112654
New AM FAQ @ 2017/10/22 16:26:50
Post by: xmbk
53939
New AM FAQ @ 2017/10/22 16:44:20
Post by: vipoid
To summarise:
- Master of Command now works properly.
- Take Cover only works on Infantry.
- The Dagger of Tu’Sakh can now only be taken by Infantry Officers.
- Ogryn Bodygards can now only take wounds for Infantry.
- Commissars of all types are now utterly worthless.
- It's been clarified that, yes, Send in the Next Wave really is that crap.
- Draconian Discipline is garbage for everything except babysitting Conscripts.
112654
New AM FAQ @ 2017/10/22 16:46:51
Post by: xmbk
Pretty much.
-Bodyguards can't daisy chain, either.
-Only one unit of Tallarn vehicles can Ambush.
42382
New AM FAQ @ 2017/10/22 16:48:32
Post by: Unit1126PLL
I actually think this is an okay FAQ.
Acts of Faith weren't addressed (intended to be once per unit?)
They nerfed Commissars but that indirectly buffs other morale influencers (standards, etc) and we still have options to ignore it completely (Insane Heroism stratagem, Mental Fortitude psychic power, and the other psychic power from Telethesia which I forget the name of).
Only one that affects me meaningfully is that Baneblade's can't use take cover, but that's fine with me - it was a bit silly, and there's still good sources of +1 saves (e.g. psychic powers).
112594
New AM FAQ @ 2017/10/22 16:50:16
Post by: Dionysodorus
Wow, Conscripts got gutted with that Commissar change.
Elysian plasma is still the same price.
Officers of the Fleet can still use the Dagger to deep strike with any infantry unit, including stuff like Custodes.
42382
New AM FAQ @ 2017/10/22 16:52:04
Post by: Unit1126PLL
Conscripts are not gutted, they just changed them around a bit. There are still 4 options to outright ignore morale available to Imperial Guard. That's why the change is alright with me - conscript armies are still viable if that was your playstyle, but they're no longer Plug and Play into a larger army without some issues.
110703
New AM FAQ @ 2017/10/22 16:56:25
Post by: Galas
vipoid wrote:To summarise:
- Master of Command now works properly.
- Take Cover only works on Infantry.
- The Dagger of Tu’Sakh can now only be taken by Infantry Officers.
- Ogryn Bodygards can now only take wounds for Infantry.
- Commissars of all types are now utterly worthless.
- It's been clarified that, yes, Send in the Next Wave really is that crap.
- Draconian Discipline is garbage for everything except babysitting Conscripts.
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
113031
New AM FAQ @ 2017/10/22 16:56:43
Post by: Voss
xmbk wrote:https://www.warhammer-community.com/2017/10/22/new- faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Really good to see how responsive the new GW is.
Shame they weren't responsive to the commissar issue before they printed the new codex.
Though in truth it's an over-reaction. It makes sense for conscripts, which gained too much from the old ability, but for a normal guard squad, the new version does very little. It might help slightly if you lose 4-6 models, but at 3 you're very unlikely to take any morale casualties, and at 7+ it doesn't matter - the squad is almost certainly dead.
42382
New AM FAQ @ 2017/10/22 16:57:49
Post by: Unit1126PLL
Yes. I run 8-man crusader squads and I plan to run a Lord Commissar near most of them to keep them in line. LD9 on an 8 man unit is still boss, and the Lord Commissar is actually quite good at helping them in combat, with a priest nearby as well.
106383
New AM FAQ @ 2017/10/22 16:58:36
Post by: JNAProductions
Parade Drill was changed to actually function.
53939
New AM FAQ @ 2017/10/22 16:58:50
Post by: vipoid
Galas wrote:
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
What planet are you on?
Commissars are now garbage for both of those - but especially Conscripts.
112594
New AM FAQ @ 2017/10/22 16:58:53
Post by: Dionysodorus
Unit1126PLL wrote:Conscripts are not gutted, they just changed them around a bit. There are still 4 options to outright ignore morale available to Imperial Guard. That's why the change is alright with me - conscript armies are still viable if that was your playstyle, but they're no longer Plug and Play into a larger army without some issues.
Okay, but now it seems silly to bother with this instead of just running naked Infantry squads.
112654
New AM FAQ @ 2017/10/22 16:59:30
Post by: xmbk
Galas wrote: vipoid wrote:To summarise:
- Master of Command now works properly.
- Take Cover only works on Infantry.
- The Dagger of Tu’Sakh can now only be taken by Infantry Officers.
- Ogryn Bodygards can now only take wounds for Infantry.
- Commissars of all types are now utterly worthless.
- It's been clarified that, yes, Send in the Next Wave really is that crap.
- Draconian Discipline is garbage for everything except babysitting Conscripts.
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
Salt is getting almost as overused as Hitler comparisons. This was a pretty solid summary of the FAQ.
42382
New AM FAQ @ 2017/10/22 17:00:38
Post by: Unit1126PLL
Dionysodorus wrote: Unit1126PLL wrote:Conscripts are not gutted, they just changed them around a bit. There are still 4 options to outright ignore morale available to Imperial Guard. That's why the change is alright with me - conscript armies are still viable if that was your playstyle, but they're no longer Plug and Play into a larger army without some issues.
Okay, but now it seems silly to bother with this instead of just running naked Infantry squads.
You certainly are welcome to run naked infantry squads! But if you had 120 conscripts before, that 120 extra points could throw your list out of whack. You could, instead, run them with these 'silly to bother with' things and not really lose much.
In fact, the fact that we are now able to choose between naked infantry squads and conscript squads is a positive development because it means more choices!!!
29408
New AM FAQ @ 2017/10/22 17:01:12
Post by: Melissia
Eh, probably an overnerf to commissars. And didn't really fix the biggest problems of the book.
42382
New AM FAQ @ 2017/10/22 17:02:26
Post by: Unit1126PLL
Melissia wrote:Eh, probably an overnerf to commissars. And didn't really fix the biggest problems of the book.
Yeah, this is probably true. While I think the IG book as a whole can endure without commissars, I think commissars themselves are mostly bupkis now.
110703
New AM FAQ @ 2017/10/22 17:03:32
Post by: Galas
vipoid wrote: Galas wrote:
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
What planet are you on?
Commissars are now garbage for both of those - but especially Conscripts.
Yes, you are right!
For a second I forgot I was in Dakkadakka, where things are only Garbage or OP without a middle ground. I apologize.
112654
New AM FAQ @ 2017/10/22 17:06:25
Post by: xmbk
Galas wrote: vipoid wrote: Galas wrote:
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
What planet are you on?
Commissars are now garbage for both of those - but especially Conscripts.
Yes, you are right!
For a second I forgot I was in Dakkadakka, where things are only Garbage or OP without a middle ground. I apologize.
Can you suggest a reasonable use for them now?
53939
New AM FAQ @ 2017/10/22 17:08:04
Post by: vipoid
Galas wrote:
Yes, you are right!
For a second I forgot I was in Dakkadakka, where things are only Garbage or OP without a middle ground. I apologize.
Ah, of course, clearly nothing is ever OP or garbage. There only ever exists the middle-ground.
Quite what it is in the middle of is open for debate.
90435
New AM FAQ @ 2017/10/22 17:16:51
Post by: Slayer-Fan123
I'm at work. What's the change to Commisars?
42382
New AM FAQ @ 2017/10/22 17:19:44
Post by: Unit1126PLL
Summary execution is now a re-roll rather than auto pass (though it still costs 1 model).
People will have to gear-shift into other methods of keeping their conscripts around (though they certainly can, there's 4 other methods to make a unit immune to morale available to IG) unless they only need them for a turn.
11619
New AM FAQ @ 2017/10/22 17:22:54
Post by: Myth
Galas wrote:For a second I forgot I was in Dakkadakka, where things are only Garbage or OP without a middle ground. I apologize.
I mean, sure, that might normally be an exaggeration. But Commissars went from almost completely mitigating the effect of morale on Conscripts, to actively making morale hurt them worse.
Keep in mind that the reroll on morale isn't optional - if you have a unit of 30 conscripts and they lose 10 models during the turn, and roll a '1' on their Leadership test, they are failing that morale roll even though they got the best possible result. The Commissar now kills one model and forces them to reroll that '1' and likely end up losing even more than they would have originally (in addition to the one he killed).
There are situations where the Commissar will help against morale losses, but they are usually only when you would be losing one or two models anyway - in cases where you are losing more than that, he will often hurt more than help. So... yeah, I think the ability went from OP to garbage in this case.
I don't think that makes AM garbage in any case, and I think a change for the Commissar was definitely needed. It just feels like they went way too extreme in how they fixed the ability - and given they also did a poor job with the wording (such that it isn't clear if it only triggers once per turn, or if it is once per turn per unit, or once per turn per Commissar) - I wouldn't be surprised if they clean it up again to a middle ground in a later update.
90435
New AM FAQ @ 2017/10/22 17:31:17
Post by: Slayer-Fan123
Unit1126PLL wrote:
Summary execution is now a re-roll rather than auto pass (though it still costs 1 model).
People will have to gear-shift into other methods of keeping their conscripts around (though they certainly can, there's 4 other methods to make a unit immune to morale available to IG) unless they only need them for a turn.
That's not terrible but I can understand Guard players being peeved.
115966
New AM FAQ @ 2017/10/22 17:31:50
Post by: tpogs
People seem to be forgetting that Commissars still grant leadership 8 to infantry.
42382
New AM FAQ @ 2017/10/22 17:32:54
Post by: Unit1126PLL
Slayer-Fan123 wrote: Unit1126PLL wrote:
Summary execution is now a re-roll rather than auto pass (though it still costs 1 model).
People will have to gear-shift into other methods of keeping their conscripts around (though they certainly can, there's 4 other methods to make a unit immune to morale available to IG) unless they only need them for a turn.
That's not terrible but I can understand Guard players being peeved.
Actually it's pretty awful. Statistically, if you lose ~7 guys, it's better off to not have a Commissar now than to ever have one, because the re-roll is mandatory.
I'm actually not peeved too much as it doesn't affect me, but it's sad to see Commissars go. I thought they were a neat bit of the background.
52054
New AM FAQ @ 2017/10/22 17:34:19
Post by: MrMoustaffa
There were some much needed tweaks, most of them definitely clear up ridiculous shenanigans.
Yeah commissars are a lot less powerful now but they still have uses. Not so much for catachan or Mordian who have built in morale buffs, but for other armies they get you up to ld 8 which helps you ignore most casualty numbers for morale. Plus the reroll to morale was how they've worked in the past, it was kind of odd they just autopassed now. Maybe it was a bit much, but that definitely was needed on at least conscripts, and it's not like it affects smaller units much anyways. They're still stupid cheap and essentially function as a Regimental Standard that can hide in your lines, as well as carry a plasma pistol and a CQC weapon for cheap. At least now their cost reflects their usefulness a bit more as opposed to just being an absolute autotake. Not to mention we have a ton of other options to keep conscripts around. Primaris pyskers can give a unit fearless and we have a couple strategems that affect morale, as well as the Valhallan relic (unchanged, still old commissar rules) and I'm almost positive there's another trick I'm forgetting. Conscripts are not gone, they just got trickier to use and are no longer a no brainer unit. I guarantee you I can still run conscripts and have them effectively immune to morale, I just need to work for it.
Gives the Valhallan regiment trait a better purpose now, since they will defacto be the best option for conscripts, as they should be. Sucks their strategem costs reinforcement points but it lines up with how everyone else has to do it.
A needed FAQ even if I know a lot of IG players are not going to like it.
I will say I'm not a fan of how laurels of command works. Basically means you now resolve the first order entirely before doing the second. This means if you use a shooting order like "Take Aim", you would need to fire and then issue another order, which I guess would be something like move!move!move! I can already see someone trying to argue that now it'll let you shoot twice by using something like FRFSRF then issuing take aim! After FRFSRF has resolved
42382
New AM FAQ @ 2017/10/22 17:36:12
Post by: Unit1126PLL
I think Valhallans are still badass for conscripts for more reasons than that - remember, their relic is still unchanged as well, so their regiment still has one Oldissar hanging around somewhere with Pietrov's Mk .45
29408
New AM FAQ @ 2017/10/22 17:36:18
Post by: Melissia
tpogs wrote:People seem to be forgetting that Commissars still grant leadership 8 to infantry.
No we aren't; if a conscript squad is taking 10 casualties already, having Ld8 doesn't really help that much on the leadership test. If it was "roll twice and take the best" it'd be better, but it's not. It's just a reroll. And with a reroll, you take the second result even if it's a worse result. So let's say you fail the leadership test by the bare minimum. Sorry, your unit takes another casualty, then rerolls. Now you took the maximum losses possible for that test... plus one more loss because the commissar is an donkey-cave. GOOD JOB COMMISSAR. In before someone says"anyone who complains is a whiny guard player who just wants to be OP and walk over everyone else" again, even though I haven't owned any Guard models for years.
112594
New AM FAQ @ 2017/10/22 17:38:48
Post by: Dionysodorus
Melissia wrote: tpogs wrote:People seem to be forgetting that Commissars still grant leadership 8 to infantry.
No we aren't; if a conscript squad is taking 10 casualties already, having Ld8 doesn't really help that much on the leadership test. If it was "roll twice and take the best" it'd be better, but it's not. It's just a reroll. And with a reroll, you take the second result even if it's a worse result.
So let's say you fail the leadership test by the bare minimum. Sorry, your unit takes another casualty, then rerolls. Now you took the maximum losses possible for that test... plus one more loss because the commissar is an donkey-cave. GOOD JOB COMMISSAR.
I think you're missing the person's point, which was that the Commissar is still preventing additional morale losses by giving the Ld 4 Conscripts Ld 8. With his gratuitous popping of one, he effectively gives them Ld 7 instead, so he's still saving 3 even when you're definitely failing the test, and obviously if you don't take many casualties he gives you a much higher chance of passing in the first place. (But yes Conscripts are bad now don't bring them)
100848
New AM FAQ @ 2017/10/22 17:40:27
Post by: tneva82
GW should have worded it so it's not mandatory. Then it's at least less likely to actually HURT you from having. Kinda silly to have rule that's more likely to hurt you than not. Especially when it's supposed to be advantage rather than disadvantage to balance otherwise too good model.
29408
New AM FAQ @ 2017/10/22 17:40:31
Post by: Melissia
No, I did not miss their point. I think their point was garbage. Disagreement is not the same as a lack of understanding.
52054
New AM FAQ @ 2017/10/22 17:41:17
Post by: MrMoustaffa
Unit1126PLL wrote:I think Valhallans are still badass for conscripts for more reasons than that - remember, their relic is still unchanged as well, so their regiment still has one Oldissar hanging around somewhere with Pietrov's Mk .45
Yeah I remembered that right after I posted and edited it in. Good thing I started Valhallans I guess
53939
New AM FAQ @ 2017/10/22 17:46:03
Post by: vipoid
It's weird that a Valhallan Company Commander can now be far better Commissar than an actual Commissar.
42382
New AM FAQ @ 2017/10/22 17:46:47
Post by: Unit1126PLL
vipoid wrote:It's weird that a Valhallan Company Commander can now be far better Commissar than an actual Commissar.
I mean, Chenkov (back when he was a thing) was a better commissar than a commissar (his aura was 12").
112594
New AM FAQ @ 2017/10/22 17:47:30
Post by: Dionysodorus
Melissia wrote:No, I did not miss their point. I think their point was garbage. Disagreement is not the same as a lack of understanding.
Sure, but I hope you can see how it was confusing since your post didn't actually engage with this point at all.
53939
New AM FAQ @ 2017/10/22 17:53:12
Post by: vipoid
Unit1126PLL wrote: vipoid wrote:It's weird that a Valhallan Company Commander can now be far better Commissar than an actual Commissar.
I mean, Chenkov (back when he was a thing) was a better commissar than a commissar (his aura was 12").
Huh, fair enough.
43752
New AM FAQ @ 2017/10/22 17:55:14
Post by: Imperator97
I kinda like it. Caveat, not a guard player, but conscripts don't strike me as the kind of dudes that will stick around when a carnifex eats 8 of them, and won't respond particularly well with having a friend of theirs shot.
On the flip side, a commissar isn't going to ask the conscripts why they're running from said carnifex, he's just going to shoot one of them and expect them to get back in there.
From the perspective of a guardsman, 3 of a squad of 10 die, those guys will probably stick around, and if a coward is shot, they may still consider getting back in there. If 7 of them are exploded by a tank, the commissar shooting one may well do more harm than good.
Fluff wise, big fan. Crunch wise, it's certainly very different, but I'm not going to pretend I fully understand the implications.
52054
New AM FAQ @ 2017/10/22 17:55:58
Post by: MrMoustaffa
tneva82 wrote:GW should have worded it so it's not mandatory. Then it's at least less likely to actually HURT you from having. Kinda silly to have rule that's more likely to hurt you than not. Especially when it's supposed to be advantage rather than disadvantage to balance otherwise too good model.
But that's not how commissars work in the background though. Unless command tells them to fall back they're going to make you stick around whether you like it or not. Aside from very rare exceptions they don't really go "oh wow Bob you're right, that IS a really scary carnifex! You are excused private, feel free to retire to the rear."
It is annoying that the guardsmen still take an additional casualty for 0 gain but it does give an actual trade off to how they work now.
I think it would've been a good rule for just conscripts getting it personally, and everything else staying the same, but here we are.
10906
New AM FAQ @ 2017/10/22 17:57:20
Post by: VictorVonTzeentch
Melissia wrote: tpogs wrote:People seem to be forgetting that Commissars still grant leadership 8 to infantry.
No we aren't; if a conscript squad is taking 10 casualties already, having Ld8 doesn't really help that much on the leadership test. If it was "roll twice and take the best" it'd be better, but it's not. It's just a reroll. And with a reroll, you take the second result even if it's a worse result.
So let's say you fail the leadership test by the bare minimum. Sorry, your unit takes another casualty, then rerolls. Now you took the maximum losses possible for that test... plus one more loss because the commissar is an donkey-cave. GOOD JOB COMMISSAR.
In before someone says"anyone who complains is a whiny guard player who just wants to be OP and walk over everyone else" again, even though I haven't owned any Guard models for years.
You could also take into account that vs certain Army builds you wont even get Ld 8. Vs the Night Lord build GW showed off, theres the -5 Ld Bubble so your guys are down to 3 Ld. Throw in a Chaos Leviathan with Butcher Cannons and you can stack on a further -2. So now with that -7 Ld you have 1 Ld. Good luck passing tests.
34243
New AM FAQ @ 12120001/05/09 07:16:48
Post by: Blacksails
Solid FAQ. Clears up some stuff for sure. Never been fond of conscripts myself, so I'm not bothered by the nerf.
29836
New AM FAQ @ 2017/10/22 18:02:12
Post by: Elbows
I see zero issue with this FAQ. Fixed a few abused things, reworded stuff properly...looks fine to me.
105713
New AM FAQ @ 2017/01/22 16:06:19
Post by: Insectum7
Yeah I have mixed feelings on this one. Morale affecting Conscripts more makes sense, though I would have rather left Commissar effect on normal guardsman unchanged.
I dislike the idea of giving in to the conscript rage, but then again, I'm happy they didnt make it a point change. Killing an extra five Conscripts with morale is still just 15 points.
19370
New AM FAQ @ 2017/10/22 18:07:23
Post by: daedalus
Blacksails wrote:Solid FAQ. Clears up some stuff for sure. Never been fond of conscripts myself, so I'm not bothered by the nerf.
I'm not personally bothered by it, but it shows that GW (still) isn't thinking their rules all the way through.
I'll fill it out on their behalf:
To be fair, I checked less boxes than I figured I would.
111961
New AM FAQ @ 2017/10/22 18:07:55
Post by: Inquisitor Lord Katherine
My 2c?
They adjusted the Commissar-Conscript interaction, which I don't really appreciate because it's a concession and it's attempting to address a problem without actually fixing the source thereof, and instead fixing a symptom.
They've failed to adjust Baneblades, particularly the Shadowsword. A 40-point cost reduction was not warranted on a platform that has 10 Heavy Bolters, 4 Lascannons, and is immune to melee.
They've also failed to adjust Manticores, which will continue to strictly outperform Leman Russes in most circumstances.
Certain Leman Russ variants are definitely still terrible, and fail to conform to expectations.
Otherwise, most of it makes sense.
34243
New AM FAQ @ 2017/10/22 18:10:53
Post by: Blacksails
There's a template for that checklist, right? Cause that'd be a lot of effort for one post. I respect that though.
I agree with the sentiment that GW can't figure out how to actually write any worthwhile rules. Its a hamfisted approach, just like the Russ double shot buff. It definitely could have been done better, but I don't know what people expect from GW.
I will have to use that checklist though at some point.
19370
New AM FAQ @ 2017/10/22 18:18:58
Post by: daedalus
It came from a old message board thread about anti-spam solutions for email. I just modified it for conscripts. I'd open it up when the anti-conscript threads were going on and see how many boxes I could tick for each "helpful recommendation" any given poster would leave about how to fix conscripts.
Do feel free to do whatever with it you desire though.
116685
New AM FAQ @ 2017/10/22 18:20:53
Post by: clownshoes
xmbk wrote: Galas wrote: vipoid wrote: Galas wrote:
Commissars have still a place with Conscripts and Infantry squads. Buffing morale, even without using the Summary Execution, is pretty good.
What planet are you on?
Commissars are now garbage for both of those - but especially Conscripts.
Yes, you are right!
For a second I forgot I was in Dakkadakka, where things are only Garbage or OP without a middle ground. I apologize.
Can you suggest a reasonable use for them now?
Painting practice for your eldar paint scheme.
113188
New AM FAQ @ 2017/10/22 18:21:57
Post by: pismakron
The "summary execution ability" was clearly overnerfed in this FAQ. I don't mind it all that much, as it clearly did not work the way it was before. But let us not kid our self: Commisars will do very little to help with morale now, except occasionally increasing friendly morale losses by one.
98186
New AM FAQ @ 2017/10/22 18:25:01
Post by: nateprati
Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
113991
New AM FAQ @ 2017/10/22 18:26:43
Post by: Kdash
Inquisitor Lord Katherine wrote:My 2c?
They adjusted the Commissar-Conscript interaction, which I don't really appreciate because it's a concession and it's attempting to address a problem without actually fixing the source thereof, and instead fixing a symptom.
They've failed to adjust Baneblades, particularly the Shadowsword. A 40-point cost reduction was not warranted on a platform that has 10 Heavy Bolters, 4 Lascannons, and is immune to melee.
