the Fall of Cadia.
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Post by: Breng77
Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
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Post by: SilverAlien
Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
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Post by: Future War Cultist
Again, looking at all the trouble conscripts cause, I say with all sincerity, get rid of them.
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Post by: SilverAlien
Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
If those are more overpowered, why are guard the ones constantly sweeping tournaments?
Needing the most OP things in the game means nerfing guard. Guard is the most broken faction and it doesn't even have a codex out. I don't think people realize how undercosted their army really is overall, unless you spams russes your army is way more point efficient than anyone else.
Other issues exist, but guard really do need the biggest nerfs. Automatically Appended Next Post:
Honestly wouldn't mind this either.
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Post by: Future War Cultist
You get it.
This would come with the cause that regular IG squads are improved though.
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Post by: Breng77
SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
The commissar issue is minimal as a smaller squad means more wasted wounds (overkill), and that the units are less likely to fail morale in the first place. This also means orders are less of a thing, as units are likely to die in combat so falling back is not as big a thing, and even if they do unless it is a ton of squads what remains is probably not worth an order. So really you are looking a FRSRF as a order that would be needed. So there are some upsides, but the infantry squads have upsides as well (better WS/ BS, higher LD, weapon options, fill out brigde detachments etc.) much to the point that I think if conscripts and Infantry squads were the same points you would take infantry squads more often than not.
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Post by: Ubl1k
My favorite idea is the commisar giving the lads LD10 to reduce the number of casualties
102538
Post by: Spectral Ceramite
I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
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Post by: Breng77
Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
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Post by: Future War Cultist
How spammable are commissars?
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Post by: Breng77
They are an elite choice that costs ~30 points. So very easy to spam them if you wanted to do so.
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Post by: Future War Cultist
There's another problem then. Whatever happened to the days of 1 commissar per regiment?
I think commissars and lord commissars should just be combined into one position as a HQ choice. There's only one librarian entry (not counting regular and Primus versions), even though there's supposedly three different ranks of them. Why should we be different?
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Post by: Unit1126PLL
Future War Cultist wrote:There's another problem then. Whatever happened to the days of 1 commissar per regiment?
I think commissars and lord commissars should just be combined into one position as a HQ choice. There's only one librarian entry (not counting regular and Primus versions), even though there's supposedly three different ranks of them. Why should we be different?
Is it 1 commissar per regiment? My superheavy regiment has 1 per company and then a Lord Commissar per regiment, but if I'm wrong let me know because having commissars for every damn tank company is draining, lol. They don't do anything!
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Post by: Talizvar
Ubl1k wrote:My favorite idea is the commisar giving the lads LD10 to reduce the number of casualties
While the unit receiving +1 (mortal?) wound if they fail because he has to look like he is doing his job.
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Post by: Unit1126PLL
The problem with the Commissar giving a unit LD10 is that there are Inquisitors who do exactly that, without hurting anyone, and while bringing more to the table (including an auto-pass power that could be used on the unit most likely to be blenderized).
102538
Post by: Spectral Ceramite
Breng77 wrote:Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
There probably is tbh...but in regards to imperium vs imperium it is even....nothing special... I deploy my vinidcares last so even if he does get a screen I can move and hitting on 3+s.....bfd. Even if not... ye xenos need a boost (EDIT: maybe not a boost but if dont have sniper have it available)
1943
Post by: labmouse42
Commissar Benny wrote:The decreased point cost of conscripts/guardsmen came at a cost. We lost our platoons. So we can no longer combine squads. That is actually a pretty big deal. I'd much rather they just give us our platoons back, it would solve 99% of the complaints regarding conscripts.
You would just replace conscripts with 4 points guard.
The issue with conscripts is the 8th edition ruleset. Large units benefit more from auras than small units. A commissar behind a 40 man blob is a lot more effective than one behind a 10 man guard squad. A priest and Straken added to a guard squad is OK, but when added to a 40 man blob it becomes insanely good. Large blobs also make orders much more effective. Instead of using multiple orders across your army, you only need to give out three per turn.
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Post by: Polonius
What if Summary Execution didn't just cause the squad to pass, but instead reduced the cost of the Insane Bravery stratagem to one CP?
They could still be a lynchpin for holding squads together, and IG can certainly pump out CPs, but it would at least put a real resource in play.