They've also failed to adjust Manticores, which will continue to strictly outperform Leman Russes in most circumstances.
Certain Leman Russ variants are definitely still terrible, and fail to conform to expectations.
Otherwise, most of it makes sense.
They didn't do any points changes at all, so, i think that'll come at a later date once more games are played and understood. Most of the changes they've made so far are do to with simple rules questions and interactions. Once the initial questions are answered they can then look at specific balance issues due to points.
114414
New AM FAQ @ 2017/10/22 18:30:58
Post by: Azuza001
Eh, I still plan to run commisars in my guard army (if I ever get it done....), I was never planning on using conscripts anyways, just many infantry squads. And it does make some sense even if it sucks that a commisar can make a bad situation worse, but there is an English problem here.
The commisar rule says "the first time an astra militarum unit fails whilst within 6" of any friendly commisar models, one model is slain and the moral test is rerolled"
OK, the problem is the first time part of the rule. Is that
A. The first unit that fails near the commisar gets shot so the second one near it doesn't have to worry about getting shot?
B. A squad can only ever be effected by this rule once (ie the first time it happens)?
I have read it a few times now and I can see an argument going both ways. Again, doesn't effect me much because I don't run squads bigger than 10 but this could cause some arguments. I think it means A. Personally so if you have a squad of infantry and a squad of conscripts both near the commisar and are both going to need to take a moral test you can pick which squad you want the commisar to "help" out with the reroll.
Also, tanks not being able to "take cover" and the mobile wound with ogryn bodyguards makes perfect sense.
113991
New AM FAQ @ 2017/10/22 18:31:54
Post by: Kdash
I am, however, a little surprised by the Tallaran nerf to only 1 vehicle unit out of the 3. Certainly changes a lot for my plans anyway(and i was only thinking of 2 russes and a cheap cyclops!) with obsec in a spearhead.
29836
New AM FAQ @ 2017/10/22 18:39:19
Post by: Elbows
Read the bottom portion regarding Tallarn...you can still take a "unit" of vehicles, meaning three Russes etc. Not quite as mix-n-match friendly but still pretty damn good.
722
New AM FAQ @ 2017/10/22 18:44:11
Post by: Kanluwen
Elbows wrote:Read the bottom portion regarding Tallarn...you can still take a "unit" of vehicles, meaning three Russes etc. Not quite as mix-n-match friendly but still pretty damn good.
Read his post again.
He is saying that out of the 3 units that get to come in, the FAQ specifies that only one unit can be vehicles.
112649
New AM FAQ @ 2017/10/22 18:47:39
Post by: grouchoben
Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.)
Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance.
91128
New AM FAQ @ 2017/10/22 18:51:53
Post by: Xenomancers
Spamming command points to keep 1 unit of conscripts alive is still very much viable. As AM have a ton of command points to spare. That's all conscripts were ever supposed to be anyways. A single large squad that slowed people down with bodies. Not an impenetrable wall of indestructible soldiers.
51866
New AM FAQ @ 2017/10/22 18:55:57
Post by: Bobthehero
grouchoben wrote:Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.)
Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance.
Krieg seems to be in the same position as last edition as far as morale goes, shooting wont affect it much, and they'll usually get wiped in melee, so they'll never technically fail a LD test
83902
New AM FAQ @ 2017/10/22 18:59:13
Post by: Aenarian
grouchoben wrote:Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.) Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance. We are not allowed to take any of the regiment-specific traits and stuff, but nothing about the general case, which I guess is still up in the air.
42382
New AM FAQ @ 2017/10/22 19:01:05
Post by: Unit1126PLL
Aenarian wrote:grouchoben wrote:Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.)
Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance.
We are not allowed to take any of the regiment-specific traits and stuff, but nothing about the general case, which I guess is still up in the air.
Actually, I would say it's less up in the air than before, as GW now had the opportunity to say it was allowed, and then didn't say it wasn't. Either this is a missed opportunity for them to spell out intent, or it is intended that any of the generic AM stratagems are permitted.
110797
New AM FAQ @ 2017/10/22 19:02:59
Post by: lolman1c
Oh no, my really useful 3pt model actually loses more than 1 guy now to moral after having half their line crunched by a giant robot?!?! But no seriously... I think this rule change should have been limited to conscripts and at worse the commissar does D3 mortal wounds to guards men like most other factions do.
83902
New AM FAQ @ 2017/10/22 19:05:13
Post by: Aenarian
Unit1126PLL wrote: Aenarian wrote:grouchoben wrote:Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.) Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance. We are not allowed to take any of the regiment-specific traits and stuff, but nothing about the general case, which I guess is still up in the air. Actually, I would say it's less up in the air than before, as GW now had the opportunity to say it was allowed, and then didn't say it wasn't. Either this is a missed opportunity for them to spell out intent, or it is intended that any of the generic AM stratagems are permitted. In all honesty, from what I've seen, it just becomes an exercise in how you are allowed to build your armies. Are pure DKoK allowed, as they are still AM? Are pure codex AM allowed? Are you allowed when you mix from both? What if you have 9 units from the codex and one from the FW index? If you build a pure AM (but not DKoK or Elysian) detachment from units solely from the FW-list, such as Superheavies or Fliers or (if an HQ gets added) any other detachment, are you allowed to use AM rules from the codex if you declare them as e.g. CADIANS? Where the line is drawn is a question I've asked before, and I've never really gotten a satisfactory answer. I'm happy either way due to the group I play with, but having access to more than 3 stratagems and warlord traits would be nice, which I guess goes for most of the races. Edit: And just for why they didn't clarify it while they had the chance: because the people writing rules at GW is notorious for this, and whether or not this is intended is something I don't know. They may have just thought that it was clear as day we had access to the codex rules (as long as we don't use the regiment-specific ones). Maybe they didn't think about it. I guess we'll see.
112649
New AM FAQ @ 2017/10/22 19:06:14
Post by: grouchoben
Oh my bad! Reading comprehension failure! Glad to see my dagger-led engineers are back on the menu
88903
New AM FAQ @ 2017/10/22 19:13:00
Post by: Kaiyanwang
So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
83902
New AM FAQ @ 2017/10/22 19:13:59
Post by: Aenarian
Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
They might be changed as well if the community revolts against it like they did now.
19370
New AM FAQ @ 2017/10/22 19:15:37
Post by: daedalus
Aenarian wrote: Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
They might be changed as well if the community revolts against it like they did now.
Well, I can certainly agree that the community is revolting.
110703
New AM FAQ @ 2017/10/22 19:16:33
Post by: Galas
Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
The difference is that over-corrections are now in a weekly or monthly fasion, instead of every 4-5 years  (And thats a good thing. Not the over-correction part, but that at least now they are trying to balance in a regular basis)
And the problem with commisar wasn't the commisar itself, but his objetive. Eldars don't have conscripts. Making your 20-man Guardian Squad inmune to morale isn't as powerfull as a 30 man conscript blob.
722
New AM FAQ @ 2017/10/22 19:17:29
Post by: Kanluwen
daedalus wrote: Aenarian wrote: Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
They might be changed as well if the community revolts against it like they did now.
Well, I can certainly agree that the community is revolting.
But how else were we to know that moving zero inches means you moved less than half of your Movement value? THESE THINGS ARE IMPORTANT!
30489
New AM FAQ @ 2017/10/22 19:19:05
Post by: Trickstick
MrMoustaffa wrote:I will say I'm not a fan of how laurels of command works. Basically means you now resolve the first order entirely before doing the second. This means if you use a shooting order like "Take Aim", you would need to fire and then issue another order, which I guess would be something like move!move!move! I can already see someone trying to argue that now it'll let you shoot twice by using something like FRFSRF then issuing take aim! After FRFSRF has resolved 
Take aim doesn't actually tell you to fire, so "resolving" it doesn't actually shoot. Very few of the orders actually tell you to resolve an action, most of them are just "can reroll this phase" or "change weapon profile" or something.
722
New AM FAQ @ 2017/10/22 19:20:01
Post by: Kanluwen
Trickstick wrote: MrMoustaffa wrote:I will say I'm not a fan of how laurels of command works. Basically means you now resolve the first order entirely before doing the second. This means if you use a shooting order like "Take Aim", you would need to fire and then issue another order, which I guess would be something like move!move!move! I can already see someone trying to argue that now it'll let you shoot twice by using something like FRFSRF then issuing take aim! After FRFSRF has resolved 
Take aim doesn't actually tell you to fire, so "resolving" it doesn't actually shoot. Very few of the orders actually tell you to resolve an action, most of them are just "can reroll this phase" or "change weapon profile" or something.
Yup--that was a Good Change from the previous iterations.
33416
New AM FAQ @ 2017/10/22 19:20:34
Post by: DoomMouse
As a guard player with a ridiculous number of infantry I'm pretty much fine with all of this. They probably should have done something better with the commissar wording though. It should be at least an option to re-roll morale if you choose to, rather than irrespective of the result.
I think it's fine that conscripts received a nerf though. The one in the guard codex didn't really nerf them much at all. I don't think they needed both of these changes though. Breaking their morale immunity would have been enough on its own.
19370
New AM FAQ @ 2017/10/22 19:22:09
Post by: daedalus
Kanluwen wrote:
But how else were we to know that moving zero inches means you moved less than half of your Movement value? THESE THINGS ARE IMPORTANT! 
So, sometimes I'll make jokes. Sometimes I'll echo the old Gwar bit about how there were some missions that left you stuck in limbo, because you could never start playing the game, because they never told you to roll to start the game.
I genuinely don't actually understand how this needed to be a thing that needed to be clarified. This is literally the reason we can't have nice things.
88903
New AM FAQ @ 2017/10/22 19:25:43
Post by: Kaiyanwang
Galas wrote: Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
The difference is that over-corrections are now in a weekly or monthly fasion, instead of every 4-5 years  (And thats a good thing. Not the over-correction part, but that at least now they are trying to balance in a regular basis)
And the problem with commisar wasn't the commisar itself, but his objetive. Eldars don't have conscripts. Making your 20-man Guardian Squad inmune to morale isn't as powerfull as a 30 man conscript blob.
I found that there are details that show they are still quite sloppy. If I got it right, the reroll is enforced.
113969
New AM FAQ @ 2017/10/22 19:43:40
Post by: TangoTwoBravo
A good clean-up of what I think were some unintended things folks were doing (Take Cover on a tank, some of the Ogryn tricks) and a great clean-up of the Grinding Advance rule. The approach to the Commissars is good in what it does to the Conscripts - the internet might come to a Grinding Halt until people find a new chew-toy.
I think that Commissars still make sense for line infantry. Lets say you have a Lord Commissar with three squads within 6". They now have Ld 9. Let's say that a squad loses 3 models. On their own you would lose at least one model 1/3 of the time, but with a Lord Commissar within 6" you are immune to Morale when you lose 3 models or less. That's not terrible. Lets say that a squad loses 5 models. Without a Commissar at least one model runs on a 3+, with up to 4 models potentially running. With the Lord Commissar, though, you are now "safe" on a roll of 1 to 4 and get a re-roll on 5 and 6 with the loss of one model (of course, you might roll 5 or 6 again). Its still a downgrade to the Commissar's effect, but I don't think its enough to rage-throw my Commissar models out just yet. I'll keep running'em to keep my infantry in line and keep watch on those Psykers...Plus they have cool hats.
Cheers
108537
New AM FAQ @ 2017/10/22 19:45:38
Post by: Ghorgul
I can't believe how many people are complaining about these nerfs here. 3 Conscripts blobs were virtually indestructible for many non-tailored armies. Yeah yeah yadda yadda there were hard counters but many armies struggled to get to actually use the counter.
I kind of like this new GW policy, release borderline broken rules, let them fly for 3+ months and then nerf it to the ground hard.
So many hardcore games probably managed to double down on conscripts already.
I'm lucky that I'm so slow with my projects that I don't even bother to jump biggest broken things available.
6772
New AM FAQ @ 2017/10/22 19:47:14
Post by: Vaktathi
So it appears they simply just straight up just broke Commissars. Seems standard GW practice.
Thats probably going to need yet another change or theyll just never get taken. They probably needed a tweak, but this makes them literally pointless.
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Also they didnt tone down the Shadowsword at all, which could probably use it.
85299
New AM FAQ @ 2017/10/22 19:47:45
Post by: Spoletta
I highly doubt that the execution not being optional was an oversight. I think that it was intended. If a guard runs then the commissar shoots, doesn't matter if this only makes the situation worse.
110703
New AM FAQ @ 2017/10/22 19:50:46
Post by: Galas
Kaiyanwang wrote: Galas wrote: Kaiyanwang wrote:So.. the beautiful times of over-correction are back!
Meanwhile, see what Iyanden got. An unkillable old-style commissar.
The difference is that over-corrections are now in a weekly or monthly fasion, instead of every 4-5 years  (And thats a good thing. Not the over-correction part, but that at least now they are trying to balance in a regular basis)
And the problem with commisar wasn't the commisar itself, but his objetive. Eldars don't have conscripts. Making your 20-man Guardian Squad inmune to morale isn't as powerfull as a 30 man conscript blob.
I found that there are details that show they are still quite sloppy. If I got it right, the reroll is enforced.
Yeah, it should be optional, or ideally, roll a D6 and reduce the number of morale casualties for the number you rolled. Or this new rule be just for Conscripts.
Give them 3-4 more tries, and I'm sure they'll get it right!
100848
New AM FAQ @ 2017/10/22 19:57:45
Post by: tneva82
MrMoustaffa wrote:tneva82 wrote:GW should have worded it so it's not mandatory. Then it's at least less likely to actually HURT you from having. Kinda silly to have rule that's more likely to hurt you than not. Especially when it's supposed to be advantage rather than disadvantage to balance otherwise too good model.
But that's not how commissars work in the background though. Unless command tells them to fall back they're going to make you stick around whether you like it or not. Aside from very rare exceptions they don't really go "oh wow Bob you're right, that IS a really scary carnifex! You are excused private, feel free to retire to the rear."
It is annoying that the guardsmen still take an additional casualty for 0 gain but it does give an actual trade off to how they work now.
I think it would've been a good rule for just conscripts getting it personally, and everything else staying the same, but here we are.
Fluffwise commissars are there to make troops bolder in face of fighting. Now it's basically opposite. Okay LD8 is nice but the special rule makes them _more cowardly_ most of the time. That's illogical.
Without being compulsory effect is that rule is going in long run result less guys running.
More guys running or less guy running. Which one is fluffier result for that rule?
30489
New AM FAQ @ 2017/12/24 20:38:45
Post by: Trickstick
I think that the Commissar change is fine, it just makes it more important to pass the test than it was previously. It makes Lord Commissars a bit more of a reasonable take, with the +1ld. Also, banners and other +1ld buffs are more useful too.
91128
New AM FAQ @ 2017/10/22 20:02:52
Post by: Xenomancers
Guard needed a weakness - now they have one.
19370
New AM FAQ @ 2017/10/22 20:05:30
Post by: daedalus
Does this mean you and the rest are going to finally stop bitching? If so, I'll accept it in a heartbeat.
110703
New AM FAQ @ 2017/10/22 20:07:24
Post by: Galas
Morale needs to be the weakness of the horde armies. Only Tyranids and in less way Orks suffered it.
IG have still a strong morale if they use their tools right. But at least now they need to do something to TRY to keep their men in line.
63092
New AM FAQ @ 2017/10/22 20:10:04
Post by: MarsNZ
How to get you to buy books only to have them invalidated within weeks, twice, in the space of 6 months.
I wonder if this responsiveness to such high levels of whinge is going to be a regular thing or if it only applies to IG and we end up with another 4 years of utterly broken xenos.
IG 'weakness' is the fact they don't get 4's across the entire stat line like 80% of the game does. Most marine text removed. reds8n take that for granted.
110703
New AM FAQ @ 2017/10/22 20:14:54
Post by: Galas
Stat lines are only numbers, that type of "weakness" comes down to point costs.
The "Morale" weakness is more of a desing-phylosopy type of problem, not a point-cost problem.
It doesn't matter how you point costs units, if an army is inmune to morale it is inmune to morale. And the reality was that Morale was more impactfull for "elite" armies like Chaos Space Marines, Eldar, etc... than for Imperial Guard.
83902
New AM FAQ @ 2017/10/22 20:16:07
Post by: Aenarian
Vaktathi wrote:
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Would anyone actually take a Vanquisher or Exterminator if the weapon itself was free? I'm not sure I would.
112636
New AM FAQ @ 2017/10/22 20:17:40
Post by: fe40k
@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
110703
New AM FAQ @ 2017/10/22 20:22:56
Post by: Galas
Now Night Lords will be usable agaisn't Imperial Guard!
10906
New AM FAQ @ 2017/10/22 20:24:26
Post by: VictorVonTzeentch
Galas wrote:Now Night Lords will be usable agaisn't Imperial Guard!
Indeed, that makes me happy.
108384
New AM FAQ @ 2017/10/22 20:37:56
Post by: kurhanik
So...Commissars are now basically dead. 31 points minimum for +1 leadership and the ability to kill more members of your squad than you would have lost in the first place. They should have left that rule for Conscripts only and kept regular Infantry Squads with the old rules, or at the least provide a leadership buff after blamming someone due to "inspiration".
And Send in the Next Wave costs reinforcement points? Do other codices with respawn abilities cost reinforcement points? I think that would be Chaos and Admech?
Other than that, the faq seems fine to me, and cleared up a few issues and clarified some abusive mechanics like Ogryn conga lines.
Oh well, at least with the speed of clarifications here, it means that anything they overnerfed might get fixed sooner rather than later, and anything undernerfed will get adjusted as well.
112636
New AM FAQ @ 2017/10/22 20:41:26
Post by: fe40k
kurhanik wrote:So...Commissars are now basically dead. 31 points minimum for +1 leadership and the ability to kill more members of your squad than you would have lost in the first place. They should have left that rule for Conscripts only and kept regular Infantry Squads with the old rules, or at the least provide a leadership buff after blamming someone due to "inspiration".
And Send in the Next Wave costs reinforcement points? Do other codices with respawn abilities cost reinforcement points? I think that would be Chaos and Admech?
Other than that, the faq seems fine to me, and cleared up a few issues and clarified some abusive mechanics like Ogryn conga lines.
Oh well, at least with the speed of clarifications here, it means that anything they overnerfed might get fixed sooner rather than later, and anything undernerfed will get adjusted as well.
31 points is still a cheap elite slot - plus the +1 can matter; it's spread across multiple squads. Not saying it's the greatest thing ever, but it's 31 points; so it works.
Regarding reinforcement points; If it's adding an entirely new squad to the table, it costs points. If it's adding previously dead models to an existing squad, it does not.
It's consistent across other factions, at least from the rules I've seen.
110703
New AM FAQ @ 2017/10/22 20:43:02
Post by: Galas
Yeah. The difference with the Chaos Stratagem one for Cultists is that, with the cultists, the unit need to be alive, so you aren't creating a new unit, you are "teleporting" that cultists unit and making him full-strenght again.
108925
New AM FAQ @ 2017/10/22 20:44:15
Post by: Dakka Flakka Flame
It's +1 Leadership for regular Infantry squads. It's +4 Leadership for Conscripts and +3 for Ratlings, if I'm reading the rules right.
110703
New AM FAQ @ 2017/10/22 20:46:26
Post by: Galas
Yeah, you can pay 31 to give 2-3 30-man conscripts squads +4 leadership. For me thats pretty damm good.
113991
New AM FAQ @ 2017/10/22 20:54:32
Post by: Kdash
Aenarian wrote: Vaktathi wrote:
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Would anyone actually take a Vanquisher or Exterminator if the weapon itself was free? I'm not sure I would.
I was planning on using FW Vanquishers prior to this FAQ. But, now it's not double fire when using the stratagem def going battle cannons now. Would be demolishers if i could always guarantee being within 24" of their backline units first turn.
112278
New AM FAQ @ 2017/10/22 20:59:47
Post by: ross-128
On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
112636
New AM FAQ @ 2017/10/22 20:59:55
Post by: fe40k
Galas wrote:Yeah, you can pay 31 to give 2-3 30-man conscripts squads +4 leadership. For me thats pretty damm good.
Yeah, that's 4 (3) less conscripts lost each morale phase, per squad. For 31 points, sounds about right.
Plus, there's the Commissar Warlord trait that makes is so it's 1+d3 models lost, but auto-pass morale. Still good.
108384
New AM FAQ @ 2017/10/22 21:00:35
Post by: kurhanik
fe40k wrote:kurhanik wrote:So...Commissars are now basically dead. 31 points minimum for +1 leadership and the ability to kill more members of your squad than you would have lost in the first place. They should have left that rule for Conscripts only and kept regular Infantry Squads with the old rules, or at the least provide a leadership buff after blamming someone due to "inspiration".
And Send in the Next Wave costs reinforcement points? Do other codices with respawn abilities cost reinforcement points? I think that would be Chaos and Admech?
Other than that, the faq seems fine to me, and cleared up a few issues and clarified some abusive mechanics like Ogryn conga lines.
Oh well, at least with the speed of clarifications here, it means that anything they overnerfed might get fixed sooner rather than later, and anything undernerfed will get adjusted as well.
31 points is still a cheap elite slot - plus the +1 can matter; it's spread across multiple squads. Not saying it's the greatest thing ever, but it's 31 points; so it works.
Regarding reinforcement points; If it's adding an entirely new squad to the table, it costs points. If it's adding previously dead models to an existing squad, it does not.
It's consistent across other factions, at least from the rules I've seen.
Ah, fair enough, for some reason I thought the respawn cultists and respawn servitors one was free. In that case, not the biggest loss, especially since I plan on using Steel Legion rules.
Galas wrote:Yeah, you can pay 31 to give 2-3 30-man conscripts squads +4 leadership. For me thats pretty damm good.
You know, in all my games of 8th so far, which admittedly isn't any due to time, I actually haven't bothered with Conscripts. I've mostly just run Infantry Squads in Chimeras, joined up with Yarrick and a Company Commander, so I guess the leadership bonus on Conscripts just slipped my mind since it never affected me.
112636
New AM FAQ @ 2017/10/22 21:02:39
Post by: fe40k
ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
He can save 4 models, per squad.
Conscripts are not dead, you're being hyperbolic. Commissars aren't either, they're just not a "get out of jail free" card - they still boost morale, which is great; and they're still a 31 point elite for the purposes of building detachments.
They're a 90 point wall that needs to be dealt with; it's not likely they'll all be wiped out in one attack, morale rolls or not - plus, there are stratagems, warlord traits, and other abilities that can help them. They WILL shield your tanks, gunners, etc, for at least 1-2 turns - that's far more then enough for the rest of the army to make up the 90 "dead" points that you lose.
A 3ppm model, with those stats, and that large squad number, NEEDS to be able to be dealt with through Morale - it's the entire point of the mechanic.
11860
New AM FAQ @ 2017/10/22 21:03:20
Post by: Martel732
ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
Good riddace. If only they had done this to scatterbikes. Sacrifice one unit so 30 others can play.
112636
New AM FAQ @ 2017/10/22 21:04:49
Post by: fe40k
accidently quoted.
delete please
722
New AM FAQ @ 2017/10/22 21:05:06
Post by: Kanluwen
Martel732 wrote: ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
Good riddace. If only they had done this to scatterbikes. Sacrifice one unit so 30 others can play.
I can't wait for Blood Angels to get a nerf.
11860
New AM FAQ @ 2017/10/22 21:07:25
Post by: Martel732
You can't fall out of the basement. I already know my codex is going to be a dumpster fire, so dream on. Power armor guys trying to punch hasn't really worked since 4th ed.
It's not like the IG can't do THE EXACT SAME THING with 10 man infantry squads. Sometimes, its EVEN BETTER. So here's the smallest violin playing for the STILL overpowered IG.
6772
New AM FAQ @ 2017/10/22 21:11:00
Post by: Vaktathi
Aenarian wrote: Vaktathi wrote:
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Would anyone actually take a Vanquisher or Exterminator if the weapon itself was free? I'm not sure I would.
The Exterminator maybe, it's not awful, just clearly inferior to the battlecannon in Strenght, AP and range (while being more expensive), if it were free it'd probably be worth taking. Not sure about the Vanquisher, it's just fundamentally broken as an MBT specialized anti-tank weapon.
110703
New AM FAQ @ 2017/10/22 21:11:29
Post by: Galas
Saying that because of this the best chaff unit in the game is garbage. Oh my god, the hyperbole flies both ways it seems.
52054
New AM FAQ @ 2017/10/22 21:15:39
Post by: MrMoustaffa
Kanluwen wrote: Trickstick wrote: MrMoustaffa wrote:I will say I'm not a fan of how laurels of command works. Basically means you now resolve the first order entirely before doing the second. This means if you use a shooting order like "Take Aim", you would need to fire and then issue another order, which I guess would be something like move!move!move! I can already see someone trying to argue that now it'll let you shoot twice by using something like FRFSRF then issuing take aim! After FRFSRF has resolved 
Take aim doesn't actually tell you to fire, so "resolving" it doesn't actually shoot. Very few of the orders actually tell you to resolve an action, most of them are just "can reroll this phase" or "change weapon profile" or something.
Yup--that was a Good Change from the previous iterations.
Ah ok, I missed that part. Used to be you had to immediately fire when you issued an order like that. So it basically just works the way I was using it before then, as a way to say FRFSRF then Take Aim as well for the same volley. Cool
11860
New AM FAQ @ 2017/10/22 21:15:47
Post by: Martel732
IG players are the new Eldar players. A 3 pt conscript that's immune to morale is no more reasonable than a 27 pt scatterbike.
112278
New AM FAQ @ 2017/10/22 21:17:09
Post by: ross-128
fe40k wrote: ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
He can save 4 models, per squad.
Conscripts are not dead, you're being hyperbolic. Commissars aren't either, they're just not a "get out of jail free" card - they still boost morale, which is great; and they're still a 31 point elite for the purposes of building detachments.
They're a 90 point wall that needs to be dealt with; it's not likely they'll all be wiped out in one attack, morale rolls or not - plus, there are stratagems, warlord traits, and other abilities that can help them. They WILL shield your tanks, gunners, etc, for at least 1-2 turns - that's far more then enough for the rest of the army to make up the 90 "dead" points that you lose.
A 3ppm model, with those stats, and that large squad number, NEEDS to be able to be dealt with through Morale - it's the entire point of the mechanic.
Well look at it this way: if I replace 30 conscripts with 30 infantry, it will cost me 30 points. But I get to take out the commissar, saving me 31 points, and those infantry squads will stay on the board better than the conscripts would have just because their squad size and native LD will limit their casualties.
Also, they're BS4+, auto-pass orders, and open up slots for special/heavy weapons.
Conscripts pretty much just don't do their job now, with such a weak commissar they're not any more durable than infantry squads.
IG as a whole will manage to keep doing pretty well because infantry squads are fairly competitive themselves, though I wonder how long it will be before the same people are screaming for infantry squads to get nuked from orbit once the IG players are done re-structuring their lists to adapt.
Edit:
Ah, I see Martel has already started before I even finished the post. Dammit man, at least let me finish writing the prophecy before you fulfill it!
11860
New AM FAQ @ 2017/10/22 21:18:35
Post by: Martel732
Well, I've been saying guardsmen are 5 pt models for some time now. Does that nuke them? No. But it makes the IG pay more to turn off assault armies.
112636
New AM FAQ @ 2017/10/22 21:20:27
Post by: fe40k
ross-128 wrote:fe40k wrote: ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
He can save 4 models, per squad.
Conscripts are not dead, you're being hyperbolic. Commissars aren't either, they're just not a "get out of jail free" card - they still boost morale, which is great; and they're still a 31 point elite for the purposes of building detachments.
They're a 90 point wall that needs to be dealt with; it's not likely they'll all be wiped out in one attack, morale rolls or not - plus, there are stratagems, warlord traits, and other abilities that can help them. They WILL shield your tanks, gunners, etc, for at least 1-2 turns - that's far more then enough for the rest of the army to make up the 90 "dead" points that you lose.
A 3ppm model, with those stats, and that large squad number, NEEDS to be able to be dealt with through Morale - it's the entire point of the mechanic.
Well look at it this way: if I replace 30 conscripts with 30 infantry, it will cost me 30 points. But I get to take out the commissar, saving me 31 points, and those infantry squads will stay on the board better than the conscripts would have just because their squad size and native LD will limit their casualties.
Also, they're BS4+, auto-pass orders, and open up slots for special/heavy weapons.
Conscripts pretty much just don't do their job now, with such a weak commissar they're not any more durable than infantry squads.
IG as a whole will manage to keep doing pretty well because infantry squads are fairly competitive themselves, though I wonder how long it will be before the same people are screaming for infantry squads to get nuked from orbit once the IG players are done re-structuring their lists to adapt.
So what you're saying is, you have options now?
Don't forget that although it's on a 4+ (which you can spend a cp to rr); Orders are 3x as effective on a Conscript squad as an Infantry squad - or, orders on infantry squads are 1/3 as effective. You also need to take that many more commanders/items, which increases points. Plus, in your example, the Commissar is only effecting one squad - he can affect multiples, which matters.
So; it looks like overall, this nerf was a buff, in terms of providing you list building options (as well as soup players).
Also; 3 Infantry squads is 3 drops; this can matter for the purposes of going first.
112278
New AM FAQ @ 2017/10/22 21:24:34
Post by: ross-128
fe40k wrote: ross-128 wrote:fe40k wrote: ross-128 wrote:On a 30 man unit, it's pretty borderline worthless because of how easily they can overshoot 8 casualties. I suppose if their test was a 6 blamming someone is highly likely to break even (you're looking at -1 if you get a 6 again, 0 if you get a 5, +1/2/3/4 for 4/3/2/1 respectively).
In general though, it means at most the commissar can only ever save up to 4 models. That is a massive, gargantuan, colossal nerf for a 31 point model that literally has no other purpose (what's he going to do, kill an *enemy* with his BS4+ bolt pistol? That'll sure be worth the 31 points!)
On 10 man units it would be a little more worthwhile for the LD8 alone, since a 10 man squad at LD8 can only take 5 morale casualties at most (5 normal casualties, roll 6 to get a 13, take out 8, the other 5 die to morale) except that an infantry/vet squad with the sergeant alive is already at LD7. So you actually get +1LD, woooo. You can get that from a banner, or just by painting your models the right color.
And can you imagine how much it would suck to blam a guy to re-roll a 4-5 and get a 6?
Conscripts are basically dead with this FAQ. RIP. Time to replace all your conscripts with infantry squads, and if you want them to have LD8 just make them Mordian or Catachan to get it for free.
He can save 4 models, per squad.
Conscripts are not dead, you're being hyperbolic. Commissars aren't either, they're just not a "get out of jail free" card - they still boost morale, which is great; and they're still a 31 point elite for the purposes of building detachments.
They're a 90 point wall that needs to be dealt with; it's not likely they'll all be wiped out in one attack, morale rolls or not - plus, there are stratagems, warlord traits, and other abilities that can help them. They WILL shield your tanks, gunners, etc, for at least 1-2 turns - that's far more then enough for the rest of the army to make up the 90 "dead" points that you lose.
A 3ppm model, with those stats, and that large squad number, NEEDS to be able to be dealt with through Morale - it's the entire point of the mechanic.
Well look at it this way: if I replace 30 conscripts with 30 infantry, it will cost me 30 points. But I get to take out the commissar, saving me 31 points, and those infantry squads will stay on the board better than the conscripts would have just because their squad size and native LD will limit their casualties.
Also, they're BS4+, auto-pass orders, and open up slots for special/heavy weapons.
Conscripts pretty much just don't do their job now, with such a weak commissar they're not any more durable than infantry squads.
IG as a whole will manage to keep doing pretty well because infantry squads are fairly competitive themselves, though I wonder how long it will be before the same people are screaming for infantry squads to get nuked from orbit once the IG players are done re-structuring their lists to adapt.
So what you're saying is, you have options now?
Don't forget that although it's on a 4+ (which you can spend a cp to rr); Orders are 3x as effective on a Conscript squad as an Infantry squad - or, orders on infantry squads are 1/3 as effective. You also need to take that many more commanders/items, which increases points. Plus, in your example, the Commissar is only effecting one squad - he can affect multiples, which matters.
So; it looks like overall, this nerf was a buff, in terms of providing you list building options (as well as soup players).
Also; 3 Infantry squads is 3 drops; this can matter for the purposes of going first.
No, it's not a buff to anything. Conscripts are strictly massively worse than they were before. Infantry with commissars are slightly worse, infantry without commissars are the same as they've ever been. Nothing got stronger here. Just because I can point out how IG players can adapt to their loss, doesn't mean they haven't lost anything. It certainly doesn't mean they've gained anything, infantry squads were a competitive choice before the nerf!
105062
New AM FAQ @ 2017/10/22 21:26:25
Post by: Soulless
Melissia wrote: tpogs wrote:People seem to be forgetting that Commissars still grant leadership 8 to infantry.
No we aren't; if a conscript squad is taking 10 casualties already, having Ld8 doesn't really help that much on the leadership test. If it was "roll twice and take the best" it'd be better, but it's not. It's just a reroll. And with a reroll, you take the second result even if it's a worse result.
So let's say you fail the leadership test by the bare minimum. Sorry, your unit takes another casualty, then rerolls. Now you took the maximum losses possible for that test... plus one more loss because the commissar is an donkey-cave. GOOD JOB COMMISSAR.
In before someone says"anyone who complains is a whiny guard player who just wants to be OP and walk over everyone else" again, even though I haven't owned any Guard models for years.
A unit is showing signs of bad morale. Commissar shoots someone in the head. Unit panics!
That sounds so great it actually makes me wanna have more commissars
113563
New AM FAQ @ 2017/10/22 21:26:44
Post by: combatcotton
No commisar would think "Oh only 3 dudes run, that's fine. If I shoot one of them it could get worse so I better not."
That is basically what an optional use of the rule would boil down to.
"If a unit fails a morale test while rolling a 2+ for that test, the commisar executes one model of that unit. Threat the role as having a result of 1."
Would be my scatch of a better rule. Wording obv. subject to improvement.
6772
New AM FAQ @ 2017/10/22 21:28:15
Post by: Vaktathi
Martel732 wrote:IG players are the new Eldar players. A 3 pt conscript that's immune to morale is no more reasonable than a 27 pt scatterbike.
They weren't 3pts when "immune to morale", because you have to factor in the cost of the Commissar as well. The Conscripts were also doing little more than being physical body blocks. The Scatterlasers had insane offensive firepower that could reach across the board, were effective against anything that wasn't a heavy battle tank, had the best mobility of anything in the game, were rather resilient with T4 3+ and Jink, and could be similarly buffed by Eldar psychic powers.
Biiiiiig difference there.
There's an argument to be made that some of the IG infantry support options could use some toning down and that Conscripts perhaps shouldn't be able to make as effective use of those abilities. The issue here is that the Commissar change basically breaks their functionality in all instances, without necessarily fixing any of the other issues. It was a stupid knee-jerk change rather than a considered solution. It's not going to tone down what some people are hoping for, mostly what it's going to do is just force rejiggering of some lists that will probably end up at roughly the same functionality.
As it tradition with GW.
That said, I don't run Conscripts, I only own a couple of Commissars, this doesn't really impact me any.
112278
New AM FAQ @ 2017/10/22 21:28:19
Post by: ross-128
Well the good news about that is I'm pretty sure you can choose to not blam anyone, so if you roll a 1 on the morale test, just take it because it won't get any better.
Blamming on a 4 and rolling a 6 would be some bad feels though.
86450
New AM FAQ @ 2017/10/22 21:32:55
Post by: Alcibiades
tneva82 wrote:GW should have worded it so it's not mandatory. Then it's at least less likely to actually HURT you from having. Kinda silly to have rule that's more likely to hurt you than not. Especially when it's supposed to be advantage rather than disadvantage to balance otherwise too good model.
It can't possibly be mandatory, as there is no difference between a mandatory reroll and no reroll. Automatically Appended Next Post: EDIT: never mind. Reroll failed rolls, not all rolls.
113969
New AM FAQ @ 2017/10/22 21:36:24
Post by: TangoTwoBravo
Conscripts have existed for multiple editions, and they were pretty much a fringe/flavour unit until the 8th Edition Index. They broke the Internet and now they are back to just being flavourful and maybe just a little bit useful. A 30 man squad still gives you something with a large footprint to deny a swath of the board to deep-strikes and flyers -not a bad way to spend 90 points. It will melt under sustained dakka, but that makes sense.
If you want your Conscripts to make an opponent cry their salty tears of rage you can still pull Insane Bravery and shrug off the losses - a decent IG list should have plenty of CPs.
53939
New AM FAQ @ 2017/10/22 21:38:08
Post by: vipoid
Alcibiades wrote:It can't possibly be mandatory, as there is no difference between a mandatory reroll and no reroll.
In this case, the difference is a blammed guardsman.
combatcotton wrote:No commisar would think "Oh only 3 dudes run, that's fine. If I shoot one of them it could get worse so I better not."
That is basically what an optional use of the rule would boil down to.
"If a unit fails a morale test while rolling a 2+ for that test, the commisar executes one model of that unit. Threat the role as having a result of 1."
Would be my scatch of a better rule. Wording obv. subject to improvement.
That would be an excellent fix.
86450
New AM FAQ @ 2017/10/22 21:47:32
Post by: Alcibiades
Vaktathi wrote: Aenarian wrote: Vaktathi wrote:
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Would anyone actually take a Vanquisher or Exterminator if the weapon itself was free? I'm not sure I would.
The Exterminator maybe, it's not awful, just clearly inferior to the battlecannon in Strenght, AP and range (while being more expensive), if it were free it'd probably be worth taking. Not sure about the Vanquisher, it's just fundamentally broken as an MBT specialized anti-tank weapon.
The Exterminator has a slightly higher number of shots than the average for the BC and is arguably better against 2-wound infantry (depending on its Toughness and save)..
103666
New AM FAQ @ 2017/10/22 21:48:14
Post by: FrozenDwarf
Thank god conscripts are starting to be removed!!
It is 10 man infantry unit that is the back bone of IG, not untrained meatsticks.
61286
New AM FAQ @ 2017/10/22 21:51:14
Post by: drbored
I just want to remind everyone that GW put out this FAQ and Errata based on community feedback. They took in a lot of the suggestions that people were giving them out of actual playtesting, seeing that playing against certain combos wasn't fun, and also fixing holes that had been made by their writing.
If people are really upset that they blew 500 dollars to make two 90 point squads of Conscripts to fit with the competitive meta, I'm sure there are lots of people on Ebay that would love to help you recoup that.
112618
New AM FAQ @ 2017/10/22 21:51:55
Post by: Arachnofiend
ross-128 wrote:Well the good news about that is I'm pretty sure you can choose to not blam anyone, so if you roll a 1 on the morale test, just take it because it won't get any better.
Blamming on a 4 and rolling a 6 would be some bad feels though.
I mean, that's just the same level of screwed loyalist marines are with ATSKNF.
6772
New AM FAQ @ 2017/10/22 21:55:11
Post by: Vaktathi
Alcibiades wrote: Vaktathi wrote: Aenarian wrote: Vaktathi wrote:
Sad that they didnt fix any of the Russ variants like Vanquishers or Exterminators so they might actually see a table. Thanks GW
Would anyone actually take a Vanquisher or Exterminator if the weapon itself was free? I'm not sure I would.
The Exterminator maybe, it's not awful, just clearly inferior to the battlecannon in Strenght, AP and range (while being more expensive), if it were free it'd probably be worth taking. Not sure about the Vanquisher, it's just fundamentally broken as an MBT specialized anti-tank weapon.
The Exterminator has a slightly higher number of shots than the average for the BC and is arguably better against 2-wound infantry (depending on its Toughness and save)..
While true, those advantages are extremely slight, expecially in relation to the overall bonuses enjoyed by the BC, which nobody thought was particularly good either until it got to shoot twice
115970
New AM FAQ @ 2017/10/22 22:05:58
Post by: Glinch
Mkay.. SO some things to point out.
I don't recall IG players not having CP to spend on strategems. In fact, I've had multiple games witnessed where the IG player at my LGS still had 7-8 Cp leftover, granted he was playing with the refund command point warlord trait but come on people. It's not like you don't have enough CP to spare to keep your Conscripts on the table for insane bravery. And the LD 8 still isn't that bad. Without the commissar, if the squad gets debuffed they'd be at LD0 or even in negatives against certain armies. now you get to lose even more men.
Soup lists might be on more tight CP budget but that is your own choice to take detachments from other armies and not get as many CP so quiet down
Also on another point, i don't recall regular infantry being more than 10 man squads. if they lose enough men that the commissar makes it worthless then the squad would be dead without him anyways. So what if the reroll can get worse. Plasma guns do have same chance to do that just as much. One moment could be a missed shot then on the reroll it turns into a 1 and your model dies. Point of rerolling is the chance to be better but also chance that it could get worse or sta just as bad, granted I do agree might be better if it was optional if it's a low roll, but it's nice to see some of the old 4th-5th rules and prices coming back into order on a lot of choices and model.
101681
New AM FAQ @ 2017/10/22 22:09:51
Post by: nordsturmking
I think the Commissar Nerf is a good thing it was too good before. Morale was almost ignored by AM with list consisting only Conscripts and Tanks. With 12 + CP they still have enough stuff to ignore morale. There is still too much stuff in 8th that is immune to morale.
110797
New AM FAQ @ 2017/10/22 22:24:38
Post by: lolman1c
drbored wrote:I just want to remind everyone that GW put out this FAQ and Errata based on community feedback. They took in a lot of the suggestions that people were giving them out of actual playtesting, seeing that playing against certain combos wasn't fun, and also fixing holes that had been made by their writing.
If people are really upset that they blew 500 dollars to make two 90 point squads of Conscripts to fit with the competitive meta, I'm sure there are lots of people on Ebay that would love to help you recoup that.
This!
112278
New AM FAQ @ 2017/10/22 22:26:59
Post by: ross-128
Arachnofiend wrote: ross-128 wrote:Well the good news about that is I'm pretty sure you can choose to not blam anyone, so if you roll a 1 on the morale test, just take it because it won't get any better.
Blamming on a 4 and rolling a 6 would be some bad feels though.
I mean, that's just the same level of screwed loyalist marines are with ATSKNF.
You don't have to spend an extra 31 points and kill an extra marine to get ATSKNF though.
27890
New AM FAQ @ 2017/10/22 22:28:14
Post by: MagicJuggler
How about not buying into such extreme power shifts from month-to-month? Or just playing proxyhammer because by the time you finish assembling an army, it's no longer playable?
108925
New AM FAQ @ 2017/10/22 22:32:17
Post by: Dakka Flakka Flame
Somewhat off-topic: I liked the old Commissar rule from way back where he would execute the commanding officer of the unit he was attached to in order to get a re-roll on a Leadership test, but if the second test also failed the unit would kill the Commissar and then break and run anyway.
I'm not saying it was the best rule in terms of gameplay and I'm not saying that it should be ported over to 8th, just that I think it was amusing and flavorful.
112278
New AM FAQ @ 2017/10/22 22:33:58
Post by: ross-128
Oh I'm not worried about the nerf being expensive or difficult to re-build for. In this case it's really not, conscripts, guardsmen, veterans, SWT, command squads, and arguably HWT are all the same model and any Guard player worth their salt should have enough special weapons laying around to equip them anyway.
Guard models are imminently recyclable, once you have a good Guard collection you rarely have to buy anything new, you can massively overhaul your list with a stroke of a pencil.
It's just annoying to have two iconic units kicked straight down to "strictly casual".
30489
New AM FAQ @ 2017/10/22 22:36:49
Post by: Trickstick
Dakka Flakka Flame wrote:Somewhat off-topic: I liked the old Commissar rule from way back where he would execute the commanding officer of the unit he was attached to in order to get a re-roll on a Leadership test, but if the second test also failed the unit would kill the Commissar and then break and run anyway.
I'm not saying it was the best rule in terms of gameplay and I'm not saying that it should be ported over to 8th, just that I think it was amusing and flavorful.
Don't forget that the officer got +1 ld bonus as well, Commissars have a tendency to focus the mind.
96185
New AM FAQ @ 2017/10/22 23:06:46
Post by: Resin Glazed Guardsman
So all I have to do now is take a company commander and give him Pietrovs MK .45?
Cheaper than a commissar and can give orders?
38817
New AM FAQ @ 2017/10/22 23:11:09
Post by: dracpanzer
I like the commissar fix. Makes them fit the fluff better. Commissars are there to stiffen up the morale of your less passionate troops. Conscripts need them, regulars don't, but would still see a slight improvement in morale. That being said, a Commisar mght just have to make more than one example to convince his charges to stay in the fight. They will save four conscripts just by the morale increase, if you fail a morale check theres a chance that the Commisar will save a few that would have run off anyways, sometimes maybe their trigger finger gets a little more zealous, sometimes extra zealous.
Its not like its ideal to send newly minted conscripts to the front anyways. I am more worried about the FAQ not clarifying the Crusader unit AoF question.