52309
Post by: Breng77
Spectral Ceramite wrote:Breng77 wrote:Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
There probably is tbh...but in regards to imperium vs imperium it is even....nothing special... I deploy my vinidcares last so even if he does get a screen I can move and hitting on 3+s.....bfd. Even if not... ye xenos need a boost (EDIT: maybe not a boost but if dont have sniper have it available)
And how good do those snipers need to be? Like if orks get a sniper unit with base sniper rifles, shooting at Bs 5+ and cost 17 points per model, is that balanced? and just because for imperium it might be balanced (again it assumes you can see the commissar very easy to LOS block with vehicles + terrain.) not all armies are the imperium.
Lets see
Nids have no sniper (unless they ally to GSC and then to IG to get ratlings, but then you are not really playing nids)
Orks have no sniper and no option
Daemon = nope
CSM = nope
Dark eldar = only if they ally with eldar
Harlequins = only if they ally with eldar
Also why is the fix add a unit to a bunch of armies that may or may not actually be good, instead of fixing a single problem unit/interaction.
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Post by: SilverAlien
Polonius wrote:What if Summary Execution didn't just cause the squad to pass, but instead reduced the cost of the Insane Bravery stratagem to one CP?
They could still be a lynchpin for holding squads together, and IG can certainly pump out CPs, but it would at least put a real resource in play.
Wouldn't even need the resource, if it made the CP cost zero it'd still be more balanced because each stratagem is usable once per turn (at least in matched, can't remember if this applies to narrative). So only one morale immune squad per turn. That'll mean most lists will have a 40 man blob of conscripts, then smaller squads of normal infantry supporting them.
Or even make it so each commissar gives a free usage of the stratagem once per turn to a unit in range. That's still better balanced because it means each commissar can shield at most one unit per turn. Which turns them into an actual tax on the army, whereas now the cost is trivial.
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Post by: Scott-S6
SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
Exactly - there are numerous benefits to very large squads. Does that balance out the lack of weapons and lower stats? I think it does.
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Post by: Talinsin
How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
91128
Post by: Xenomancers
Scott-S6 wrote:SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
Exactly - there are numerous benefits to very large squads. Does that balance out the lack of weapons and lower stats? I think it does.
Wrong - there are numerous advantages to very large squads that ignore leadership - more or less any advantage of taking a large unit is balanced out by the fact that you will take huge additional casualties for losses. So they get to double the firepower of 50 las guns (yeah thats 200 shots) - ignore the moral penalties - and are under-pointed to being with for their durability alone. It's an extremely gross example of unbalance... Automatically Appended Next Post: Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
1 mortal wound? How about he is slain because he just got shot in the face by some unruly conscript that just watched him kill his friend?
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Post by: SilverAlien
Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
It's a fluffy way of handling it, but only helps armies that can already easily target the commissar as he'd still last till the end of turn 3/4, at which point it is too late to matter.
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Post by: Angra
Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
Commissar would just shoot person that starts mutiny, in fluff that execution is against person('s) that starts mutiny or try flee.
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Post by: Unit1126PLL
IMHO the best way to nerf conscripts is to remove them. Add an entry to the Adeptus Ministorum called "Frateris Militia" and give them LD8 with a 6+ armour save, let them choose between a lasgun, laspistol, or chainsword (but only one of them, no laspistol + CS!) and make them 3 or 4ppm, depending. Let that be the sort of "Imperial gigantic horde" and now they're still available to everyone, but don't benefit from orders, while still benefiting from priests and Celestine, etc.You could even bring them in groups of 5-unlimited. It'd be funny to say the least.
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Post by: Scott-S6
Xenomancers wrote:
Wrong - there are numerous advantages to very large squads that ignore leadership - more or less any advantage of taking a large unit is balanced out by the fact that you will take huge additional casualties for losses. So they get to double the firepower of 50 las guns (yeah thats 200 shots) - ignore the moral penalties - and are under-pointed to being with for their durability alone. It's an extremely gross example of unbalance...
Which they have easy access to.
There is also a big benefit to large squads for AM because of orders.
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Post by: sfshilo
Commissar Benny wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
The reason is no one has come out of their hole and figured out how to kill conscripts.
It's a 5+ save guys on a wimpy model. There are alot of them but there are MANY MANY weapons to take down conscripts that people are just not taking.
Heavy flamers, Heavy bolters, Frag weapons, etc.
There are even armies that are specifically really good at dealing with these units: Blood Angels, Anything with beserkers, Tzeench, Sisters of Battle, and Orks all have the massed light infantry shooting power to wreck these armies.