110864
New AM FAQ @ 2017/10/22 23:19:12
Post by: Otto von Bludd
dracpanzer wrote:I like the commissar fix. Makes them fit the fluff better. Commissars are there to stiffen up the morale of your less passionate troops. Conscripts need them, regulars don't, but would still see a slight improvement in morale. That being said, a Commisar mght just have to make more than one example to convince his charges to stay in the fight. They will save four conscripts just by the morale increase, if you fail a morale check theres a chance that the Commisar will save a few that would have run off anyways, sometimes maybe their trigger finger gets a little more zealous, sometimes extra zealous.
Its not like its ideal to send newly minted conscripts to the front anyways. I am more worried about the FAQ not clarifying the Crusader unit AoF question.
I agree it's a neat change from a fluff perspective. Depending on how panicked a unit is, that summary execution might only make matters worse. Game play wise though, I think conscripts are pretty dead in a competitive sense; they already shrunk from 50 to 30 men and now they will just melt away due to morale. It doesn't affect me personally as I never used any, but I don't think we'll see them in any more tournaments.
108367
New AM FAQ @ 2017/10/22 23:34:50
Post by: Twoshoes23
This s$&t sucks. Commissars need a purpose , not a reroll on a mandatory blam nerf. Agreed RAW before FAQ was too much but this is a bad fix. All the non-guard players chiming in goes to prove it, as they will celebrate any guard nerf ATM sadly. Plenty of better solutions in this thread then the FAQ. The commissar is on the front of the freaking codex and, lets be real, has been truly shafted by this.
To go from insta pass to mandatory blam on first time a unit fails for a reroll is 1) as morale nerf as far as you can go and 2) poorly worded and 3) not fluffy as say d3 blams. Seriously why does no one think of commissars going nuts shooting d3 or d6 for insta pass. Bloody sword, smoking bolt pistol is grimdark. Simpler and less of a nerf honestly.
Automatically Appended Next Post:
Not to change the flow here but was really hoping for clarification on demo sws and using the grenadiers stratagem
As one is in a index and the other is in a codex. Also does anyone else here think grenade launchers should be cheaper( 4 or 3 pts??) to make them viable. Lastly was hoping for clarification on if tank commanders can order themselves, as the tank orders says friendly leman Russ's within 6"I think?
34801
New AM FAQ @ 2017/10/22 23:42:21
Post by: MechaEmperor7000
Didn't read the 5 pages, but here's my 2 cents about the commissar thing:
It's a little drastic, but honestly it fits. It's what they did in previous editions and it restores Morale as being a useful tool against the enemy, rather than all-or-nothing. Smart Guard players will learn to use LD boosts and other mitigation and work with the low LD, not try to avoid it.
29660
New AM FAQ @ 2017/10/22 23:52:04
Post by: argonak
MechaEmperor7000 wrote:Didn't read the 5 pages, but here's my 2 cents about the commissar thing:
It's a little drastic, but honestly it fits. It's what they did in previous editions and it restores Morale as being a useful tool against the enemy, rather than all-or-nothing. Smart Guard players will learn to use LD boosts and other mitigation and work with the low LD, not try to avoid it.
A commissar gives you one more point of ld, and a reroll plus an extra dead guardsman if you rolled a five or six. No one will ever use blam any other time.
One point of ld isn't worth 31 points. I'd rather bring eight more guardsman. This nerf might as well deleted the unit entry for anyone who wast bringing conscripts.
57123
New AM FAQ @ 2017/10/23 00:21:58
Post by: Niiru
MechaEmperor7000 wrote:Didn't read the 5 pages, but here's my 2 cents about the commissar thing:
It's a little drastic, but honestly it fits. It's what they did in previous editions and it restores Morale as being a useful tool against the enemy, rather than all-or-nothing. Smart Guard players will learn to use LD boosts and other mitigation and work with the low LD, not try to avoid it.
GW did seem to be trying to make morale a thing in 8th. You could see that from the Chaos codex, where Night Lords were given all those -1 LD options... a max of -3 from nearby night lords units, -1 for a nearby Raptor squad, -1 from a Nurgle Icon nearby... Hard to set up and pull off, but if you manage a perfect storm you could inflict -5 leadership on an enemy unit. Amazing.
Except then, after the enemy of chaotic knightmares, the most frightening, bowel-loosening army in the 40k universe, surrounds their target (say, a unit of fresh conscripts, basically farmers with pitchforks) and unleashes their waves of terror... The Commissar shoots one guy in the head, and the rest of the squad become more courageous than Primarch Gulliman himself.
Because a guy in a furry hat with a pistol, is scarier than 5 units of Chaos-warped monstrosities SPECIFICALLY DESIGNED to be as terrifying as possible.
It was stupid. You -know- it was stupid. And it completely wasted all of GW's time in trying to make morale a thing in 40k. Night Lords (and the other similar units/traits/abilities) were useless.
It means very little to Eldar, though they do have one or two leadership-modifying units and powers, but who wants to bet that Tyranids will have an entire Hive Fleet trait dedicated to it, much like Night Lords were? I think it's pretty likely. And so GW decided now was the time to finally fix the problem, and make morale an actual issue again. For IG, anyway. I think it's pretty much right for everyone else at the moment... Tau only ignore morale checks on a 6 (and that's with an upgrade they pay for), and Eldar just have normal morale stuff.
Ork mob rule is the only odd one now, but it requires them to take 30-man blobs of infantry but they pretty much ignore morale until they're mostly dead. Maybe they'll get a cap on their leadership or something.
Saying that, I do think they went a little far on the fix. The re-roll should be a choice, and not mandatory. Then it becomes a tactical choice, as you could decide depending on the odds of losing more guys.
I dunno who said it, but I did also like the idea of instead changing the Commissars rule to "kill D6 models, and auto-pass the morale test". I mean its pretty much the same in the long run I guess, but I like the fluffiness of a Commissar unloading his clip into the people running away.
83742
New AM FAQ @ 2017/10/23 00:22:57
Post by: gungo
grouchoben wrote:Really? A nerf to Krieg? thank the lord they finally reigned us in, I was beginning to feel bad!  (Krieg can no longer take any traits or relics from the codex, despite being <AM>.)
Seriously, this heavy nerfing of Commissars does actually leave Krieg in an enviable position in terms of morale resistance.
thats not what it says, krieg can't take regiment specific stuff but can take astra militarum stuff.
79006
New AM FAQ @ 2017/10/23 00:26:15
Post by: Nightlord1987
Auto pass with a Blam should have been a strategem anyways. It was only left the way it was as a legacy rule IMO.
6772
New AM FAQ @ 2017/10/23 00:44:40
Post by: Vaktathi
Niiru wrote:
Because a guy in a furry hat with a pistol, is scarier than 5 units of Chaos-warped monstrosities SPECIFICALLY DESIGNED to be as terrifying as possible.
It was stupid.
So is most stuff in 40k when you start to break it down that way. From the tanks with no suspension and turrets so small the gun breach alone would take up the entirety of the interior, to radios/voxes that have a shorter range than typical small arms, to strategic missile systems like Manticores and Deathstrikes being used as frontline battle units, to being able to fire more shots out of assault rifles just because some dude yells at you, to "oh those guys in that squad over there are not from the same planet, none of us remember our special doctrines!", to say nothing of people running into automatic weapons fire and artillery barrages to hack their enemies to death with literal swords, and all sorts of other stuff.
199
New AM FAQ @ 2017/10/23 00:54:57
Post by: Crimson Devil
nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
MarsNZ wrote:
Most marine mouthbreathers take that for granted.
That was unnecessary.
86074
New AM FAQ @ 2017/10/23 01:10:16
Post by: Quickjager
Wow conscripts are not an auto-take now, great. I still would have directly nerfed the armor save rather than the commissar but... I guess this works.
The Tallarn stratagem is still pretty good, just no more 3 ambushing baneblades; just a squadron of Leman Russes now. The best thing though from just a feth cheese perspective is the removal of Ogryns wound dancing from each other and tanks, reminded me of Paladins in 5th.
86450
New AM FAQ @ 2017/10/23 01:22:14
Post by: Alcibiades
While true, those advantages are extremely slight, expecially in relation to the overall bonuses enjoyed by the BC, which nobody thought was particularly good either until it got to shoot twice
Well the Exterminator gets to shoot twice too!
Not that I am disagreeing with you.
57123
New AM FAQ @ 2017/10/23 01:29:52
Post by: Niiru
Crimson Devil wrote:nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
While this is true, I suspect it will be changed at some point, as it is starting to cause conflicts (and it will only get worse as more codices and FAQ's are released).
For example, the new codex Eldar Autarch has lost the ability to take any weapon options, so he has lost the reaper launcher, fusion pistol, mandiblaster and banshee mask as options. So, you say, just use the index version instead! However, the index Autarch banshee mask has a rule written in his datasheet. And the codex howling banshee masks have a -new rule-, that's completely different. So if you're using the Index Autarch, do you use his rule from the index, or the new banshees rule for their masks? Common sense says the new rule, but RAW... well, no idea.
Also, there's a new ability in the Codex for the Autarch to be able to snipe characters. Which is fine and not overpowered, because he only gets a pistol anyway. Except if you can use the Index Autarch, you can give him a 48" missile launcher instead. That can snipe characters. Which is clearly not intended.
This is just two examples I've come up with, from -one single model- in an army. There's bound to be more, especially as more books come out.
So I wouldn't be surprised if GW put an end to it by just saying Codex trumps Index. Though they may wait until all the codices come out, and then retire the indexes then. Just wanted to point out that, while you're meant to use the most recent points, there's no rule in place regarding gear options or rules options.
112753
New AM FAQ @ 2017/10/23 01:45:03
Post by: Colonel Cross
Glinch wrote:Mkay.. SO some things to point out.
<Snip>
Also on another point, i don't recall regular infantry being more than 10 man squads. if they lose enough men that the commissar makes it worthless then the squad would be dead without him anyways. So what if the reroll can get worse. Plasma guns do have same chance to do that just as much. One moment could be a missed shot then on the reroll it turns into a 1 and your model dies. Point of rerolling is the chance to be better but also chance that it could get worse or sta just as bad, granted I do agree might be better if it was optional if it's a low roll, but it's nice to see some of the old 4th-5th rules and prices coming back into order on a lot of choices and model.
This actually makes no sense. Rerolling to hit rolls of a 1 on an overcharged plasma shot turns your odds of killing that guy into 1/36. Rerolling a failed morale test is idiotically worse. I'll save my 62+ points per 2k list and just use a command squad with banner and Lascannon or another squad with a plasma gun and heavy bolter. I never even used conscripts so I'm kind of pissed that my iconic Commissars I painted almost 20 years ago are now going on the shelf because they can cause MORE harm than good. GTFO if you try and tell me I was a bandwagon power gamer sad my conscripts are garbage now. Just give me D3 casualties for a failed morale test and I'm good. But the possibility of wiping a squad AFTER a guy is killed is obnoxious.
27890
New AM FAQ @ 2017/10/23 01:45:23
Post by: MagicJuggler
Honestly, its this general phasing out of loadout options among other things that killed 8th for me.
7075
New AM FAQ @ 2017/10/23 02:17:28
Post by: chaos0xomega
The Commissar change was, in fact, a brutal and unnecessary over-correction, and one only need to look as far as Militarum Tempestus to prove it.
MT players were pretty reliant on Commissars to keep their dudesmen on the table. An MT Scion costs 2.5x more than a regular guardsman and 3.33x more than a conscript, but is only a hair more survivable than either of them and has otherwise identical Leadership ability to standard guardsmen. Losses incurred by morale checks hurt MT disproportionately harder than they do other Guard armies, and unlike regular Guard armies we don't have tons of CP to throw around to try to ignore morale tests with. In short, MT needed commissars to remain survivable on the battlefield, and the Commissar nerf hurts them more than anyone in the faction.
Its also worth mentioning that "Comissars still provide Leadership 8" is a bs justification of their worth. Both Scions and regular guardsmen will get similar utility out of a Platoon/Regimental standard for a mere 5 points.
Was the old ability potentially overpowered on conscripts? Yes, but that issue could have been addressed separately, perhaps a rule that says that conscripts lose D6 models as a result of Summary Execution, as opposed to 1. Alternatively a rule that says that Scions lose 1 model and stay put instead of having to reroll a morale check. Either way "one size fits all" fits nobody.
27890
New AM FAQ @ 2017/10/23 02:20:58
Post by: MagicJuggler
Aren't you a little salty to be a Stormtrooper?
63064
New AM FAQ @ 2017/10/23 02:32:39
Post by: BoomWolf
Niiru wrote: Crimson Devil wrote:nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
While this is true, I suspect it will be changed at some point, as it is starting to cause conflicts (and it will only get worse as more codices and FAQ's are released).
For example, the new codex Eldar Autarch has lost the ability to take any weapon options, so he has lost the reaper launcher, fusion pistol, mandiblaster and banshee mask as options. So, you say, just use the index version instead! However, the index Autarch banshee mask has a rule written in his datasheet. And the codex howling banshee masks have a -new rule-, that's completely different. So if you're using the Index Autarch, do you use his rule from the index, or the new banshees rule for their masks? Common sense says the new rule, but RAW... well, no idea.
Also, there's a new ability in the Codex for the Autarch to be able to snipe characters. Which is fine and not overpowered, because he only gets a pistol anyway. Except if you can use the Index Autarch, you can give him a 48" missile launcher instead. That can snipe characters. Which is clearly not intended.
This is just two examples I've come up with, from -one single model- in an army. There's bound to be more, especially as more books come out.
So I wouldn't be surprised if GW put an end to it by just saying Codex trumps Index. Though they may wait until all the codices come out, and then retire the indexes then. Just wanted to point out that, while you're meant to use the most recent points, there's no rule in place regarding gear options or rules options.
There is no conflict with the Autarch.
The codex Autarch is the rules for Autarch-you can't use the index one.
Especially not mix the index wargear with the codex special abilities. you might as well been using 5th S10 broadsides in 7th.
You use index rules only for units that have NO codex rules, not if you want wargear that is no longer there.
57123
New AM FAQ @ 2017/10/23 02:47:09
Post by: Niiru
BoomWolf wrote:Niiru wrote: Crimson Devil wrote:nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
While this is true, I suspect it will be changed at some point, as it is starting to cause conflicts (and it will only get worse as more codices and FAQ's are released).
For example, the new codex Eldar Autarch has lost the ability to take any weapon options, so he has lost the reaper launcher, fusion pistol, mandiblaster and banshee mask as options. So, you say, just use the index version instead! However, the index Autarch banshee mask has a rule written in his datasheet. And the codex howling banshee masks have a -new rule-, that's completely different. So if you're using the Index Autarch, do you use his rule from the index, or the new banshees rule for their masks? Common sense says the new rule, but RAW... well, no idea.
Also, there's a new ability in the Codex for the Autarch to be able to snipe characters. Which is fine and not overpowered, because he only gets a pistol anyway. Except if you can use the Index Autarch, you can give him a 48" missile launcher instead. That can snipe characters. Which is clearly not intended.
This is just two examples I've come up with, from -one single model- in an army. There's bound to be more, especially as more books come out.
So I wouldn't be surprised if GW put an end to it by just saying Codex trumps Index. Though they may wait until all the codices come out, and then retire the indexes then. Just wanted to point out that, while you're meant to use the most recent points, there's no rule in place regarding gear options or rules options.
There is no conflict with the Autarch.
The codex Autarch is the rules for Autarch-you can't use the index one.
Especially not mix the index wargear with the codex special abilities. you might as well been using 5th S10 broadsides in 7th.
You use index rules only for units that have NO codex rules, not if you want wargear that is no longer there.
Now see Boomwolf, I actually agree with you. I think the intention is to only use index rules for models with no Codex datasheet, such as Chaos Lords on Juggernauts.
However, you'll find lots of people (like earlier) who say that actually you can use the Index version of the model even for wargear options that are missing. I've had people on dakka saying they will be using axes on their sergeants, even though the new IG codex only has power swords now. There's a lot of other examples too.
I agree with you, that it's only for models/units with whole datasheets missing. But we seem to be the only ones. My post was an effort to point out the problems this could cause.
11593
New AM FAQ @ 2017/10/23 02:48:47
Post by: bhollenb
I'll save my 62+ points per 2k list and just use a command squad with banner and Lascannon or another squad with a plasma gun and heavy bolter. I never even used conscripts so I'm kind of pissed that my iconic Commissars I painted almost 20 years ago are now going on the shelf because they can cause MORE harm than good. GTFO if you try and tell me I was a bandwagon power gamer sad my conscripts are garbage now. Just give me D3 casualties for a failed morale test and I'm good. But the possibility of wiping a squad AFTER a guy is killed is obnoxious.
Well if you are not a "bandwagon power gamer", and those commissars you "painted almost 20 years ago" are so important to you...then use them! Put them in every list because you like using them and point efficiency and game-winning synergies are not the be-all, end-all. In fact they don't matter much at all unless you only play in tournaments and only play to win.
I've played with Old One Eye in my 'Nid army since his reappearance in 5th. He sucked like an airplane toilet!! But I still used him because I love everything about him. He almost certainly cost me wins and was nearly 10x the cost of a commissar. But screw it, he's fun!
I've played Guard since 4th and bought 2 Deathstrike Missiles as soon as they were released. They sucked! They still suck at 5x the cost of a commissar. I still use them cause it's fun!
Frankly if the loss of "62pts+ points per 2k" worth of efficiency and unit synergy causes you to shelve models...I don't know what to tell you. Stop playing cause you're clearly not enjoying yourself? Find something else to do that you do enjoy? I don't know.
In fact I think it'd be healthy for lots of the people on Dakka to do just that. Go on a 40k vacation. While you're gone, the rest of us (those who actually enjoy 40k and not just bitching about 40k) will see about getting political support to make this forum a Superfund site...maybe start cleaning up the toxic waste all over the place.
51866
New AM FAQ @ 2017/10/23 02:50:51
Post by: Bobthehero
There's a difference between sucking and working agaisnt you.
110746
New AM FAQ @ 2017/10/23 03:00:59
Post by: Red_Five
fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
103973
New AM FAQ @ 2017/10/23 03:25:52
Post by: crimsondave
Well, the only thing that bothers me is two of the best painted models I have are commissars. I don't have a problem fielding units that aren't very good (Chimeras) but I don't see why I'd want to spend 35 points for no reason. They're garbage now. The good news is, I love Inquisitors and now I don't have to explain why I use them. 55 points for a better LD buff and a psyker all in one. I'm also looking forward to all the cheap infantry I'm about to be able to buy off ebay!
7075
New AM FAQ @ 2017/10/23 03:25:53
Post by: chaos0xomega
Niiru wrote: BoomWolf wrote:Niiru wrote: Crimson Devil wrote:nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
While this is true, I suspect it will be changed at some point, as it is starting to cause conflicts (and it will only get worse as more codices and FAQ's are released).
For example, the new codex Eldar Autarch has lost the ability to take any weapon options, so he has lost the reaper launcher, fusion pistol, mandiblaster and banshee mask as options. So, you say, just use the index version instead! However, the index Autarch banshee mask has a rule written in his datasheet. And the codex howling banshee masks have a -new rule-, that's completely different. So if you're using the Index Autarch, do you use his rule from the index, or the new banshees rule for their masks? Common sense says the new rule, but RAW... well, no idea.
Also, there's a new ability in the Codex for the Autarch to be able to snipe characters. Which is fine and not overpowered, because he only gets a pistol anyway. Except if you can use the Index Autarch, you can give him a 48" missile launcher instead. That can snipe characters. Which is clearly not intended.
This is just two examples I've come up with, from -one single model- in an army. There's bound to be more, especially as more books come out.
So I wouldn't be surprised if GW put an end to it by just saying Codex trumps Index. Though they may wait until all the codices come out, and then retire the indexes then. Just wanted to point out that, while you're meant to use the most recent points, there's no rule in place regarding gear options or rules options.
There is no conflict with the Autarch.
The codex Autarch is the rules for Autarch-you can't use the index one.
Especially not mix the index wargear with the codex special abilities. you might as well been using 5th S10 broadsides in 7th.
You use index rules only for units that have NO codex rules, not if you want wargear that is no longer there.
Now see Boomwolf, I actually agree with you. I think the intention is to only use index rules for models with no Codex datasheet, such as Chaos Lords on Juggernauts.
However, you'll find lots of people (like earlier) who say that actually you can use the Index version of the model even for wargear options that are missing. I've had people on dakka saying they will be using axes on their sergeants, even though the new IG codex only has power swords now. There's a lot of other examples too.
I agree with you, that it's only for models/units with whole datasheets missing. But we seem to be the only ones. My post was an effort to point out the problems this could cause.
BoomWolf wrote:Niiru wrote: Crimson Devil wrote:nateprati wrote:Why didnt they adress missing wargear like demo charges and riugh riders. Or am i missing somthing? Im going to end up using the index over this
GW has already stated we can use the index for missing units/options. The codexes represent the current model range and the indexes cover the legacy units/models. Use the most recent points value for the unit and gear.
While this is true, I suspect it will be changed at some point, as it is starting to cause conflicts (and it will only get worse as more codices and FAQ's are released).
For example, the new codex Eldar Autarch has lost the ability to take any weapon options, so he has lost the reaper launcher, fusion pistol, mandiblaster and banshee mask as options. So, you say, just use the index version instead! However, the index Autarch banshee mask has a rule written in his datasheet. And the codex howling banshee masks have a -new rule-, that's completely different. So if you're using the Index Autarch, do you use his rule from the index, or the new banshees rule for their masks? Common sense says the new rule, but RAW... well, no idea.
Also, there's a new ability in the Codex for the Autarch to be able to snipe characters. Which is fine and not overpowered, because he only gets a pistol anyway. Except if you can use the Index Autarch, you can give him a 48" missile launcher instead. That can snipe characters. Which is clearly not intended.
This is just two examples I've come up with, from -one single model- in an army. There's bound to be more, especially as more books come out.
So I wouldn't be surprised if GW put an end to it by just saying Codex trumps Index. Though they may wait until all the codices come out, and then retire the indexes then. Just wanted to point out that, while you're meant to use the most recent points, there's no rule in place regarding gear options or rules options.
There is no conflict with the Autarch.
The codex Autarch is the rules for Autarch-you can't use the index one.
Especially not mix the index wargear with the codex special abilities. you might as well been using 5th S10 broadsides in 7th.
You use index rules only for units that have NO codex rules, not if you want wargear that is no longer there.
Well, unfortunately for both of you, you will find that GW has told us that this is not the case, and that wargear is a go:
https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/
"There are a few options that are missing in the codex that appear in the index: why is that? Does that mean I can’t use these models in my army anymore?
While the indexes are designed to cover a long history of miniatures, the codexes are designed to give you rules for the current Warhammer 40,000 range. There are a few options in the indexes for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example.
Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).
They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army."
Bolded the relevant parts. If you would like to continue to debate the point with regards to datasheets vs wargear, may I remind you that the mention of Dreadnought weapons is significant, as the majority of Dreadnought Weapons are not selected from datasheets, but instead selected from the Dreadnought Heavy Weapon List included on the Wargear page of both the Index and the Codex. A side by side comparison of the index vs the codex reveals that the wargear list in the codex is missing three options available in the index, and the datasheet in the codex only omits mention of a single weapon found in the index version.
Any way you slice it, it seems that your interpretation of GWs ruling would thus be undeniably and undebatably incorrect.
34801
New AM FAQ @ 2017/10/23 03:47:29
Post by: MechaEmperor7000
The silver lining for those disappointed in the Commissar nerf is that they can always reverse it; the AM codex has been out for only a few weeks and they ended up going in and "fixing" it after the community complained about it enough.
74490
New AM FAQ @ 2017/10/23 03:50:15
Post by: Commissar Benny
Well on the plus side Mordians & Catachans just got better since their +1 leadership buff will be more important now, right guys!? All joking aside, yeah I don't see myself taking commissars after this change. The mandatory re-roll is overkill. I'll just mass 10 man squads.
112489
New AM FAQ @ 2017/10/23 03:55:03
Post by: Aesthete
I don't have a problem with the conscript nerf that results from the Commissar nerf. That's fine.
I am kinda sad that there's no reason to take the Commissar except in a purely fluff capacity, but I'll live. Plenty of other things to use the points/PL for and I can always use my favourite Commissar model as an officer if I really feel the need.
I am pleased overall that we for a bit of a nerf. Hopefully it'll lower the overall salt content a bit (or more likely, refocus it on something else).
In other news, I'm happy to see the Earthshaker Platform's AP got boosted to -3 to keep it in line with the Earthshaker Cannon on the Basilisk.
57123
New AM FAQ @ 2017/10/23 03:55:37
Post by: Niiru
chaos0xomega wrote:
Well, unfortunately for both of you, you will find that GW has told us that this is not the case, and that wargear is a go:
https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/
"There are a few options that are missing in the codex that appear in the index: why is that? Does that mean I can’t use these models in my army anymore?
While the indexes are designed to cover a long history of miniatures, the codexes are designed to give you rules for the current Warhammer 40,000 range. There are a few options in the indexes for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example.
Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).
They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army."
Bolded the relevant parts. If you would like to continue to debate the point with regards to datasheets vs wargear, may I remind you that the mention of Dreadnought weapons is significant, as the majority of Dreadnought Weapons are not selected from datasheets, but instead selected from the Dreadnought Heavy Weapon List included on the Wargear page of both the Index and the Codex. A side by side comparison of the index vs the codex reveals that the wargear list in the codex is missing three options available in the index, and the datasheet in the codex only omits mention of a single weapon found in the index version.
Any way you slice it, it seems that your interpretation of GWs ruling would thus be undeniably and undebatably incorrect.
Which means that, going from that route, Autarchs can still take Banshee Masks (but no idea if its the old or new version, as old is on Autarch dataslate but new is the update (but only on the Banshees page)).
Also means I can take an Autarch with a Reaper Launcher, and fire rockets at 48" range at any character I like on the board.
I doubt I will, cos it feels super cheesy, but someone's gonna do it.
83767
New AM FAQ @ 2017/10/23 03:58:31
Post by: Stus67
I broke my Conscript squads down to mass 10-man units after the codex anyway so this doesn't even effect me, but the amount of salt over this is exactly why I can't take most people on this forum seriously.
It never made sense to make conscripts completely immune to morale by shooting one in the back of the head, and never should have. Shame some people were shortsighted enough to build entire armies around that. Not like there isn't a multitude of other options to make conscripts totally immune or hardly impacted by morale anyway. Two stratagems, a psychic power, the Mk.45, and being Valhallan work pretty well.
29660
New AM FAQ @ 2017/10/23 04:04:44
Post by: argonak
Stus67 wrote:I broke my Conscript squads down to mass 10-man units after the codex anyway so this doesn't even effect me, but the amount of salt over this is exactly why I can't take most people on this forum seriously.
It never made sense to make conscripts completely immune to morale by shooting one in the back of the head, and never should have. Shame some people were shortsighted enough to build entire armies around that. Not like there isn't a multitude of other options to make conscripts totally immune or hardly impacted by morale anyway. Two stratagems, a psychic power, the Mk.45, and being Valhallan work pretty well.
I haven’t seen any salty conscript users, just us normal ig players annoyed they essentially deleted commissars from usage.
The problem unit is conscripts. That’s the unit that should be nerfed. Not commissars.
7075
New AM FAQ @ 2017/10/23 04:05:13
Post by: chaos0xomega
Niiru wrote:chaos0xomega wrote:
Well, unfortunately for both of you, you will find that GW has told us that this is not the case, and that wargear is a go:
https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/
"There are a few options that are missing in the codex that appear in the index: why is that? Does that mean I can’t use these models in my army anymore?
While the indexes are designed to cover a long history of miniatures, the codexes are designed to give you rules for the current Warhammer 40,000 range. There are a few options in the indexes for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example.
Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).
They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army."
Bolded the relevant parts. If you would like to continue to debate the point with regards to datasheets vs wargear, may I remind you that the mention of Dreadnought weapons is significant, as the majority of Dreadnought Weapons are not selected from datasheets, but instead selected from the Dreadnought Heavy Weapon List included on the Wargear page of both the Index and the Codex. A side by side comparison of the index vs the codex reveals that the wargear list in the codex is missing three options available in the index, and the datasheet in the codex only omits mention of a single weapon found in the index version.
Any way you slice it, it seems that your interpretation of GWs ruling would thus be undeniably and undebatably incorrect.
Which means that, going from that route, Autarchs can still take Banshee Masks (but no idea if its the old or new version, as old is on Autarch dataslate but new is the update (but only on the Banshees page)).
Also means I can take an Autarch with a Reaper Launcher, and fire rockets at 48" range at any character I like on the board.
I doubt I will, cos it feels super cheesy, but someone's gonna do it.
Thats the hole that GW dug for itself with their decision. They can always reverse it, though I am of the opinion that there was a more elegant workaround/solution to the issue in the first place when it came to "legacy options" that would not have resulted in old versions of the rules essentially remaining valid in perpetuity. Automatically Appended Next Post: I haven’t seen any salty conscript users, just us normal ig players annoyed they essentially deleted commissars from usage.
The problem unit is conscripts. That’s the unit that should be nerfed. Not commissars.
This. I play Militarum Tempestus, I don't even use conscripts, yet I'm essentially being screwed over by the Commissar nerf the hardest.
6772
New AM FAQ @ 2017/10/23 04:08:47
Post by: Vaktathi
Stus67 wrote:Shame some people were shortsighted enough to build entire armies around that.
Is there anyone here really actually talking about having done that?
The salt is mostly over Summary Execution having been nerfed into pointlessness, which is not an exaggeration. That ability simply no longer offers any meaningful value, yeah you get a reroll, but then you're liable to do even worse in circumstances where you'd really have bought the character for that ability in the first place. That's what people are irked about.
83767
New AM FAQ @ 2017/10/23 04:11:55
Post by: Stus67
If your Commissar is blasting a person from a 10 man unit that's being effected by his aura then that unit was already as close to being dead as it can get.
That one last Scion or Guardsman is literally not going to make a difference.
19370
New AM FAQ @ 2017/10/23 04:21:53
Post by: daedalus
Stus67 wrote:If your Commissar is blasting a person from a 10 man unit that's being effected by his aura then that unit was already as close to being dead as it can get.
That one last Scion or Guardsman is literally not going to make a difference.
"Affected." The word you're looking for is "affected".
The point of an infantry squad is that not all members of the infantry squad are created equal. The purpose of the commissar protecting the 10 man squad was to salvage the special/heavy weapon and maybe the sarge. Generally speaking, when you can choose casualties, the last model left in a unit is the only one that matters. The list here was literally designed around the concept: https://www.warhammer-community.com/2017/10/16/the-grand-tournament-heat-1-the-roundup/
103973
New AM FAQ @ 2017/10/23 04:27:07
Post by: crimsondave
daedalus wrote: Stus67 wrote:If your Commissar is blasting a person from a 10 man unit that's being effected by his aura then that unit was already as close to being dead as it can get.
That one last Scion or Guardsman is literally not going to make a difference.
"Affected." The word you're looking for is "affected".
The point of an infantry squad is that not all members of the infantry squad are created equal. The purpose of the commissar protecting the 10 man squad was to salvage the special/heavy weapon and maybe the sarge. Generally speaking, when you can choose casualties, the last model left in a unit is the only one that matters. The list here was literally designed around the concept: https://www.warhammer-community.com/2017/10/16/the-grand-tournament-heat-1-the-roundup/
Absolutely. 5 man Scion squads just became an even better option than they already were.
6772
New AM FAQ @ 2017/10/23 04:33:16
Post by: Vaktathi
Stus67 wrote:If your Commissar is blasting a person from a 10 man unit that's being effected by his aura then that unit was already as close to being dead as it can get.
That one last Scion or Guardsman is literally not going to make a difference.
If you're running a Scion squad that's been blasted to half health (not an uncommon occurrence) with say, 4 plasma guns remaining (and still a potent source of firepower), rolling on a Commissar's Ld8, the Summary Execution difference, especially if the reroll is boffed, is going to be keenly felt.
Is it the end of the world? Hardly. Are there lots of people howling about how their armies are no longer functional? No. Does the risk/reward aspect of that ability balance such that it can no longer be expected to add value? Yes.
74490
New AM FAQ @ 2017/10/23 04:38:22
Post by: Commissar Benny
I think what the take away from all this is that GW has no earthly idea how to balance the IG codex. Which isn't entirely surprising given the last 3 codex's have basically been copy/paste of the previous codex with less options. It also demonstrates they pay more attention to concern trolls than people actually playing the game. What did they hope to accomplish with these changes? I can tell you whats going to happen in the meta, which took me about .5 seconds to figure out.
* Commissars are done, conscripts are done.
* You just freed up hundreds of points, which will instead be used on mass 10 man squads. Higher BS unit, Leadership a non-issue.
* Valhallans obsolete. Absolutely no reason to take them after send in the next wave nerf. Thank the emperor those power gaming Valhallan players that account for not even a fraction of a 1% of the playerbase were dealt with. We might have seen a Valhallan army played once in our life.
108367
New AM FAQ @ 2017/10/23 05:13:31
Post by: Twoshoes23
Commissar Benny wrote:I think what the take away from all this is that GW has no earthly idea how to balance the IG codex. Which isn't entirely surprising given the last 3 codex's have basically been copy/paste of the previous codex with less options. It also demonstrates they pay more attention to concern trolls than people actually playing the game. What did they hope to accomplish with these changes? I can tell you whats going to happen in the meta, which took me about .5 seconds to figure out.
* Commissars are done, conscripts are done.
* You just freed up hundreds of points, which will instead be used on mass 10 man squads. Higher BS unit, Leadership a non-issue.
* Valhallans obsolete. Absolutely no reason to take them after send in the next wave nerf. Thank the emperor those power gaming Valhallan players that account for not even a fraction of a 1% of the playerbase were dealt with. We might have seen a Valhallan army played once in our life.
How dare you raise concern against the Holy Imperial mission to dilute the power of the Emperor's most fierce of warriors, the CONSCRIPTS OF DOOM! The community has spoken, but if you actually play IG then shhhh yourself.
I thought the issue was conscripts, not commisars. Why do the rest of the IG playerbase have to suffer because of Guilliman Parking lot tournament soup BS. A lot of the salt against this is because now my commisars suck, and they were one of the models that made me want to play IG. Lets not forget that tournament players whined about immovable hordes of conscripts, so commisars got nerfed into complete uselessness for EVERYTHING now, 3 weeks after the codex came out? WTF alarms are a little strong with the heavy nerf bat here.
Also agree on the Valhallan issue, if they have to pay points, dont make them pay CP too, or vise versa...just not both, thats ridiculous.
52054
New AM FAQ @ 2017/10/23 05:22:42
Post by: MrMoustaffa
Stus67 wrote:If your Commissar is blasting a person from a 10 man unit that's being effected by his aura then that unit was already as close to being dead as it can get.
That one last Scion or Guardsman is literally not going to make a difference.
That last guardsman is almost always a special or heavy weapon, it actually makes a pretty huge difference in the long run. That's the whole point of keeping your men around this edition, otherwise IG players wouldn't bother. Being able to choose casualties means that your opponent has to kill the entire squad to shut down it's most powerful weapons. Anything that screws with that leadership, or worse, could kill an additional model or two, is a big deal for anyone running 10 man squads.
29660
New AM FAQ @ 2017/10/23 05:41:20
Post by: argonak
Commissar Benny wrote:I think what the take away from all this is that GW has no earthly idea how to balance the IG codex. Which isn't entirely surprising given the last 3 codex's have basically been copy/paste of the previous codex with less options. It also demonstrates they pay more attention to concern trolls than people actually playing the game. What did they hope to accomplish with these changes? I can tell you whats going to happen in the meta, which took me about .5 seconds to figure out.
* Commissars are done, conscripts are done.
* You just freed up hundreds of points, which will instead be used on mass 10 man squads. Higher BS unit, Leadership a non-issue.
* Valhallans obsolete. Absolutely no reason to take them after send in the next wave nerf. Thank the emperor those power gaming Valhallan players that account for not even a fraction of a 1% of the playerbase were dealt with. We might have seen a Valhallan army played once in our life.
Conscripts aren't done. You can use Mental Fortitude off of even an astropath with 50% chance of success on one unit, either of 2 strategems (one costing 2 cp the other costing 1 cp), and if you want to get real cheesy bring an inquisitor who can cast a totally different version of mental fortitude on someone else. And if you're bringing a patrol detachment of conscripts for your soup army, I'm willing to bet my ass you're bringing them as valhallans, so there goes half your casualties from the start.
This is just a stupid poorly thought out nerf to the wrong unit, when they should have just been fixing conscripts. But no lets just keep nerfing the whole rest of the army.
85299
New AM FAQ @ 2017/10/23 06:04:42
Post by: Spoletta
Niiru wrote:chaos0xomega wrote:
Well, unfortunately for both of you, you will find that GW has told us that this is not the case, and that wargear is a go:
https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/
"There are a few options that are missing in the codex that appear in the index: why is that? Does that mean I can’t use these models in my army anymore?
While the indexes are designed to cover a long history of miniatures, the codexes are designed to give you rules for the current Warhammer 40,000 range. There are a few options in the indexes for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example.
Don’t worry though, you can still use all of these in your games if you have these older models. In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).
They still gain all the army wide-bonuses for things like Chapter Tactics and can use Space Marines Stratagems and the like, so such venerable heroes still fit right in with the rest of your army."
Bolded the relevant parts. If you would like to continue to debate the point with regards to datasheets vs wargear, may I remind you that the mention of Dreadnought weapons is significant, as the majority of Dreadnought Weapons are not selected from datasheets, but instead selected from the Dreadnought Heavy Weapon List included on the Wargear page of both the Index and the Codex. A side by side comparison of the index vs the codex reveals that the wargear list in the codex is missing three options available in the index, and the datasheet in the codex only omits mention of a single weapon found in the index version.
Any way you slice it, it seems that your interpretation of GWs ruling would thus be undeniably and undebatably incorrect.
Which means that, going from that route, Autarchs can still take Banshee Masks (but no idea if its the old or new version, as old is on Autarch dataslate but new is the update (but only on the Banshees page)).
Also means I can take an Autarch with a Reaper Launcher, and fire rockets at 48" range at any character I like on the board.
I doubt I will, cos it feels super cheesy, but someone's gonna do it.
There's currently a thread on this in YMDC. https://www.dakkadakka.com/dakkaforum/posts/list/742181.page
90386
New AM FAQ @ 2017/10/23 06:42:26
Post by: Nemesis234
So I play catachan, as I understand it, as I only use normal infantry squads are commissar now not worth it for me as I get ld8 as default?
81025
New AM FAQ @ 2017/10/23 06:58:49
Post by: koooaei
Let's just calculate the point effectiveness of a comissar. for ld purposes.
The guardsmen squad gets ld8. So, they start testing LD when they suffer 3 casualties up from 2 casualties. But htan they loose 1 more because he gets blammed. But he only gets blammed if they fail ld 8 in the first place. So, it's a very marginal increase in ld effectiveness.
Conscripts do benefit from ld8 more than guardsmen. Going from testing ld at 3 casualties from 1 and loosing less models at low casualties is pretty good for them. An unbuffed conscript blob will statistically loose 1-2 more after suffering just one casualty. Which makes them very vulnerable with free split fire that everyone gets now. Even if the enemy doesn't really need to wittle down a blob of conscripts yet, he can fire a couple bolters at costcripts and kill a couple extra with morale. Comissar forces this numbers up. You will statistically loose 1-2 conscripts after around 4 casualties. This forces the opponent to allocate more fire to them.
It's not much but saving 9 pts here and there will eventually pay off. The best way to use a comissar is surrounded by 3*20 conscripts. They do drop like flies when the opponent focuses them down. But the opponent DOES need to focus them down now. Another thing to consider are small specialist squads that benefit from ld greatly. Like ratlings. Or min ogryn squads.
Seems that you'll just have to embrace ld and try to mitigate issues instead of simply ignoring them. There are still ways to make conscript blobs function. A relic, Warlord trait, command points. Conscripts are still dirt cheap. 3 ppm and they're still quite functional as bauble wrap. Much worse than they've used to be before the comissar nerf but still one of the best in the game. Comissar is still mildly useful for min-sized conscript blobs, ratlings and ogryns. Besides, a comissar can shoot his weapon at marine effectiveness. He can occasionally throw a grenade or shoot a bolt/plazma pistol.
I also think GW will fix the mandatory re-roll thing which will make the comissar more effective.
100848
New AM FAQ @ 2017/10/23 07:30:37
Post by: tneva82
Dakka Flakka Flame wrote:Somewhat off-topic: I liked the old Commissar rule from way back where he would execute the commanding officer of the unit he was attached to in order to get a re-roll on a Leadership test, but if the second test also failed the unit would kill the Commissar and then break and run anyway.
I'm not saying it was the best rule in terms of gameplay and I'm not saying that it should be ported over to 8th, just that I think it was amusing and flavorful.
Of course this basically means nearly automatic death of commisar. Okay I roll a dice...5. I fail and lose 11 guys. Blam. I reroll. I roll 1 and...Lose 7 guys and commisar gets wiped out.
The rule worked because it was actually possible to pass the test. Here it's basically just altering scale of the failure. Automatically Appended Next Post: Stus67 wrote:I broke my Conscript squads down to mass 10-man units after the codex anyway so this doesn't even effect me, but the amount of salt over this is exactly why I can't take most people on this forum seriously.
It never made sense to make conscripts completely immune to morale by shooting one in the back of the head, and never should have. Shame some people were shortsighted enough to build entire armies around that. Not like there isn't a multitude of other options to make conscripts totally immune or hardly impacted by morale anyway. Two stratagems, a psychic power, the Mk.45, and being Valhallan work pretty well.
There's huge difference between reasonable change and "blam commisars are actually more hurtful than good".
As it is commisars basically degrade conscript's morale. You would morale wise be better of NOT having commisar near conscript. Pretty weird that.
110797
New AM FAQ @ 2017/10/23 07:46:02
Post by: lolman1c
This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!
For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.
"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.
And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....
103666
New AM FAQ @ 2017/10/23 07:46:30
Post by: FrozenDwarf
Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
ALL horde armys needs to be reworked.
horde units casualty should IMO be 30-40% raw dmg, 60-70% failed morale checks.
63064
New AM FAQ @ 2017/10/23 07:51:46
Post by: BoomWolf
I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.
At the very WORST, you save 3 conscripts from running.
There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.
Jesus the levels of irrational cries here.
44465
New AM FAQ @ 2017/10/23 07:51:54
Post by: FeindusMaximus
I liked the FAQ, can't wait for the ELDAR FAQ, because the reviews I've seen = POWER CREEPER Deluxe codex.
63064
New AM FAQ @ 2017/10/23 08:27:40
Post by: BoomWolf
Buffing a hilariously underpowered index=/=power creep.
56924
New AM FAQ @ 2017/10/23 08:33:07
Post by: Captyn_Bob
Nemesis234 wrote:So I play catachan, as I understand it, as I only use normal infantry squads are commissar now not worth it for me as I get ld8 as default?
Makes sense, fluff wise catachans are well known for their commissars suffering "accidents"
29660
New AM FAQ @ 2017/10/23 08:53:08
Post by: argonak
lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!
For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.
"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.
And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....
Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.
BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.
At the very WORST, you save 3 conscripts from running.
There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.
Jesus the levels of irrational cries here.
We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.
As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.
112649
New AM FAQ @ 2017/10/23 09:28:07
Post by: grouchoben
It's a bit of a nerf. Commissars aren't that good now. If you're dedicated to running morale-ignoring blobs of conscripts, you still can, but now you have to work at it. The rest of the IG Codex is still amazing, and IG are still a top-level army with the greatest fluff-reflecting rules - and diversity of lists - in the game. In short: it's all good.
113395
New AM FAQ @ 2017/10/23 09:30:05
Post by: EricDominus
grouchoben wrote:It's a bit of a nerf. Commissars aren't that good now. If you're dedicated to running morale-ignoring blobs of conscripts, you still can, but now you have to work at it. The rest of the IG Codex is still amazing, and IG are still a top-level army with the greatest fluff-reflecting rules - and diversity of lists - in the game.
In short: it's all good.
This.
63064
New AM FAQ @ 2017/10/23 09:46:44
Post by: BoomWolf
argonak wrote:lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!
For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.
"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.
And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....
Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.
BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.
At the very WORST, you save 3 conscripts from running.
There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.
Jesus the levels of irrational cries here.
We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.
As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.
So, you're complaining your commissar is no longer "one solution fits all" any more and you have to actually use more complicated means than taking an auto-include character that is virtually impossible to get around or kill in order to get your army to totally ignore moral and you have to settle for only mostly ignoring it.
Gotcha.
So, the people who's job is to control unruly masses through intimidation is only useful in controlling... Unruly masses. And he isn't quite as useful when you got trained soldiers running around who are not scared shitless from a stray bullet and collapse when focused fire upon-something no blam should realistically solve.
It seems to me like it's working as intended.