Also whomever decided that tanks are suddenly not worth it, try saying that against all those mortars and Taurax Primes. Massed light shooting also can be countered with armor and vehicles.
But hey, when the internet says spamming stuff is the way to win amirite?
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Post by: master of ordinance
What I want to know is why such a blatant whine thread has been allowed to go on for so long without being shut down, but anyway...
Conscripts are not this massively OP monster that people keep calling them. They are (baring Storm Troopers) the only viable troops choice in the entire Guard codex. Regular Guardsmen are far to inefficient in small units whilst Veterans are absurdly overpriced for what they do, and might as well not exist in the codex any more. I am actually thinking about proxying my Veterans as Storm Troopers, just so I can play my army as I want to.
However, that aside, there seems to be a lot of payers whom want to see the Guard removed as an effective fighting force altogether, and I notice a lot of "nerf ALL the Guard" posts on this thread, something which seems absurd. Guard Infantry are no better point-for-point than any other basic infantry, in fact in many cases we are still worse off. What about poxwalkers and their 5+ ignore any wound save and their ability to regenerate members in close combat, immunity to morale and sole weakness being easily overcome and actually reversed by spammable support characters who are in themselves far tougher than Commissars? Are they OP? Should re remove the Bellringers ability to boost Poxwalkers, and make their save 6+? I think we should, as hordes of poxwalkers are far harder to kill than hordes of conscripts AND can regenerate AND never suffer from morale issues AND can be a lot faster.
What about Marines? If we nerf conscripts as many people want then it is only fair that we remove ATSKNF and that rule that lets them claim an objective no matter how many models are close to it, after all it does not make sense that your two guys can take the objective that my 200 are surrounding.
As to those saying that IG tanks are good, you are delusional. I brought three Leman Russ tanks to my last game, including one of the vaunted Command Tanks and they went up against one (1) Tri-las Chaos Predator. Turn 1 and one Leman Russ was taken from full wounds to three (3) by a volley, and after that my other two (including the command tank) took four (4) turns to kill the Predator, and that includes two incredibly lucky shots from the LRBT. The command tank was an Exterminator, which was crippled by the Predators gunfire. At all times my tanks where in cover, so tell me again how powerful Russes are when compared to Predators. especially as the tri-las predator is still cheaper than my Russes.
Veterans are dead, as are Chimeras. I can confirm this because I do not run a Horde Guard list, I run my fluffy Mobile Strike Force, an armoured unit paired with a veteran carrier company. It is laughable to play Veterans s just about everything else out there is better than them and the Chimeras vanish to a wet fart.
All that this thread and the others like it come down to is a bunch of angry "l33t" players whining about their sudden drop in W/L ratio, and being utterly unable to cope with the hard fact that Guard players now have a few okay-good choices which can give them an edge over an army not prepared to face them. Said players are refusing to adapt and drawing upon strawman arguments (such as the OP's "LOOK, ZOMG CONSCRIPTS OP!!11!1!" claim, despite said conscripts being a footnote in a list composed of the most broken choices in the game) and all these players want is to see the Imperial Guard army nerfed back to the dark ages - AKa the bottom tier.
Grow up.
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Post by: Breng77
sfshilo wrote: Commissar Benny wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
The reason is no one has come out of their hole and figured out how to kill conscripts.
It's a 5+ save guys on a wimpy model. There are alot of them but there are MANY MANY weapons to take down conscripts that people are just not taking.
Heavy flamers, Heavy bolters, Frag weapons, etc.
There are even armies that are specifically really good at dealing with these units: Blood Angels, Anything with beserkers, Tzeench, Sisters of Battle, and Orks all have the massed light infantry shooting power to wreck these armies.
Also whomever decided that tanks are suddenly not worth it, try saying that against all those mortars and Taurax Primes. Massed light shooting also can be countered with armor and vehicles.
But hey, when the internet says spamming stuff is the way to win amirite?
The issue is dealing with them in any reasonable amount of turns to allow you to actually damage things that matter. If they are so easy to deal with why do they appear in essentially every good imperium list in large numbers? and why are those lists winning significantly more than almost every other faction? Automatically Appended Next Post: master of ordinance wrote:What I want to know is why such a blatant whine thread has been allowed to go on for so long without being shut down, but anyway...
Conscripts are not this massively OP monster that people keep calling them. They are (baring Storm Troopers) the only viable troops choice in the entire Guard codex. Regular Guardsmen are far to inefficient in small units whilst Veterans are absurdly overpriced for what they do, and might as well not exist in the codex any more. I am actually thinking about proxying my Veterans as Storm Troopers, just so I can play my army as I want to.