So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.
What's the problem again?
114228
New AM FAQ @ 2017/10/23 09:47:57
Post by: Trollbert
If the new summary execution was a rule for the ork codex, nobody would complain.
100848
New AM FAQ @ 2017/10/23 09:52:35
Post by: tneva82
BoomWolf wrote:
So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.
What's the problem again?
We have special rule that's supposed to be beneficitial at a cost. Instead we have rule that has no benefit and only downsides. Totally illogical unfluffy rule.
Coupled that with not actually nerfing conscripts...When there are ways to fix conscripts that make sense fluffwise they went hit nerfbat elsewhere in an unfluffy rule.
85299
New AM FAQ @ 2017/10/23 09:57:51
Post by: Spoletta
Stopped reading there, you clearly have no clue.
44067
New AM FAQ @ 2017/10/23 10:12:30
Post by: DarkStarSabre
Pretty much this.
Conscripts were never an issue. They're not fantastically accurate, they don't survive much and they are easy to kill off. What made them a problem was the commissar basically making them Fearless at the cost of a single 4 point model. Now that it only grants a reroll...well, guess that they're going to die in droves now.
63064
New AM FAQ @ 2017/10/23 10:16:54
Post by: BoomWolf
tneva82 wrote: BoomWolf wrote:
So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.
What's the problem again?
We have special rule that's supposed to be beneficitial at a cost. Instead we have rule that has no benefit and only downsides. Totally illogical unfluffy rule.
Coupled that with not actually nerfing conscripts...When there are ways to fix conscripts that make sense fluffwise they went hit nerfbat elsewhere in an unfluffy rule.
Except it IS beneficial at a cost, when USED PROPERLY.
Use a commisar to rule conscripts, and as noted, you save 3 dudes per moral check at the very worst.
Use a commissar to control ACTUAL SOLDIERS, and it might backfire under certain conditions, or help under different conditions. Counting commissar effect by soldier death count.
2, pure help due to ld8 making you immune.
3, on a 6 you blam one and reroll, maybe losing a second, as opposed to just losing two.
4, it gets worse if you roll 5, blam, than 6. Otherwise either neutral or helps. Mostly helps
5, gets worse on a roll of 4/5 followed by a higher roll. Mostly helps.
6, gets worse on a roll of 3-5 followed by a higher roll, this is STILL more likely to help than hurt, and as long about as likely to change nothing. (long math short, it will come out about 33% to help,hurt, or be irrelevant.)
7/8, your squad is practically gone either way, no meaningful effect. Yes, you are slightly more likely to lose everyone, but that "everyone" is losing one extra dude.
9/10 your squad is actually gone either way.
Can't really find the downside here. At the very worst, you gain little to nothing. At best, you save a few guys.
You are not paying for the rules, you are paying for a commissar, his good and his bad rolled into one.
44465
New AM FAQ @ 2017/10/23 10:51:40
Post by: FeindusMaximus
Space Elves need to be at the bottom, except for DE.
108384
New AM FAQ @ 2017/10/23 11:26:43
Post by: kurhanik
BoomWolf wrote: argonak wrote:lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!
For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.
"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.
And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....
Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.
BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.
At the very WORST, you save 3 conscripts from running.
There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.
Jesus the levels of irrational cries here.
We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.
As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.
So, you're complaining your commissar is no longer "one solution fits all" any more and you have to actually use more complicated means than taking an auto-include character that is virtually impossible to get around or kill in order to get your army to totally ignore moral and you have to settle for only mostly ignoring it.
Gotcha.
So, the people who's job is to control unruly masses through intimidation is only useful in controlling... Unruly masses. And he isn't quite as useful when you got trained soldiers running around who are not scared shitless from a stray bullet and collapse when focused fire upon-something no blam should realistically solve.
It seems to me like it's working as intended.
So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.
What's the problem again?
No, the complaint is that on regular guardsmen, veterans, and scions, the Commissar can actually make matters worse.
Before: You lose 6 guys, commissar blams #7, and you have 3 men remaining, including your special weapon.
Now: You lose 6 guys - on a 3 or higher, commissar blams #7, and you now reroll - with a chance to actually lose MORE men than before. Say you roll a 3 and follow it up with a 6, it turns out the Commissar decided to gun down the rest of the squad.
On Conscripts, the nerf is fine - Commissar gives them a +4 leadership to compensate, but on 4+ or 3+ ballistic skill guardsmen, they only help a little bit and can actively hurt you down the line.
I could see some halfway fix working - keep it as is for Conscripts, and for 3/4+ ballistic skill units (Infantry, Vets, Scions, etc), make the reroll halve their losses rounded down. You can still get in situations where the Commissar guns down most of the remaining squad, but overall it at least gives them a niche.
Using the above example - The player loses 6 guardsmen, rolls a 3 - Commissar blams #7 and rerolls as a 6. He then goes to town on 4/2, or 2 Guardsmen, leaving the squad with one guy left. Not ideal, and still worsens things a bit in certain situations, but alternatively can actively work to prevent losses as well.
35310
New AM FAQ @ 2017/10/23 11:27:35
Post by: the_scotsman
It does sadden me to see Commissars "balanced" by basically removing them from the game except in a few edge circumstances (using one to make use of Draconian Disciplinarian) because I don't actually think they were problematic for nearly any IG units other than conscripts.
the regular 10-man squads are so fragile that if old Summary Execution comes into play, you very rarely are saving more than 1-2 guys. It was only crazy valuable with Conscripts who would frequently take 10-15 casualties which then would just result in 1 loss thanks to the commissar, who would then immediately pay for himself.
A nerf specifically to his interaction with Conscripts would make more sense in my eyes, given that they would have a higher chance to panic rather than fall in line when he shoots one.
Just feels like lazy game balance. I'm still going to use my one Commissar (who I run as a Lord since hes the powerfist sculpt in fun games) so it's not like I'm bemoaning my own loss of OP options, I welcome stuff that makes my competitive games less difficult. But you hate to see lazy game design. It'd be like if they balanced Guilliman by adding 300 points to his Matched Play cost and saying "he's really only intended for Narrative guys. Sorry."
Like, on one hand yay, no more obnoxious guilliman lists? But on the other hand, couldn't you have tried a little more?
9421
New AM FAQ @ 2017/10/23 12:08:29
Post by: GhostRecon
the_scotsman wrote:It does sadden me to see Commissars "balanced" by basically removing them from the game except in a few edge circumstances (using one to make use of Draconian Disciplinarian) because I don't actually think they were problematic for nearly any IG units other than conscripts.
the regular 10-man squads are so fragile that if old Summary Execution comes into play, you very rarely are saving more than 1-2 guys. It was only crazy valuable with Conscripts who would frequently take 10-15 casualties which then would just result in 1 loss thanks to the commissar, who would then immediately pay for himself.
A nerf specifically to his interaction with Conscripts would make more sense in my eyes, given that they would have a higher chance to panic rather than fall in line when he shoots one.
Just feels like lazy game balance. I'm still going to use my one Commissar (who I run as a Lord since hes the powerfist sculpt in fun games) so it's not like I'm bemoaning my own loss of OP options, I welcome stuff that makes my competitive games less difficult. But you hate to see lazy game design. It'd be like if they balanced Guilliman by adding 300 points to his Matched Play cost and saying "he's really only intended for Narrative guys. Sorry."
Like, on one hand yay, no more obnoxious guilliman lists? But on the other hand, couldn't you have tried a little more?
Yeah, there seem to be few IG players who'd bemoan the toning down of the Conscript+Commissar synergy but GW's fix harms the Commissar's use in general more than it fixes Conscripts; a second special rule that Conscripts themselves had that changed how Summary Execution works on them rather than the broad change to Summary Execution itself would have been better. I still favor my 'Get back in line you rabble!' suggestion as the special rule for Conscripts, but seems moot now.
I'm torn on whether it's truly lazy, though, or whether it's an attempt at providing an over-elegant solution. Yes, it overly harms smaller squads but if they were only looking at Conscripts with a Commissar their solution means a manageable number of casualties with the Commissar's LD8 buff can be mitigated... but too many casualties and even a normal commissar's 'motivation' isn't enough to keep the Conscripts around - so it helps make 'battle shock' still a threat to Conscripts if you focus them enough to 'overpower' the commissar's presence. The new change would be great if it applied just to Conscripts... with it being universal, though, it seems to hurt their use with normal squads more. As others pointed out, there are still other ways to mitigate morale with Conscripts.
38817
New AM FAQ @ 2017/10/23 12:11:17
Post by: dracpanzer
kurhanik wrote:
No, the complaint is that on regular guardsmen, veterans, and scions, the Commissar can actually make matters worse.
Thats kind of the point isn't it?
Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time. Fool me once, but after they move beyond the conscript stage Guardsmen might be a little leary when the political officer shows up. Don't all the morale mitigation hijinks Guard already have work on non conscript troops?
Maybe ask GW to change the rule so that when a non conscript IG squad fails its morale check with a Commisar nearby the Commissar rolls a dice and the unit rolls a dice. The Commisar kills that many guardsmen and if the squad rolls higher they lose some but kill the Commissar in the process. If a unit kills a Commisar in this way they become Traitors and can no longer be given orders and can be targeted by their former cohorts. Destroying a unit of Traitors awards the AM player one VP for each Traitor unit destroyed.
65138
New AM FAQ @ 2017/10/23 12:18:45
Post by: blazexiii
Commissars work like in the old days but no longer "Stubborn"
86450
New AM FAQ @ 2017/10/23 12:36:02
Post by: Alcibiades
Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
53939
New AM FAQ @ 2017/10/23 12:49:10
Post by: vipoid
dracpanzer wrote:
Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.
Like it or not that's the core of their fluff though.
if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.
101179
New AM FAQ @ 2017/10/23 13:12:17
Post by: Asmodios
Got to say I'm not a fan of this update. Firstly, the change to "send in the next wave" just seems silly... was anyone even abusing this? To me it seemed like one of the best fluff rules in the game that wasn't broken. I could see them increasing the cost by 1 CP if they were worried it could be abused but with this change I'm struggling to see why you would ever use it and it's a shame to see such a cool rule be ruined.
On the commissar change I wish it would have been worked out differently (maybe D6 wounds to conscripts). I'll still take commissars in many of my games because I feel like they are central to the fluff of the army but funnily enough they now seem only useful on conscripts and actually like a waist on normal guardsman (which just feels weird). Also the "having to use the ability" seems really unessary and hopefully a misprint because rolling a 1 then being forced to re roll is going to be a really big kick in the teeth
87092
New AM FAQ @ 2017/10/23 13:23:37
Post by: Sim-Life
vipoid wrote: dracpanzer wrote:
Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.
Like it or not that's the core of their fluff though.
if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.
Didn't they do that for a while?
53939
New AM FAQ @ 2017/10/23 13:28:34
Post by: vipoid
Sim-Life wrote: vipoid wrote: dracpanzer wrote:
Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.
Like it or not that's the core of their fluff though.
if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.
Didn't they do that for a while?
If they did it was before my time.
722
New AM FAQ @ 2017/10/23 13:29:01
Post by: Kanluwen
Alcibiades wrote: Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
The "main synapse creatures" that have 10+ Wounds are Hive Tyrants and Swarmlords--both of which have access to Tyrant Guards, a unit explicitly designed since the early years to mitigate the fact that the Hive Tyrants are Monsters.
Broodlords and Tyranid Primes both are 6W.
Tervigons are 14W and really are the only ones that don't have a special protection.
Tyranid Warriors are a Synapse unit, Zoanthropes are a unit, Shrikes are a unit.
Maleceptors and Trygon Primes are solo-Synapse Monsters.
And then you have the Sporocysts' Psychic Resonator ability(if within range of a unit with the Synapse ability, then it gains Synapse).
So let's not pretend that there is some kind of innate downside that balances out Synapse, shall we? The same complaints that existed about daisy-chaining Commissars and hiding them behind LOS and what have you can easily be applied to Synapse as well.
11860
New AM FAQ @ 2017/10/23 13:29:10
Post by: Martel732
Can't you still just use the commissar's leadership in general?
42382
New AM FAQ @ 2017/10/23 13:31:13
Post by: Unit1126PLL
You mean the one that's already the same as at least 2 regimental doctrine's, among other things?
Sure, but it's still mathematically worse to bring a commissar with anything that isn't conscripts now, ironically.
11860
New AM FAQ @ 2017/10/23 13:34:00
Post by: Martel732
So just don't do that then. Just like I don't bring any BA special units anymore. Every single BA-specific unit is not worth bringing at the moment. Every single one. My current list is a UM list with no chapter tactics.
85326
New AM FAQ @ 2017/10/23 13:35:41
Post by: Arbitrator
The rule should only have been implemented for Conscripts like their chance to fail at Orders, not a nerf to Commissars across the board. Imo. It was nice to have Commissars finally viable for all of five months. I guess they're going back on the shelf for another fifteen years.
722
New AM FAQ @ 2017/10/23 13:36:06
Post by: Kanluwen
Asmodios wrote:Got to say I'm not a fan of this update. Firstly, the change to "send in the next wave" just seems silly... was anyone even abusing this? To me it seemed like one of the best fluff rules in the game that wasn't broken. I could see them increasing the cost by 1 CP if they were worried it could be abused but with this change I'm struggling to see why you would ever use it and it's a shame to see such a cool rule be ruined.
The easy thing for fixing "Send in the Next Wave" and still allowing it to be no reinforcement points would have been for it to only apply to Conscript Squads. As it stands now, any Infantry unit(that isn't a character) can be chosen.
On the commissar change I wish it would have been worked out differently (maybe D6 wounds to conscripts). I'll still take commissars in many of my games because I feel like they are central to the fluff of the army but funnily enough they now seem only useful on conscripts and actually like a waist on normal guardsman (which just feels weird). Also the "having to use the ability" seems really unessary and hopefully a misprint because rolling a 1 then being forced to re roll is going to be a really big kick in the teeth
I think that it's important to note that Commissars aren't necessarily central to the fluff of the various Regiments. There are some where they're a Big Deal(Savlar Chem-Dogs, Valhallans, Armageddon Steel Legion) and others where you have some kind of specialized training for the officers within the Regiment to fulfill similar roles(Cadians have, in several fluff books now, been referring to Sergeants and veterans in general being trained as minders for Psykers) without the negative connotations that Commissars bring to their role.
In any regards, if we're going down this route of Commissars being useless I'd like to see some units get positive modifiers.
Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things.
11860
New AM FAQ @ 2017/10/23 13:38:28
Post by: Martel732
"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."
There's a dozen units in the IG codex that need to cost more before anything gets any better.
42382
New AM FAQ @ 2017/10/23 13:42:39
Post by: Unit1126PLL
Martel732 wrote:So just don't do that then. Just like I don't bring any BA special units anymore. Every single BA-specific unit is not worth bringing at the moment. Every single one. My current list is a UM list with no chapter tactics.
It's very spiteful of you to wish that an army's flavour be removed simply because yours has none.
What instead, should happen, is yours should become more flavourful and cool, rather than others becoming less. I believe that would make for a better game.
722
New AM FAQ @ 2017/10/23 13:45:48
Post by: Kanluwen
Arbitrator wrote:The rule should only have been implemented for Conscripts like their chance to fail at Orders, not a nerf to Commissars across the board.
Imo.
It was nice to have Commissars finally viable for all of five months. I guess they're going back on the shelf for another fifteen years.
Truthfully, there's quite a few ways that Conscripts could have been handled.
Two off the top of my head:
1) Require Summary Execution to take 1 model for every 10 models that started in the unit.
2) Have a caveat added to " Raw Recruits" where it required multiple Commissars(or a lone Lord Commissar) acting in concert to stabilize a unit of Conscripts. Something like:
Conscripts are a seething mass of terrified citizens thrust into a nightmare. A lone Commissar might be able to hold the line with them, but the more terrified the Conscripts are the more likely they are to break. Because of this lower ranking Commissars tend to act in concert when overseeing Conscripts.
A squad of Conscripts is immune to the effects of Summary Execution unless there are at least two COMMISSAR models within 6" of them. A LORD COMMISSAR overrides this effect. Automatically Appended Next Post: Martel732 wrote:"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."
There's a dozen units in the IG codex that need to cost more before anything gets any better.
Such as?
11860
New AM FAQ @ 2017/10/23 13:47:07
Post by: Martel732
Yeah, but GW has showed me what's going to happen with the marine codex already. Space Wolves will get jizzed on, BA will get a crappy cut and paste. At some point, spite becomes the secondary victory condition because the primary can never be achieved.
This it the least harmful thing I can think of for this codex. Geqs are still undercosted, all the ignore-los weapon systems are undercosted, now Russes are probably undercosted since they reroll EVERYTHING TWICE.
85299
New AM FAQ @ 2017/10/23 13:47:22
Post by: Spoletta
Kanluwen wrote:Alcibiades wrote: Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
The "main synapse creatures" that have 10+ Wounds are Hive Tyrants and Swarmlords (180 to 300 points each)--both of which have access to Tyrant Guards (37 points for 3W 3+ T5 that does NOTHING else), a unit explicitly designed since the early years to mitigate the fact that the Hive Tyrants are Monsters.
Broodlords (160 points) and Tyranid Primes (100 points if completely naked) both are 6W.
Tervigons are 14W and really are the only ones that don't have a special protection. (Probably the worst unit in the codex)
Tyranid Warriors are a Synapse unit, Zoanthropes are a unit, Shrikes are a unit. (Good synapse solution, but nothing even remotely on the level of an old commissar)
Maleceptors and Trygon Primes are solo-Synapse Monsters. (Both on the 200 points mark)
And then you have the Sporocysts' Psychic Resonator ability(if within range of a unit with the Synapse ability, then it gains Synapse). (You will never see one of those on a table, for obvious reasons)
So let's not pretend that there is some kind of innate downside that balances out Synapse, shall we? The same complaints that existed about daisy-chaining Commissars and hiding them behind LOS and what have you can easily be applied to Synapse as well.
Comments in red.
As you can see, synapse is a mechanic in which you actually have to invest a significant part of your list. And this is all to defend gants and gaunts, which are more vulnerable than a conscript.
Orange to apples.
722
New AM FAQ @ 2017/10/23 13:47:23
Post by: Kanluwen
Unit1126PLL wrote:Martel732 wrote:So just don't do that then. Just like I don't bring any BA special units anymore. Every single BA-specific unit is not worth bringing at the moment. Every single one. My current list is a UM list with no chapter tactics.
It's very spiteful of you to wish that an army's flavour be removed simply because yours has none.
What instead, should happen, is yours should become more flavourful and cool, rather than others becoming less. I believe that would make for a better game.
Remember that Martel is working from an Index list and in general just whines.
29836
New AM FAQ @ 2017/10/23 13:50:11
Post by: Elbows
I'm quite convinced Martel likes nothing, and has never liked anything...ever. Or any edition of the game, or any models/rules/codices, etc.
91128
New AM FAQ @ 2017/10/23 13:52:22
Post by: Xenomancers
I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
42382
New AM FAQ @ 2017/10/23 13:52:35
Post by: Unit1126PLL
Viewing spite as a victory condition is a whole issue that I'm not going to touch with a 10-foot pole, but...
...well, fair enough I suppose. Your logic is sound, if you really just think being spiteful is a positive thing.
35310
New AM FAQ @ 2017/10/23 13:52:51
Post by: the_scotsman
Martel732 wrote:"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."
There's a dozen units in the IG codex that need to cost more before anything gets any better.
So, would you also say that nothing in the marine codex should be buffed before Guilliman, Stormravens and assault cannon razorbacks are nerfed? Well, That seems like a bizarre stance, tbh, especially given that you have pretty much no proof at this point that some of the things you're likely complaining about if you're going all the way up to a dozen units have any kind of problematic balance.
At this point, all the units that have been competitive AM staples in tournaments have seen nerfs, and we have not seen any more major events to tell us what, if anything, might be problematic from the codex.
If you asked me to put down money I'd probably bet on a Cadian superheavy list being powerful, but we already saw one getting blown away by Guilliman-backed Tactical Squads, of all things.
So, should we sit tight on buffing anything up until we've nerfed the current Usual Suspects? Or should we be taking the opportunity to give buffs to units that need it regardless if their rules are seeing an update? seems petty to be taking door number one here, and if so, I hope your BA are comfy because I don't expect Guilliman nerfs until chapter approved at the earliest.
19370
New AM FAQ @ 2017/10/23 13:55:38
Post by: daedalus
Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
No. It is worse than ATSKNF, and actually generally worse than not taking a commissar to begin with.
27890
New AM FAQ @ 2017/10/23 13:59:34
Post by: MagicJuggler
I imagine a simpler fix could be that Summary Execution reduces Battleshock Casualties by the base Leadership of the unit (in addition to that provided by the Commissar). Adjust leadership accordingly. This becomes a "halfway" between the previous and current rulings, but most importantly, this still makes the Commissar less efficient on Conscripts compared to units with better Leadership.
53939
New AM FAQ @ 2017/10/23 14:01:48
Post by: vipoid
Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
A few points here:
- Unlike SMs, IG don't have naturally high Ld to begin with.
- IG tend to have much higher squad sizes than SMs (e.g. most SM squads have a minimum of 5 members, whilst many IG ones have a minimum of 10).
- IG have to specifically pay for their ATSKNF. They don't get it automatically on every unit.
- With SMs, the reroll is optional. IG are forced to reroll it, even if a better result is physically impossible.
- The ATSKNF reroll doesn't cost you a model.
85299
New AM FAQ @ 2017/10/23 14:05:28
Post by: Spoletta
vipoid wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
A few points here:
- Unlike SMs, IG don't have naturally high Ld to begin with.
- IG tend to have much higher squad sizes than SMs (e.g. most SM squads have a minimum of 5 members, whilst many IG ones have a minimum of 10).
- IG have to specifically pay for their ATSKNF. They don't get it automatically on every unit.
- With SMs, the reroll is optional. IG are forced to reroll it, even if a better result is physically impossible.
- The ATSKNF reroll doesn't cost you a model.
Please add to that list the following:
- Space marines don't cost 3 points.
35310
New AM FAQ @ 2017/10/23 14:07:52
Post by: the_scotsman
daedalus wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
No. It is worse than ATSKNF, and actually generally worse than not taking a commissar to begin with.
Whaaaat? I've always been having a space marine commit seppuku before taking my re-roll, have I been playing my marines wrong this whole time?
91128
New AM FAQ @ 2017/10/23 14:08:17
Post by: Xenomancers
daedalus wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
No. It is worse than ATSKNF, and actually generally worse than not taking a commissar to begin with.
I agree - it is worthless - just like ATSKNF is. Just avoid commissars all together and take a single unit on conscripts with the intent on using 2 command point stratagem to keep them from breaking each turn if needed. Use infantry - which are also great and load up on las cannons.
11860
New AM FAQ @ 2017/10/23 14:12:37
Post by: Martel732
Unit1126PLL wrote:Viewing spite as a victory condition is a whole issue that I'm not going to touch with a 10-foot pole, but...
...well, fair enough I suppose. Your logic is sound, if you really just think being spiteful is a positive thing.
Positive or not, it just is at this point. GW didn't give skyhammer of all things to BA. It's quite clear what they think. Automatically Appended Next Post: the_scotsman wrote:Martel732 wrote:"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."
There's a dozen units in the IG codex that need to cost more before anything gets any better.
So, would you also say that nothing in the marine codex should be buffed before Guilliman, Stormravens and assault cannon razorbacks are nerfed? Well, That seems like a bizarre stance, tbh, especially given that you have pretty much no proof at this point that some of the things you're likely complaining about if you're going all the way up to a dozen units have any kind of problematic balance.
At this point, all the units that have been competitive AM staples in tournaments have seen nerfs, and we have not seen any more major events to tell us what, if anything, might be problematic from the codex.
If you asked me to put down money I'd probably bet on a Cadian superheavy list being powerful, but we already saw one getting blown away by Guilliman-backed Tactical Squads, of all things.
So, should we sit tight on buffing anything up until we've nerfed the current Usual Suspects? Or should we be taking the opportunity to give buffs to units that need it regardless if their rules are seeing an update? seems petty to be taking door number one here, and if so, I hope your BA are comfy because I don't expect Guilliman nerfs until chapter approved at the earliest.
It doesn't matter either way, since there won't be anything in the BA codex that can beat Rowboat gunline.
53939
New AM FAQ @ 2017/10/23 14:14:22
Post by: vipoid
Spoletta wrote: vipoid wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
A few points here:
- Unlike SMs, IG don't have naturally high Ld to begin with.
- IG tend to have much higher squad sizes than SMs (e.g. most SM squads have a minimum of 5 members, whilst many IG ones have a minimum of 10).
- IG have to specifically pay for their ATSKNF. They don't get it automatically on every unit.
- With SMs, the reroll is optional. IG are forced to reroll it, even if a better result is physically impossible.
- The ATSKNF reroll doesn't cost you a model.
Please add to that list the following:
- Space marines don't cost 3 points.
Nor do Commissars.
11860
New AM FAQ @ 2017/10/23 14:15:44
Post by: Martel732
IG still field 10 dudes for 40 pts. You could lose half your list to morale and still be ahead of marines on the table top.
722
New AM FAQ @ 2017/10/23 14:16:51
Post by: Kanluwen
Martel732 wrote: Unit1126PLL wrote:Viewing spite as a victory condition is a whole issue that I'm not going to touch with a 10-foot pole, but...
...well, fair enough I suppose. Your logic is sound, if you really just think being spiteful is a positive thing.
Positive or not, it just is at this point. GW didn't give skyhammer of all things to BA. It's quite clear what they think.
They didn't give it to Raven Guard either. A Chapter that is arguably the Chapter for pinpoint strikes that are intended to be ambushes combined with decapitation strikes...and they didn't get something that should have been a signature for them.
Doesn't matter anyways though, seeing as how what happened last edition happened last edition.
the_scotsman wrote:Martel732 wrote:"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."
There's a dozen units in the IG codex that need to cost more before anything gets any better.
So, would you also say that nothing in the marine codex should be buffed before Guilliman, Stormravens and assault cannon razorbacks are nerfed? Well, That seems like a bizarre stance, tbh, especially given that you have pretty much no proof at this point that some of the things you're likely complaining about if you're going all the way up to a dozen units have any kind of problematic balance.
At this point, all the units that have been competitive AM staples in tournaments have seen nerfs, and we have not seen any more major events to tell us what, if anything, might be problematic from the codex.
If you asked me to put down money I'd probably bet on a Cadian superheavy list being powerful, but we already saw one getting blown away by Guilliman-backed Tactical Squads, of all things.
So, should we sit tight on buffing anything up until we've nerfed the current Usual Suspects? Or should we be taking the opportunity to give buffs to units that need it regardless if their rules are seeing an update? seems petty to be taking door number one here, and if so, I hope your BA are comfy because I don't expect Guilliman nerfs until chapter approved at the earliest.
It doesn't matter either way, since there won't be anything in the BA codex that can beat Rowboat gunline.
11860
New AM FAQ @ 2017/10/23 14:20:37
Post by: Martel732
Previous editions do matter, though, as a backdrop.
53939
New AM FAQ @ 2017/10/23 14:21:11
Post by: vipoid
Martel732 wrote:IG still field 10 dudes for 40 pts. You could lose half your list to morale and still be ahead of marines on the table top.
If you lose half your army to morale alone, then I'm pretty sure the casualties necessary to cause that would mean that the other half of your list is also dead.
So, the IG have been tabled . . . and yet are somehow ahead of Marines.
Have the Marines been double-tabelled?
722
New AM FAQ @ 2017/10/23 14:25:25
Post by: Kanluwen
Martel732 wrote:IG still field 10 dudes for 40 pts. You could lose half your list to morale and still be ahead of marines on the table top.
Infantry Squads are 40 points. Conscripts are 20 models for 60 points or 30 for 90. If you want to maximize the effectiveness of " FRFSRF", you didn't really want to take Infantry Squads since those Infantry Squads can't be full Lasguns(Sergeants CANNOT TAKE LASGUNS and the benefit of an Infantry Squad versus Conscripts is that you can add HWTs and Special Weapons alongside of Voxes). You would want to take Conscript Squads since they are only ever having Lasguns. They now have a 50/50 shot at failing the Order thanks to their " Raw Recruits" ability--and anyone saying that Lasguns are dominating the tablespace is full of crap or refusing to ever utilize Cover. But in any case, did you ever think the reason Guard can "lose half your list to morale and still be ahead of marines on the tabletop" is the fact that there are very few units with 3+ to Hit? Automatically Appended Next Post: They really don't. Balancing armies based on "previous editions" is why we have crap like Guard not getting Lasguns for Sergeants or Hot-Shot Lasguns for Tempestors and Vox-Casters having a range that is effectively shouting distance. If we were going to balance based upon previous editions, then Blood Angels would get nerfed hard thanks to their older lists.
6772
New AM FAQ @ 2017/10/23 14:31:17
Post by: Vaktathi
BoomWolf wrote:tneva82 wrote: BoomWolf wrote:
So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.
What's the problem again?
We have special rule that's supposed to be beneficitial at a cost. Instead we have rule that has no benefit and only downsides. Totally illogical unfluffy rule.
Coupled that with not actually nerfing conscripts...When there are ways to fix conscripts that make sense fluffwise they went hit nerfbat elsewhere in an unfluffy rule.
Except it IS beneficial at a cost, when USED PROPERLY.
Use a commisar to rule conscripts, and as noted, you save 3 dudes per moral check at the very worst.
Use a commissar to control ACTUAL SOLDIERS, and it might backfire under certain conditions, or help under different conditions. Counting commissar effect by soldier death count.
2, pure help due to ld8 making you immune.
3, on a 6 you blam one and reroll, maybe losing a second, as opposed to just losing two.
4, it gets worse if you roll 5, blam, than 6. Otherwise either neutral or helps. Mostly helps
5, gets worse on a roll of 4/5 followed by a higher roll. Mostly helps.
6, gets worse on a roll of 3-5 followed by a higher roll, this is STILL more likely to help than hurt, and as long about as likely to change nothing. (long math short, it will come out about 33% to help,hurt, or be irrelevant.)
7/8, your squad is practically gone either way, no meaningful effect. Yes, you are slightly more likely to lose everyone, but that "everyone" is losing one extra dude.
9/10 your squad is actually gone either way.
Can't really find the downside here. At the very worst, you gain little to nothing.
Well, at worst you lose a half-health squad with with full weapon upgrade complement where otherwise you could have just lost one dude.
You are not paying for the rules, you are paying for a commissar, his good and his bad rolled into one.
And the point is, with the bad in there, and where you'd *really* want the old ability on such units (particularly if just reduced to the upgrade weapon models or nearly so), there's really no value in that investment for non-Conscript units over just putting those points into buying more of those units.
Xenomancers wrote: daedalus wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
No. It is worse than ATSKNF, and actually generally worse than not taking a commissar to begin with.
I agree - it is worthless - just like ATSKNF is. Just avoid commissars all together and take a single unit on conscripts with the intent on using 2 command point stratagem to keep them from breaking each turn if needed. Use infantry - which are also great and load up on las cannons.
The issue that people have is exactly this conclusion, GW nerfed a unit to the point where the concensus is to just not take it.
Spoletta wrote: vipoid wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
A few points here:
- Unlike SMs, IG don't have naturally high Ld to begin with.
- IG tend to have much higher squad sizes than SMs (e.g. most SM squads have a minimum of 5 members, whilst many IG ones have a minimum of 10).
- IG have to specifically pay for their ATSKNF. They don't get it automatically on every unit.
- With SMs, the reroll is optional. IG are forced to reroll it, even if a better result is physically impossible.
- The ATSKNF reroll doesn't cost you a model.
Please add to that list the following:
- Space marines don't cost 3 points.
The problem is that, given the low per model cost and the functionality of the new Summary Execution ability, there's no reason to bother with the Commissar outside of Conscripts (and less reason to bother with Conscripts even there over alternative mechanisms). Why pay 31pts just for +1Ld for 10 man units that cost 40pts base such as an Infantry Squad? Even if we're expecting a Commissar bubble to encompass 3 units routinely, you're talking about increasing the cost per model by 25% for an ability that has a high chance of backfiring and +1Ld, why bother instead of just buying more dudes?
11860
New AM FAQ @ 2017/10/23 14:31:19
Post by: Martel732
Lots of lists have spent more time as elite than BA. Most, in fact, as this point.
Automatically Appended Next Post:
vipoid wrote:Martel732 wrote:IG still field 10 dudes for 40 pts. You could lose half your list to morale and still be ahead of marines on the table top.
If you lose half your army to morale alone, then I'm pretty sure the casualties necessary to cause that would mean that the other half of your list is also dead.
So, the IG have been tabled . . . and yet are somehow ahead of Marines.
Have the Marines been double-tabelled?
If the marines have no models, and the IG still have all their tanks, that's pretty far ahead. The infantry are just buying time.
112654
New AM FAQ @ 2017/10/23 14:34:29
Post by: xmbk
Spoletta wrote: Kanluwen wrote:Alcibiades wrote: Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
The "main synapse creatures" that have 10+ Wounds are Hive Tyrants and Swarmlords (180 to 300 points each)--both of which have access to Tyrant Guards (37 points for 3W 3+ T5 that does NOTHING else), a unit explicitly designed since the early years to mitigate the fact that the Hive Tyrants are Monsters.
Broodlords (160 points) and Tyranid Primes (100 points if completely naked) both are 6W.
Tervigons are 14W and really are the only ones that don't have a special protection. (Probably the worst unit in the codex)
Tyranid Warriors are a Synapse unit, Zoanthropes are a unit, Shrikes are a unit. (Good synapse solution, but nothing even remotely on the level of an old commissar)
Maleceptors and Trygon Primes are solo-Synapse Monsters. (Both on the 200 points mark)
And then you have the Sporocysts' Psychic Resonator ability(if within range of a unit with the Synapse ability, then it gains Synapse). (You will never see one of those on a table, for obvious reasons)
So let's not pretend that there is some kind of innate downside that balances out Synapse, shall we? The same complaints that existed about daisy-chaining Commissars and hiding them behind LOS and what have you can easily be applied to Synapse as well.
Comments in red.
As you can see, synapse is a mechanic in which you actually have to invest a significant part of your list. And this is all to defend gants and gaunts, which are more vulnerable than a conscript.
Orange to apples.
Tyranids easily ignore morale. For pretty much every edition, I could make the list I wanted to field without paying any attention to morale and end up with all the synapse I need. A lot of your comments reference units who basically get synapse for free. Not picking a side in the argument, but Nids easily get better than Commissar levels of morale. Which is a main feature of the army, so I'm fine with it.
11860
New AM FAQ @ 2017/10/23 14:35:45
Post by: Martel732
Termangants and hormagaunts aren't nearly as cost effective as geq, either.
53939
New AM FAQ @ 2017/10/23 14:38:51
Post by: vipoid
Martel732 wrote:If the marines have no models, and the IG still have all their tanks, that's pretty far ahead.
That wasn't what you said though. You said that the IG player could lose half his list to morale. Not half his Infantry. Half his list.
And, as I said, if half his list has been lost to morale, then the other half would have had to be lost to generate the necessary casualties for that to happen (which would also mean that the IG player had basically no tanks in the first place).
So, no, in the scenario you brought up the IG player has nothing left.
Call me pedantic if you want (wouldn't be the first time  ), but I'd argue there's a big difference between losing half your Infantry to morale and losing half your list to morale.
So maybe shoot the tanks instead?
112278
New AM FAQ @ 2017/10/23 14:39:13
Post by: ross-128
If we were "re-balanced" so that any infantry unit could expect half our losses to be to morale, that would effectively double our cost per wound (because every wound would become two wounds).
So, conscripts would effectively be 6 points for a T3 wound. Which they kind of already are with the commissar nerf.
Infantry would be 8 points for a T3 wound, which would basically make them a Guardian with a lasgun. Is there seriously anyone here who would say "Guardians are too strong, they need to replace their shuriken catapults with lasguns"? Well maybe Martel would, since Guardians are not Space Marines.
So no, in a hypothetical world where Guard took double casualties just for being Guard, they'd be hot garbage. Turns out you've got to be careful with words like "half" and "double".
11860
New AM FAQ @ 2017/10/23 14:42:30
Post by: Martel732
vipoid wrote:Martel732 wrote:If the marines have no models, and the IG still have all their tanks, that's pretty far ahead.
That wasn't what you said though. You said that the IG player could lose half his list to morale. Not half his Infantry. Half his list.
And, as I said, if half his list has been lost to morale, then the other half would have had to be lost to generate the necessary casualties for that to happen (which would also mean that the IG player had basically no tanks in the first place).
So, no, in the scenario you brought up the IG player has nothing left.
Call me pedantic if you want (wouldn't be the first time  ), but I'd argue there's a big difference between losing half your Infantry to morale and losing half your list to morale.
So maybe shoot the tanks instead?
I mean infantry part of the list. Tanks can't be lost to morale.
722
New AM FAQ @ 2017/10/23 14:43:11
Post by: Kanluwen
Martel732 wrote:Termangants and hormagaunts aren't nearly as cost effective as geq, either.
Termagants are the same points(40 for 10) and statlines as Guardsmen, minus the save of 6+ instead of 5+.
Hormagaunts are more expensive, certainly, but both units additionally have bonuses for being taken in units of 20+ in the form of reroll Wound rolls of 1(which Guard have to issue an Order to obtain locking you out of other Orders or requiring taking the Laurels of Command Relic).
The biggest difference that exists between Termagants and GEQ are their weapons and saves. Assault on Termagants v. Rapid Fire on GEQ. Assault weapons always have those specific values while Rapid Fire requires you to adjust the distance between you and your enemy(which in Infantry Squads that take HWTs can negatively impact your units).
And the existence of Venomthropes, which grant a -1 to Hit rolls versus enemy shooting which the Guard do not have as a thing.
90435
New AM FAQ @ 2017/10/23 14:46:18
Post by: Slayer-Fan123
Kanluwen wrote:Martel732 wrote:IG still field 10 dudes for 40 pts. You could lose half your list to morale and still be ahead of marines on the table top.
Infantry Squads are 40 points.
Conscripts are 20 models for 60 points or 30 for 90.
If you want to maximize the effectiveness of " FRFSRF", you didn't really want to take Infantry Squads since those Infantry Squads can't be full Lasguns(Sergeants CANNOT TAKE LASGUNS and the benefit of an Infantry Squad versus Conscripts is that you can add HWTs and Special Weapons alongside of Voxes). You would want to take Conscript Squads since they are only ever having Lasguns. They now have a 50/50 shot at failing the Order thanks to their " Raw Recruits" ability--and anyone saying that Lasguns are dominating the tablespace is full of crap or refusing to ever utilize Cover.
But in any case, did you ever think the reason Guard can "lose half your list to morale and still be ahead of marines on the tabletop" is the fact that there are very few units with 3+ to Hit?
Automatically Appended Next Post:
They really don't. Balancing armies based on "previous editions" is why we have crap like Guard not getting Lasguns for Sergeants or Hot-Shot Lasguns for Tempestors and Vox-Casters having a range that is effectively shouting distance.
If we were going to balance based upon previous editions, then Blood Angels would get nerfed hard thanks to their older lists.
If that doesn't explain their 6th-7th edition performance nothing will. Easily one of the worst armies those editions.
11860
New AM FAQ @ 2017/10/23 14:47:19
Post by: Martel732
"The biggest difference that exists between Termagants and GEQ are their weapons and saves. "
Pretty big effing difference, 24" and 5+ armor.
Do not somehow try to spin that tyranid little bugs are remotely as effective as geqs. Don't even try.
90435
New AM FAQ @ 2017/10/23 14:51:12
Post by: Slayer-Fan123
Unit1126PLL wrote:
You mean the one that's already the same as at least 2 regimental doctrine's, among other things?
Sure, but it's still mathematically worse to bring a commissar with anything that isn't conscripts now, ironically.
How is that ironic? The non-drafted soldiers don't need the shooting in the head as much as the meat shields?
I mean, someone already provided math on the Commisar not sucking for Conscripts. I understand being a little irritated that they don't work like last edition, but you can't possibly say it was balanced with the boost that the infantry as a whole got this edition.
11860
New AM FAQ @ 2017/10/23 14:52:49
Post by: Martel732
They're going to say it anyway. Just like how termagants are just as valuable as geqs. More like termagants should be 3 pts, and geqs should be 5. That's about right.
83742
New AM FAQ @ 2017/10/23 14:54:38
Post by: gungo
Nids suck this edition
Astra militarum are still the best codex even after this FAQ
Whine more about how hard life is for infantry who still have a dozen ways to mitigate morale issues.
I still think commissars abilitiy should be optional but it's completely fine as it currently is written of a bit hanky under specific conditions.
Guards are a bit more balanced. Go cry me a river Waac whiners.
91128
New AM FAQ @ 2017/10/23 14:54:44
Post by: Xenomancers
the_scotsman wrote: daedalus wrote: Xenomancers wrote:I think this is pretty funny. AM players always mention ATSKNF so often - commissars are just ATSKNF bubbles now - for 31 points you can make 3-4 squads have ATSKNF. Yeah...I don't see too many jumping the gun to have that perk.
No. It is worse than ATSKNF, and actually generally worse than not taking a commissar to begin with.
Whaaaat? I've always been having a space marine commit seppuku before taking my re-roll, have I been playing my marines wrong this whole time?
Your model is 3-4 points. It's negligible and it's a model that would have been lost anyway if not for the +1 leadership. So it can basically be ignored. for the purposes of this point.
722
New AM FAQ @ 2017/10/23 14:54:49
Post by: Kanluwen
Martel732 wrote:"The biggest difference that exists between Termagants and GEQ are their weapons and saves. "
Pretty big effing difference, 24" and 5+ armor.
Do not somehow try to spin that tyranid little bugs are remotely as effective as geqs. Don't even try.
Devourers are 18" range.
6 inches shorter range difference for 2 additional shots, not requiring you to maneuver to take advantage of them, and an additional point of Strength versus a Lasgun.
Additionally, there are Spike Rifles which are 18" but the same Strength as a Lasgun at Assault 1.
Fleshborers are S4 and 12" range with Assault 1 and Spinefists are 12" Pistol * S3.
Now, if you want to argue that Devourers need a price drop? I'd be fine with that argument.
Also, 6+ save versus 5+ save is a drop--but when you take into consideration that Venomthropes exist as a thing(-1 to hit units within 3" of any friendly Venomthropes) and the benefit that they get from their numbers, it's slightly understandable.
11860
New AM FAQ @ 2017/10/23 14:57:42
Post by: Martel732
But then take into consideration that the geqs are meat shielding for a bunch of undercosted artillery. And the termagants need a big bug babysitter. No, the venomthrope does not come into a straight comparison.
91128
New AM FAQ @ 2017/10/23 15:05:34
Post by: Xenomancers
xmbk wrote:Spoletta wrote: Kanluwen wrote:Alcibiades wrote: Red_Five wrote:fe40k wrote:@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.
I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.
Morale kill should be a reasonable way of dealing with large, low priced, chaff models.
So Tyranids need to be reworked then.
The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
The "main synapse creatures" that have 10+ Wounds are Hive Tyrants and Swarmlords (180 to 300 points each)--both of which have access to Tyrant Guards (37 points for 3W 3+ T5 that does NOTHING else), a unit explicitly designed since the early years to mitigate the fact that the Hive Tyrants are Monsters.
Broodlords (160 points) and Tyranid Primes (100 points if completely naked) both are 6W.
Tervigons are 14W and really are the only ones that don't have a special protection. (Probably the worst unit in the codex)
Tyranid Warriors are a Synapse unit, Zoanthropes are a unit, Shrikes are a unit. (Good synapse solution, but nothing even remotely on the level of an old commissar)
Maleceptors and Trygon Primes are solo-Synapse Monsters. (Both on the 200 points mark)
And then you have the Sporocysts' Psychic Resonator ability(if within range of a unit with the Synapse ability, then it gains Synapse). (You will never see one of those on a table, for obvious reasons)
So let's not pretend that there is some kind of innate downside that balances out Synapse, shall we? The same complaints that existed about daisy-chaining Commissars and hiding them behind LOS and what have you can easily be applied to Synapse as well.
Comments in red.
As you can see, synapse is a mechanic in which you actually have to invest a significant part of your list. And this is all to defend gants and gaunts, which are more vulnerable than a conscript.
Orange to apples.
Tyranids easily ignore morale. For pretty much every edition, I could make the list I wanted to field without paying any attention to morale and end up with all the synapse I need. A lot of your comments reference units who basically get synapse for free. Not picking a side in the argument, but Nids easily get better than Commissar levels of morale. Which is a main feature of the army, so I'm fine with it.
The important thing to look at here is units with short range weapons are forced to advance into the enemy - exposing them to more firepower than a unit that sits back and shoots 2-4 fold. While costing more with less durability. Ignoring morale is not the only thing a termagant needs to be balanced with an IG infantry. Personally I think it's laughable that gaunts have 6+ saves. they have bone armor all over them.