However, that aside, there seems to be a lot of payers whom want to see the Guard removed as an effective fighting force altogether, and I notice a lot of "nerf ALL the Guard" posts on this thread, something which seems absurd. Guard Infantry are no better point-for-point than any other basic infantry, in fact in many cases we are still worse off. What about poxwalkers and their 5+ ignore any wound save and their ability to regenerate members in close combat, immunity to morale and sole weakness being easily overcome and actually reversed by spammable support characters who are in themselves far tougher than Commissars? Are they OP? Should re remove the Bellringers ability to boost Poxwalkers, and make their save 6+? I think we should, as hordes of poxwalkers are far harder to kill than hordes of conscripts AND can regenerate AND never suffer from morale issues AND can be a lot faster.
What about Marines? If we nerf conscripts as many people want then it is only fair that we remove ATSKNF and that rule that lets them claim an objective no matter how many models are close to it, after all it does not make sense that your two guys can take the objective that my 200 are surrounding.
As to those saying that IG tanks are good, you are delusional. I brought three Leman Russ tanks to my last game, including one of the vaunted Command Tanks and they went up against one (1) Tri-las Chaos Predator. Turn 1 and one Leman Russ was taken from full wounds to three (3) by a volley, and after that my other two (including the command tank) took four (4) turns to kill the Predator, and that includes two incredibly lucky shots from the LRBT. The command tank was an Exterminator, which was crippled by the Predators gunfire. At all times my tanks where in cover, so tell me again how powerful Russes are when compared to Predators. especially as the tri-las predator is still cheaper than my Russes.
Veterans are dead, as are Chimeras. I can confirm this because I do not run a Horde Guard list, I run my fluffy Mobile Strike Force, an armoured unit paired with a veteran carrier company. It is laughable to play Veterans s just about everything else out there is better than them and the Chimeras vanish to a wet fart.
All that this thread and the others like it come down to is a bunch of angry "l33t" players whining about their sudden drop in W/L ratio, and being utterly unable to cope with the hard fact that Guard players now have a few okay-good choices which can give them an edge over an army not prepared to face them. Said players are refusing to adapt and drawing upon strawman arguments (such as the OP's "LOOK, ZOMG CONSCRIPTS OP!!11!1!" claim, despite said conscripts being a footnote in a list composed of the most broken choices in the game) and all these players want is to see the Imperial Guard army nerfed back to the dark ages - AKa the bottom tier.
Grow up.
Pox walkers are decidedly less survivable (without expensive buffing characters) against small arms fire than Conscripts are. Pox walkers are 6 points T3 w 5+ save, Conscripts are 3 points T3 with a 5+ save. So I have 2 conscripts for every Poxwalker. So they are twice as durable against AP 0 shooting, and equally durable against AP -1 shooting. Unless The deathguard player is running a 160+ point character. They also have no shooting and equivalent close combat (except again with a buff character). Chaos also has far fewer great shooting options that can hide behind the screen. Their regenerate ability is great against other hordes, but not great against tougher infantry.
As a screen they are tied for being the most points efficient option in the game (with Brimstones now that they got bumped to 3 points, and are arguably still too good.)
Now other things in guard (specifically many of their vehicles, not all) need a buff because they aren't very good. That said conscripts are too good for their points, compare them to other 3 point models in the game and come back to me and tell me they are costed right (unless you think things like Gretchin need a giant bump in ability, or to be 1 point per model.)
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Post by: Arachnofiend
Unit1126PLL wrote:The problem with the Commissar giving a unit LD10 is that there are Inquisitors who do exactly that, without hurting anyone, and while bringing more to the table (including an auto-pass power that could be used on the unit most likely to be blenderized).
Using an Inquisitor instead of a Commissar in your Guard army means you lose objective secured and (eventually) regiment tactics.
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Post by: Melissia
Not if that inquisitor is their own detachment. Also, I get the idea that Master of Ordnance is pretty much spot on regarding people wanting to see guard nerfed to oblivion. There's been far too many ignorant people saying things like "nerf guard across the board" and claiming the entire book is broken.
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Post by: Breng77
Melissia wrote:Not if that inquisitor is their own detachment.
Also, I get the idea that Master of Ordnance is pretty much spot on regarding people wanting to see guard nerfed to oblivion. There's been far too many ignorant people saying things like "nerf guard across the board" and claiming the entire book is broken.
Some people are certainly in that camp, some of us are more targeted. There is no denying that guard/imperial guard heavy armies are currently the strongest army in the game by a decent amount.
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Post by: Melissia
Breng77 wrote:Some people are certainly in that camp, some of us are more targeted. There is no denying that guard/imperial guard heavy armies are currently the strongest army in the game by a decent amount.
However, most of the guard book is pretty much garbage, and people are arguing guard's good stuff shoudl be nerfed while ignoring everything else because honestly they just don't give a damn as long as their marine armies win tons of battles against them.
In fact, I remember people arguing that Guard should NEVER win against marines, because guard are supposed to lose against elites.
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Post by: Breng77
Melissia wrote:Breng77 wrote:Some people are certainly in that camp, some of us are more targeted. There is no denying that guard/imperial guard heavy armies are currently the strongest army in the game by a decent amount.
However, most of the guard book is pretty much garbage, and people are arguing guard's good stuff shoudl be nerfed while ignoring everything else because honestly they just don't give a damn as long as their marine armies win tons of battles against them.
In fact, I remember people arguing that Guard should NEVER win against marines, because guard are supposed to lose against elites.
a person said that not people...but yes guard's bad stuff needs a buff, but their good stuff is off the charts points efficient.
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Post by: Unit1126PLL
And the person who said that said it in a specific context and with specific caveats.
And plays AM.
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Post by: SilverAlien
Melissia wrote:Breng77 wrote:Some people are certainly in that camp, some of us are more targeted. There is no denying that guard/imperial guard heavy armies are currently the strongest army in the game by a decent amount.
However, most of the guard book is pretty much garbage, and people are arguing guard's good stuff shoudl be nerfed while ignoring everything else because honestly they just don't give a damn as long as their marine armies win tons of battles against them.
In fact, I remember people arguing that Guard should NEVER win against marines, because guard are supposed to lose against elites.
Most, not including the HQs and characters, artillery, scions, taurox prime, command and heavy weapon squads, ratlings, conscripts, and guard infantry.
So the russes, chimeras, ogryns, whatever the flyer is named, and maybe super heavies? (though I haven't heard much concrete about the latter either way).
The overwhelming majority of the guard index ranges from about equal to everyone else to really really good. It's just that leman russes were such a huge mainstay that their poor showing feels like a really big deal, even if the majority of the index is strong. Plus, who here doesn't want the Russ variants to get a price decrease and maybe for guard to get a flyer with better accuracy than an ork?
But honestly, if most of the guard book is garbage, then entire armies must consist of nothing but garbage and super garbage. Guard is strong across most of their army.
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Post by: Melissia
Breng77 wrote:a person said that not people...but yes guard's bad stuff needs a buff, but their good stuff is off the charts points efficient.
No, people, not a single person. This wasn't the only time I saw sentiments like that. Hell, seen similar sentiments about orks, that the only reason orks should exist is to get slaughtered by marines.
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Post by: Breng77
Were I fixing guard I would do the following (not specific fixes)
1.) Fix conscripts
2.) Increase points on basically all Scion stuff
3.) Decrease range on all artillery (36" - 48" at most for weapons that don't need LOS) except maybe the deathstrike.
4.) Buff leman russ damage output and drop cost.
5.) Allow squads to fire out of chimeras, probably reduce points slightly.
6.)Change all HWT to artillery, change stats increase points.
7.) remove the -1 to hit from the hydra firing at ground targets.
8.)Increase range on hellhound variant weapons, buff number of shots as well.
9.) Overall points adjustments
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Post by: Bobthehero
Artillery having lower range than LR is ridiculous. As for the rest, yeah, I guess, but personally I run a Scion army (leftover from 6-7th ed codex) and I don't think they need a nerf, I haven't been doing great with them.
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Post by: Breng77
Bobthehero wrote:Artillery having lower range than LR is ridiculous. As for the rest, yeah, I guess, but personally I run a Scion army (leftover from 6-7th ed codex) and I don't think they need a nerf, I haven't been doing great with them.
The range thing is a balance issue. With essentially infinite range (anything with 72" range has infinite range on a standard table) not needing LOS is far too powerful because opponents have basically no way to defend against those shots. Personally I would go with no ranges above 48" at all
But if LOS is needed they aren't super broken. So if you are any longer range I suppose you could say can only shoot without LOS if
The unit is within 48", or five a to hit penalty for long range out of Los shots.
Scion units are prevalent in many high finishing tournament armies (command squads, regular squads taurox prime)and are very powerful.
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Post by: Melissia
It's mostly scion plasma spam, where they're considered disposable enough that they can just spam overcharge and not care if the squad survives.
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Post by: Bobthehero
Artillery always had out of LOS super long range shot, they were decently priced before and now with the nerfs they got hit with, I don't think they need changes.
I got the feeling it was related to plasma, I have 6 of them in my list, might be why I don't feel the OPness of Scions.
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Post by: Melissia
Yeah. Basically they'd deploy 12-9" away from a target squad, blow their plasmatic wad, and then if they survived they'd do it again until killed. Playing scions like an actual army instead of gaming the system, they're not quite as overpowered, but the game sometimes needs to be balanced around the people who game the system unfortunately.
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Post by: ross-128
Honestly, I wouldn't even consider 120 conscripts in a 2000 point list to be "spam".
I know 120 sounds like a lot of models to people who are used to spending 2000 points on Chapter Master Smashface and his 10 companions, but for a regular army made of regular dudes it's really not. If you don't have a plan to deal with 120 dudes with flashlights then your TAC list isn't very taccy.
Bringing back some kind of quasi-platoon structure should be sufficient to make them less appealing as a way to add salt to imperial soup.
Move and Fire does need to be looked at on Elysians though. As much as I love being able to throw all the grenades, it's a bit much in an edition where nobody else can use more than a single token grenade.
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Post by: Galas
So the solution to Conscripts is "git gud". Ok.
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Post by: Future War Cultist
Unit1126PLL wrote:IMHO the best way to nerf conscripts is to remove them.
Add an entry to the Adeptus Ministorum called "Frateris Militia" and give them LD8 with a 6+ armour save, let them choose between a lasgun, laspistol, or chainsword (but only one of them, no laspistol + CS!) and make them 3 or 4ppm, depending. Let that be the sort of "Imperial gigantic horde" and now they're still available to everyone, but don't benefit from orders, while still benefiting from priests and Celestine, etc.You could even bring them in groups of 5-unlimited. It'd be funny to say the least.
I'd buy that! It's much better than the current set up!
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Post by: Scott-S6
Breng77 wrote:
6.)Change all HWT to artillery, change stats increase points.
Artillery lascannons?
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Post by: master of ordinance
Galas wrote:So the solution to Conscripts is "git gud". Ok.
No, the solution is "dont just spam high damage low ROF elite killer then complain when the horde of mooks floods you with bodies"
Scott-S6 wrote:Breng77 wrote:
6.)Change all HWT to artillery, change stats increase points.
Artillery lascannons?
It might let them last a round of shooting!
Automatically Appended Next Post: Breng77 wrote:Were I fixing guard I would do the following (not specific fixes)
1.) Fix conscripts
2.) Increase points on basically all Scion stuff
3.) Decrease range on all artillery (36" - 48" at most for weapons that don't need LOS) except maybe the deathstrike.
4.) Buff leman russ damage output and drop cost.
5.) Allow squads to fire out of chimeras, probably reduce points slightly.
6.)Change all HWT to artillery, change stats increase points.
7.) remove the -1 to hit from the hydra firing at ground targets.
8.)Increase range on hellhound variant weapons, buff number of shots as well.
9.) Overall points adjustments
And whilst we are at it lets just take out the Guard codex/index and burn it, then gak in a massive muck thrower and and spray it all over the Guard players, because you might as well if you are going to remove everything even remotely usable.
SilverAlien wrote:
Most, not including the HQs and characters, artillery, scions, taurox prime, command and heavy weapon squads, ratlings, conscripts, and guard infantry.
HQ units are squishy and need body guarding, characters vary, Taurox Prime is the only good transport and is heavily restricted, command squads are weak, Ratlings I cannot comment on, Conscripts are pathetic unless one shells out on supporting characters and even then will die in droves if the enemy comes equipped to deal with them, and baring Storm Troopers Guard infantry might as well not exist.
So the russes, chimeras, ogryns, whatever the flyer is named, and maybe super heavies? (though I haven't heard much concrete about the latter either way).
Russes are a downgrade from Predators and Chimeras are overpriced trash. Super Heavies are great until you try and move.
The overwhelming majority of the guard index ranges from about equal to everyone else to really really good. It's just that leman russes were such a huge mainstay that their poor showing feels like a really big deal, even if the majority of the index is strong. Plus, who here doesn't want the Russ variants to get a price decrease and maybe for guard to get a flyer with better accuracy than an ork?
Funny. I seem to recall about one combo being usable with the Guad army as it stands - Conscript blob tarpits bubblewrapping Artillery behind cover.
But honestly, if most of the guard book is garbage, then entire armies must consist of nothing but garbage and super garbage. Guard is strong across most of their army.
The Guard army is a two trick pony and the only real issue that people are having with this is that they are so used to walking all over Guard armies and deleting most of them in the first turn that this new found resiliency scares them a little. Once the hype dies down and the various whining players work out how to use their brains it will all be over for the Guard players.
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Post by: Breng77
Bobthehero wrote:Artillery always had out of LOS super long range shot, they were decently priced before and now with the nerfs they got hit with, I don't think they need changes.
I got the feeling it was related to plasma, I have 6 of them in my list, might be why I don't feel the OPness of Scions.
Guard artillery was buffed not nerfed it never was great against single models before, hit very infrequently when it didn't have Los (no bs modifying scatter.). The only thing it is worse against is clumps of cheap infantry. Also with screening units being much better it is super strong to
Be able to hit anything and receive no return fire.
In theory you could Recost plasma as well if only plasma is an issue on scion infantry the taurox is still super undercosted. Automatically Appended Next Post:
Orks
Alessentially have artillery missions launchers so I don't see the issue. Automatically Appended Next Post: @master if ordinance, how is toning down the stuff that is too good and buffing the bad things bad? Right now guard is by far the best army in the game.
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Post by: Galas
master of ordinance wrote:Galas wrote:So the solution to Conscripts is "git gud". Ok.
No, the solution is "dont just spam high damage low ROF elite killer then complain when the horde of mooks floods you with bodies"
That could be cool. The problem is that not even going full Flamer works agains't Conscripts. Plus, an army can have 120-200 Conscripts and still a ton of elite and OP units as the NOVA tournament has demostrated.
The level of Imperial Guard negationism you and other are demostrating is in "Wraithknights are balanced" and "Taunar is actually fluffy" levels.
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Post by: Melissia
You never once mentioned buffing the bad things. Automatically Appended Next Post: Galas wrote:That could be cool. The problem is that not even going full Flamer works agains't Conscripts.
It's fairly easy to annihilate a conscript squad iwth flamer/combiflamer tacticals in a single turn.
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Post by: Galas
I doubt theres a point-time invested efficient way to remove Conscripts in the game. Even anti-horde weapons will have problems to be really efficient. In the other hand, you have very efficient weapons to kill elite units like plasma.
But to be honest I'll refer my sing in this discussion. Theres two sides, nobody wan't to move, the ball is in GW's roof.
Personally, I'll like if AM was better balanced, because I use some of the "worst" units like Bullgryns, Leman Russes, Sentinels, etc... with my Genestealer Cult. I don't want them to be nerfed so hard that as a faction become unplayable.
Or worst, you end like 8th edition Tau, spamming HQ's and having people saying you are fine because that way you can compete in high level tournaments. Flyrant style.
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Post by: argonak
As a guard player, I normally don't like to get into this nonsense. But I'm feeling game today.
1. Conscripts are point efficient for orders because they can come in large unit size and be ordered by a single order.
- This is absolutely true. Numerically they're about 30% more efficient per point when you give them orders, even accounting for their worse accuracy.
- I agree this should be fixed. Remove their ability to take a <Regiment>, and they lose orders. They're conscripts, make Infantry Squads be the more valuable unit because they can receive orders.
2. Conscripts are point efficient for wounds, because commissars can make them largely immune to morale.
- THIS IS THE POINT OF PLAYING GUARD AND SHOULD NOT BE FIXED. Its in the fluff, its in everything about who they are. If you eliminate this, then you might as well just delete conscripts entirely because there's no point in taking them.
- However, it will be heavily mitigated by removing their <REGIMENT>, as people will have to put them in their own detachment. That ought to be enough of a restriction.
3. Command squads are being used as special weapon suicide teams.
- This is a silly side effect of removing platoons while trying to keep command squads.
- My fix is to delete command squads, move their upgrades as options to their basic units. Someone might actually bring a flag if it was on an Infantry Squad rather than a 4 wound t3 5+ unit.
- This also pretty much fixes scions, as if you want 4 plasma you need to bring a full 10 scions, which is a much heavier investment for what amounts to a suicide unit.
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Post by: Melissia
Galas wrote:I doubt theres a point-time invested efficient way to remove Conscripts in the game.
If you mean "spend equal points to kill all 50 conscripts in a single turn" like usual, then no there isn't, and there shouldn't be-- because your expectations are bs and you're asking to be completely overpowered. If you used your exact same metrics, rhinos are more powerful than conscripts because it takes more points over more turns to kill rhinos with anti-tank weapons than it does to kill conscripts with anti-infantry weapons.
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Post by: Breng77
Melissia wrote:You never once mentioned buffing the bad things.
Automatically Appended Next Post:
Galas wrote:That could be cool. The problem is that not even going full Flamer works agains't Conscripts.
It's fairly easy to annihilate a conscript squad iwth flamer/combiflamer tacticals in a single turn.
Go re-read my numbers 4,5,7,8(9). Unless you think buffing leman russes, helbound varients, hydras, and chimeras doesn't count as buffing bad units. Are these units considered good?
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Post by: master of ordinance
Melissia wrote: Galas wrote:I doubt theres a point-time invested efficient way to remove Conscripts in the game.
If you mean "spend equal points to kill all 50 conscripts in a single turn" like usual, then no there isn't, and there shouldn't be-- because your expectations are bs and you're asking to be completely overpowered.
If you used your exact same metrics, rhinos are more powerful than conscripts because it takes more points over more turns to kill rhinos with anti-tank weapons than it does to kill conscripts with anti-infantry weapons.
But Rhino's are Marine units, so its okay.
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Post by: Breng77
And really how many tacticals with flamed and combi-flamed is that? Each squad gets 7 flamed hits so
~3 wounds+ 2 more from bolters. So that is 10 such squads or 850 points to kill 50 conscripts. Not including points for getting them to 8" range.
The rhino thing is blatantly false I'm pretty sure I can find units costing say 3-4 times the cost of a rhino that reliably kill it in a single turn.
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Post by: master of ordinance
>Conscripts are a blob tarpit designed to soak up wounds
>Players complain about conscripts being a blob tarpit that soaks up wounds
We really cannot win can we?
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Post by: Breng77
master of ordinance wrote:>Conscripts are a blob tarpit designed to soak up wounds
>Players complain about conscripts being a blob tarpit that soaks up wounds
We really cannot win can we?
So you think it is reasonable to have a unit that takes up a ton of board
Space that requires 7+ Times its cost to deal with? I have no problem with them soaking wounds they should
Just do it commensurate to their points cost. As mentioned before give them a 7+ Save and they are fairly costed and still points efficient for
Wounds (takes about 4x their cost to reliably remove the squad.)
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Post by: Galas
I should know that a 10 pages-thread on dakka-dakka isn't worth it anymore. I'll leave before all this Imperial Guard negationists draws me with them.
Conscripts aren't a unit well balanced. And the proof is that that they are used in winning lists in tournaments. And I think that appearing in tournaments isn't just the only metric one should use to know if a unit is overpowered or not. In this case for example, the problem maybe aren't conscripts but Commisars. But theres something there that need to be addressed.
But of course this means that I want to be overpowered and a space marine fanboy that just hates Imperial Guard. Man the mental gymnastics.
master of ordinance wrote:>Conscripts are a blob tarpit designed to soak up wounds
>Players complain about conscripts being a blob tarpit that soaks up wounds
We really cannot win can we?
>Guilliman is a Primarch designed to buff his troops.
>Players complain about Guilliman being a Primarch that buff his troops
Ultramarines really cannot win, can they?
EDIT: I have to thank you guys, nobody talks anymore about Tau players, now everyone hates Imperial Guard players and their conscripts
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Post by: Quickjager
Oh look it is MoO, lets get some quotes on his previous opinions. Automatically Appended Next Post: Lets get with Melissa as well. Melissia wrote: Quickjager wrote:Lol that is a horrible argument; that is like the dumb GK players from last ed. saying "Dreadknights are fine! It doesn't matter they're overperforming because they're all we got!"
Maybe you feel that way, but you know what? Don't care. We've played the same army lists since 3rd edition and basically the same since 2nd. No army is in even remotely a similar situation than us, even Grey Knights. We finally move from being a bottom tier, forgettable list to one that can actually contend competitively. It's fething nice to see. If only GW actually gave us new units, I might give a damn about you feeling like this is a horrible argument. But they don't. So I don't.
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