29836
New AM FAQ @ 2017/10/23 15:08:00
Post by: Elbows
I was talking to a buddy of mine, and I came to the conclusion that a middle way fix would have been that a Commissar keeps his old rule, but shoots '1' normal Guard Infantryman, and shoots D6 conscripts...meaning you still lose models, and have a bit more risk with unruly conscripts.
Sometimes you'd luck out and shoot the one guy who needs shooting, or sometimes you have to cull a large portion of the squad to keep them in line. Would seem fluffy enough to me.
91128
New AM FAQ @ 2017/10/23 15:11:05
Post by: Xenomancers
Nah. the solution is that 3-4 point back feild camper models should not ignore leadership.
42382
New AM FAQ @ 2017/10/23 15:13:16
Post by: Unit1126PLL
Slayer-Fan123 wrote: Unit1126PLL wrote: You mean the one that's already the same as at least 2 regimental doctrine's, among other things? Sure, but it's still mathematically worse to bring a commissar with anything that isn't conscripts now, ironically.
How is that ironic? The non-drafted soldiers don't need the shooting in the head as much as the meat shields? I mean, someone already provided math on the Commisar not sucking for Conscripts. I understand being a little irritated that they don't work like last edition, but you can't possibly say it was balanced with the boost that the infantry as a whole got this edition. No, what's ironic is that people who never wanted to see Commissars with Conscripts again now will only ever see Commissars with Conscripts, because that's the only way they're not outright penalizing your army for the privilege of you having payed 31 points for them. I'm not irritated, really, and I think a change is fine. I just wish it had been a change to the problem unit (conscripts) rather than a unit that has ripple effects throughout the whole list (commissars). But, I suppose the problem is fixed now, even if an iconic Guard unit was essentially removed from anything but the most casual of games. I don't know anyone in the world who would pay 31 points to actively hurt their chances of winning; even fluff players. I think they'd rather play 1969 points and just have the commissar watch.
53939
New AM FAQ @ 2017/10/23 15:14:13
Post by: vipoid
Xenomancers wrote:Nah. the solution is that 3-4 point back feild camper models should not ignore leadership.
So what you really want is for Commissars to be removed altogether.
Got it.
112278
New AM FAQ @ 2017/10/23 15:15:01
Post by: ross-128
They also have 8" movement and a toolbox of movement-enhancing abilities to get them into CC quickly. One of the gaunt's primary strengths is that it's fast, it gets that speed by going light on armor.
If you don't value speed then obviously a gaunt based list is probably not for you.
I'm sure once your local Eldar players finish unpacking their codices and re-building their armies though, you'll be so busy complaining about Eldar that you'll forget all about the Guard.
Edit:
Also in this thread, 12"-24" range is now "backfield camping", apparently. :p
113340
New AM FAQ @ 2017/10/23 15:15:32
Post by: ChargerIIC
Sad to see commissars are useless unless you take massive conscript blobs now. I've swapped them out for priests in the meantime - the extra melee attacks are good with catachans.
Wish they hadn't locked Genestealer cult out of regiment doctrines until after the genestealer codex released. It's kind of annoying that I'll lose so much to use the cult but not gain anything until the codex drops some time next year.
Wonder if the valhallan conscript stratagem nerf will be repeated to all the other similar strategems in other factions. Chaos cultists benefit from theirs a lot more and they aren't paying reinforcement points. That'll likely change now. I personally think reinforcement points are a stupid mechanic, but removing it would require a bunch of other stuff needing to be rewritten.
Happy to see forgeworld stuff finally updated, even if I don't have the models. Kind of funny that the Malichador tanks got left out in the cold.
722
New AM FAQ @ 2017/10/23 15:17:28
Post by: Kanluwen
Martel732 wrote:But then take into consideration that the geqs are meat shielding for a bunch of undercosted artillery. And the termagants need a big bug babysitter. No, the venomthrope does not come into a straight comparison.
The Termagants "need" a big bug babysitter?
Gee, I wonder if you could just do something that is a unit that would want to get into those same range bands...
I made a whole list of things with Synapse. Several of them have access to the same things as Termagants do. At least one of them(Tyranid Primes) has sub-10Ws so would benefit from the "can't be targeted unless they're the closest" Character perk..
And if the GEQs are "meatshielding for a bunch of undercosted artillery", why can't I bring the Venomthrope into the straight comparison?
Manticores might be "undercosted", but they also get 4 shots per game.
Deathstrikes get to fire once per game and require a special rule to have its conditions met(roll an 8+ on a D6 with +1 per turn that has already occurred).
So the only artillery Guard have that aren't restricted to a specific number of shots per game are the Wyvern and Basilisk. The problematic Forge World stuff(Earthshaker platforms and Carriages) also got FAQ'd yesterday to no longer benefit from the Master of Ordnance's rerolls.
Also:
Guard Artillery is BS4+.
103973
New AM FAQ @ 2017/10/23 15:22:10
Post by: crimsondave
Well I see the same old people are still whining like teenage girls even after the nerf. Not surprised. Had enough of this site. It's making me not want to play anymore. Peace out.
116670
New AM FAQ @ 2017/10/23 15:23:20
Post by: Ordana
Elbows wrote:I was talking to a buddy of mine, and I came to the conclusion that a middle way fix would have been that a Commissar keeps his old rule, but shoots '1' normal Guard Infantryman, and shoots D6 conscripts...meaning you still lose models, and have a bit more risk with unruly conscripts.
Sometimes you'd luck out and shoot the one guy who needs shooting, or sometimes you have to cull a large portion of the squad to keep them in line. Would seem fluffy enough to me.
They would still be utter auto-includes at d6 models.
Paying 9 points a turn for a meatshield to be fearless? Hell yes
The new rules are fine for conscripts, yes it stucks a bit more for infantry squads. Such is life. You want to keep rules as elegant as possible. Not run around with a a lot of exceptions in an attempt to achieve true balance.
722
New AM FAQ @ 2017/10/23 15:26:15
Post by: Kanluwen
Ordana wrote: Elbows wrote:I was talking to a buddy of mine, and I came to the conclusion that a middle way fix would have been that a Commissar keeps his old rule, but shoots '1' normal Guard Infantryman, and shoots D6 conscripts...meaning you still lose models, and have a bit more risk with unruly conscripts.
Sometimes you'd luck out and shoot the one guy who needs shooting, or sometimes you have to cull a large portion of the squad to keep them in line. Would seem fluffy enough to me.
They would still be utter auto-includes at d6 models.
Paying 9 points a turn for a meatshield to be fearless? Hell yes
The new rules are fine for conscripts, yes it stucks a bit more for infantry squads. Such is life. You want to keep rules as elegant as possible. Not run around with a a lot of exceptions in an attempt to achieve true balance.
Actually, with the way keywords and bespoke rules work--you're absolutely 100% wrong.
It would have been nothing to include an additional caveat to " Raw Recruits"(the one rule that grants an exception to Orders, allowing for Conscripts to fail on a 1, 2, or 3) that changed Conscripts while leaving Infantry Squads(something that people are already ignoring in favor of Conscripts anyways) unchanged.
11860
New AM FAQ @ 2017/10/23 15:26:17
Post by: Martel732
Kanluwen wrote:Martel732 wrote:But then take into consideration that the geqs are meat shielding for a bunch of undercosted artillery. And the termagants need a big bug babysitter. No, the venomthrope does not come into a straight comparison.
The Termagants "need" a big bug babysitter?
Gee, I wonder if you could just do something that is a unit that would want to get into those same range bands...
I made a whole list of things with Synapse. Several of them have access to the same things as Termagants do. At least one of them(Tyranid Primes) has sub-10Ws so would benefit from the "can't be targeted unless they're the closest" Character perk..
And if the GEQs are "meatshielding for a bunch of undercosted artillery", why can't I bring the Venomthrope into the straight comparison?
Manticores might be "undercosted", but they also get 4 shots per game.
Deathstrikes get to fire once per game and require a special rule to have its conditions met(roll an 8+ on a D6 with +1 per turn that has already occurred).
So the only artillery Guard have that aren't restricted to a specific number of shots per game are the Wyvern and Basilisk. The problematic Forge World stuff(Earthshaker platforms and Carriages) also got FAQ'd yesterday to no longer benefit from the Master of Ordnance's rerolls.
Also:
Guard Artillery is BS4+.
The manticore is incredibly overpowered even with limited "shots". By turn 4, the game is basically decided anyway with the kind of damage that thing can cause.
I didn't want to talk about meatshielding or anything like that. YOU brought up the venomthrope. I'm just looking at one 4 pt model vs another 4 pt model. Pretty sure the 4 pt termagant has a 12" range, which makes it FAR inferior.
91128
New AM FAQ @ 2017/10/23 15:26:32
Post by: Xenomancers
ross-128 wrote:They also have 8" movement and a toolbox of movement-enhancing abilities to get them into CC quickly. One of the gaunt's primary strengths is that it's fast, it gets that speed by going light on armor.
If you don't value speed then obviously a gaunt based list is probably not for you.
I'm sure once your local Eldar players finish unpacking their codices and re-building their armies though, you'll be so busy complaining about Eldar that you'll forget all about the Guard.
Edit:
Also in this thread, 12"-24" range is now "backfield camping", apparently. :p
No...a backfeild camper is a unit that doesn't need to advance to do it's job. Or in other words...a unit that sits on an objective and screens for tanks. Basically every AM unit is a backfeild camper.
112278
New AM FAQ @ 2017/10/23 15:28:01
Post by: ross-128
They've somehow managed to convince themselves that every guard model ever is OP, with the possible exception of the plasma cannon sentinel (firing at ravenguard, after moving). They truly will never be satisfied.
85299
New AM FAQ @ 2017/10/23 15:28:12
Post by: Spoletta
ross-128 wrote:They also have 8" movement and a toolbox of movement-enhancing abilities to get them into CC quickly. One of the gaunt's primary strengths is that it's fast, it gets that speed by going light on armor. If you don't value speed then obviously a gaunt based list is probably not for you. I'm sure once your local Eldar players finish unpacking their codices and re-building their armies though, you'll be so busy complaining about Eldar that you'll forget all about the Guard. Edit: Also in this thread, 12"-24" range is now "backfield camping", apparently. :p Gants move 6". Gaunts move 7", but they are meele and cost 5 points. Also, commissars are not useless. Even if you don't want to use them for infantry squads, they still give a lot of value to HWTs, SWTs, ratlings and Tempestus command squads.
11860
New AM FAQ @ 2017/10/23 15:29:54
Post by: Martel732
It doesn't matter if IG infantry gets to fire or not. That's the problem.
34801
New AM FAQ @ 2017/10/23 15:31:00
Post by: MechaEmperor7000
ross-128 wrote:They've somehow managed to convince themselves that every guard model ever is OP, with the possible exception of the plasma cannon sentinel (firing at ravenguard, after moving). They truly will never be satisfied.
They can be satisfied, when their scouts have AP-3 and 5 attacks, Marines can tank 3 lascannon shots per turn, Terminators can dash across the board and murder 30 models each, all of their weapons become sniper assault weapons, and each of their HQ choices grant rerolls to every single dice roll they have.
Then they will start complaining the Captain is worthless...because the Chaplain and Librarian does his job and other things, which clearly means Marines need to be buffed again.
91128
New AM FAQ @ 2017/10/23 15:34:34
Post by: Xenomancers
Ahh yes - here comes the hyperbole.
722
New AM FAQ @ 2017/10/23 15:35:38
Post by: Kanluwen
Martel732 wrote: Kanluwen wrote:Martel732 wrote:But then take into consideration that the geqs are meat shielding for a bunch of undercosted artillery. And the termagants need a big bug babysitter. No, the venomthrope does not come into a straight comparison.
The Termagants "need" a big bug babysitter?
Gee, I wonder if you could just do something that is a unit that would want to get into those same range bands...
I made a whole list of things with Synapse. Several of them have access to the same things as Termagants do. At least one of them(Tyranid Primes) has sub-10Ws so would benefit from the "can't be targeted unless they're the closest" Character perk..
And if the GEQs are "meatshielding for a bunch of undercosted artillery", why can't I bring the Venomthrope into the straight comparison?
Manticores might be "undercosted", but they also get 4 shots per game.
Deathstrikes get to fire once per game and require a special rule to have its conditions met(roll an 8+ on a D6 with +1 per turn that has already occurred).
So the only artillery Guard have that aren't restricted to a specific number of shots per game are the Wyvern and Basilisk. The problematic Forge World stuff(Earthshaker platforms and Carriages) also got FAQ'd yesterday to no longer benefit from the Master of Ordnance's rerolls.
Also:
Guard Artillery is BS4+.
The manticore is incredibly overpowered even with limited "shots". By turn 4, the game is basically decided anyway with the kind of damage that thing can cause.
And if the Manticore is destroyed before it fires all/any of its Storm Eagles, then that's wasted points.
Vehicles != Characters. You can absolutely target them if enemy units are in the way. Not my problem if you play on tables where there are dead spots where someone can park indirect fire weapons and never have them get hit.
I didn't want to talk about meatshielding or anything like that. YOU brought up the venomthrope. I'm just looking at one 4 pt model vs another 4 pt model. Pretty sure the 4 pt termagant has a 12" range, which makes it FAR inferior.
4 point Termagant can be armed with any of the following:
Fleshborer(0 points and 12" range), Spinefists(0 points and 12" range), or Spike Rifle(0 points and 18" range).
A Devourer is 4 points extra and 18" range.
Venomthropes were brought up as you brought up that there is a "pretty big effing difference"( lol 1 point of armor and 6" of range) between GEQ and Termagants. Automatically Appended Next Post: Spoletta wrote: ross-128 wrote:They also have 8" movement and a toolbox of movement-enhancing abilities to get them into CC quickly. One of the gaunt's primary strengths is that it's fast, it gets that speed by going light on armor.
If you don't value speed then obviously a gaunt based list is probably not for you.
I'm sure once your local Eldar players finish unpacking their codices and re-building their armies though, you'll be so busy complaining about Eldar that you'll forget all about the Guard.
Edit:
Also in this thread, 12"-24" range is now "backfield camping", apparently. :p
Gants move 6".
Gaunts move 7", but they are meele and cost 5 points.
Also, commissars are not useless. Even if you don't want to use them for infantry squads, they still give a lot of value to HWTs, SWTs, ratlings and Tempestus command squads.
They absolutely do not.
Special Weapon Squads are 6 models(3 with Lasguns, 3 with Specials).
Heavy Weapon Squads are 3 models, consisting of 2W each.
Ratlings are 5 models with an optional 5 more.
Tempestus Command Squads got a nerf to their points for Plasma Guns(anything BS3+ pays more now) and are 4 models in total.
If a Heavy Weapon Squad loses a model, then you're going to lose a model(meaning 2W) for Summary Execution--meaning you basically wipe out the whole squad.
Special Weapon Squads are basically going to be dead if you lose anyone in most circumstances. Same goes for Tempestus Command Squads.
And if you're referring to Heavy Weapon Teams or Special Weapon operators in Infantry Squads--you'd still be wrong, since Infantry Squads are 10 models.
91128
New AM FAQ @ 2017/10/23 15:49:43
Post by: Xenomancers
Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
90846
New AM FAQ @ 2017/10/23 15:51:50
Post by: Cothonian
Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
722
New AM FAQ @ 2017/10/23 15:52:15
Post by: Kanluwen
Xenomancers wrote:Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
See again how it's not my problem if you opt to play on crummy tables. If you know someone is playing Manticores, it's on you to make a stink regarding the terrain setup. Automatically Appended Next Post: Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in? I'm having trouble keeping track of changes.
Not usually. The digital versions do, I think.
42382
New AM FAQ @ 2017/10/23 15:53:00
Post by: Unit1126PLL
Man, I remember mentioning that manticores are a problem in a conscript thread and I was told not to talk about Manticores.
Now, can I talk about manticores? That they've become the target instead of Conscripts?
Also, just so I can prepare in advance, would the marine players kindly tell me ahead of time what the next IG unit on the hit-list is so I can prep for it to be nerfed as well?
34801
New AM FAQ @ 2017/10/23 15:54:06
Post by: MechaEmperor7000
Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
If you mean physically updated printed books, nope. In fact it's likely that they will never change (something that hasn't happened since 3.5 Chaos Codex, and that was because back then the internet wasn't as widespread as it is now and people got their erratas out of magazines).
The digital versions of the dex though will get updated. If you got the printed codex, it's a good idea to download and print out the FAQ/errata. Automatically Appended Next Post: Unit1126PLL wrote:Man, I remember mentioning that manticores are a problem in a conscript thread and I was told not to talk about Manticores.
Now, can I talk about manticores? That they've become the target instead of Conscripts?
Also, just so I can prepare in advance, would the marine players kindly tell me ahead of time what the next IG unit on the hit-list is so I can prep for it to be nerfed as well?
If going by their answers in other threads, it will probably be:
Scions
ShadowSwords
other Baneblades
Leman Russes
HWT
Special Weapon Teams
Hellhound variants
Infantry Squads
That should have us covered to the year's end I guess?
722
New AM FAQ @ 2017/10/23 15:55:57
Post by: Kanluwen
MechaEmperor7000 wrote: Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
If you mean physically updated printed books, nope. In fact it's likely that they will never change (something that hasn't happened since 3.5 Chaos Codex, and that was because back then the internet wasn't as widespread as it is now and people got their erratas out of magazines).
The digital versions of the dex though will get updated. If you got the printed codex, it's a good idea to download and print out the FAQ/errata.
I could see the next big print run as having the errata'd stuff, but I don't think that will be for some time.
90846
New AM FAQ @ 2017/10/23 15:57:07
Post by: Cothonian
Kanluwen wrote: MechaEmperor7000 wrote: Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
If you mean physically updated printed books, nope. In fact it's likely that they will never change (something that hasn't happened since 3.5 Chaos Codex, and that was because back then the internet wasn't as widespread as it is now and people got their erratas out of magazines).
The digital versions of the dex though will get updated. If you got the printed codex, it's a good idea to download and print out the FAQ/errata.
I could see the next big print run as having the errata'd stuff, but I don't think that will be for some time.
Thank you much gents
722
New AM FAQ @ 2017/10/23 15:57:45
Post by: Kanluwen
MechaEmperor7000 wrote:
Unit1126PLL wrote:Man, I remember mentioning that manticores are a problem in a conscript thread and I was told not to talk about Manticores.
Now, can I talk about manticores? That they've become the target instead of Conscripts?
Also, just so I can prepare in advance, would the marine players kindly tell me ahead of time what the next IG unit on the hit-list is so I can prep for it to be nerfed as well?
If going by their answers in other threads, it will probably be:
Scions
ShadowSwords
other Baneblades
Leman Russes
HWT
Special Weapon Teams
Hellhound variants
Infantry Squads
That should have us covered to the year's end I guess?
I don't think they'll go after Scions. Most of the Imperial Soup lists use them.
112278
New AM FAQ @ 2017/10/23 15:58:54
Post by: ross-128
Well, based on how they've been talking the answer is apparently "all of them."
Though I'm sure it's partly because they don't even know what all is in the codex, or how any of it works. They just want to whine about whatever they've lost to recently, because any loss is surely the fault of their opponent's OP units.
34801
New AM FAQ @ 2017/10/23 16:00:44
Post by: MechaEmperor7000
ross-128 wrote:Well, based on how they've been talking the answer is apparently "all of them."
Though I'm sure it's partly because they don't even know what all is in the codex, or how any of it works. They just want to whine about whatever they've lost to recently, because any loss is surely the fault of their opponent's OP units.
Actually more than one person has outright said that the entire codex is buffed. Funny enough at least one of them has shut up since then.
And I still remember that one thread made by an enraged Marine player in 7th edition where he called Daemons OP and the Warp storm a straight upgrade because his gladius lost to it.
85299
New AM FAQ @ 2017/10/23 16:15:55
Post by: Spoletta
Kanluwen wrote:
They absolutely do not.
Special Weapon Squads are 6 models(3 with Lasguns, 3 with Specials).
Heavy Weapon Squads are 3 models, consisting of 2W each.
Ratlings are 5 models with an optional 5 more.
Tempestus Command Squads got a nerf to their points for Plasma Guns(anything BS3+ pays more now) and are 4 models in total.
If a Heavy Weapon Squad loses a model, then you're going to lose a model(meaning 2W) for Summary Execution--meaning you basically wipe out the whole squad.
Special Weapon Squads are basically going to be dead if you lose anyone in most circumstances. Same goes for Tempestus Command Squads.
And if you're referring to Heavy Weapon Teams or Special Weapon operators in Infantry Squads--you'd still be wrong, since Infantry Squads are 10 models.
Read again those profiles and understand why you are wrong.
116670
New AM FAQ @ 2017/10/23 16:19:13
Post by: Ordana
Kanluwen wrote: Xenomancers wrote:Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
See again how it's not my problem if you opt to play on crummy tables. If you know someone is playing Manticores, it's on you to make a stink regarding the terrain setup.
Automatically Appended Next Post:
Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
Not usually. The digital versions do, I think.
You play without LoS blocking terrein?
Thanks for telling us, now we can disregard your opinions entirely.
42382
New AM FAQ @ 2017/10/23 16:19:15
Post by: Unit1126PLL
Spoletta wrote: Kanluwen wrote: They absolutely do not. Special Weapon Squads are 6 models(3 with Lasguns, 3 with Specials). Heavy Weapon Squads are 3 models, consisting of 2W each. Ratlings are 5 models with an optional 5 more. Tempestus Command Squads got a nerf to their points for Plasma Guns(anything BS3+ pays more now) and are 4 models in total. If a Heavy Weapon Squad loses a model, then you're going to lose a model(meaning 2W) for Summary Execution--meaning you basically wipe out the whole squad. Special Weapon Squads are basically going to be dead if you lose anyone in most circumstances. Same goes for Tempestus Command Squads. And if you're referring to Heavy Weapon Teams or Special Weapon operators in Infantry Squads--you'd still be wrong, since Infantry Squads are 10 models. Read again those profiles and understand why you are wrong. I think the main reason people take issue with that is most of those options are right around the same price as the commissar. E.G. if you have a HWS, you can either be a good bit of the way towards a second HWS, or you can spend a load of points to ensure the first HWS stays around a bit longer, maybe possibly, not sure. EDIT: Oh wait no, never mind. The +1 Leadership (8 from 7) will save one model, but if it is failed by 1 you lose one EXTRA model, so the Commissar is at best breaking even on a HWTs.
91128
New AM FAQ @ 2017/10/23 16:22:34
Post by: Xenomancers
Kanluwen wrote: Xenomancers wrote:Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
See again how it's not my problem if you opt to play on crummy tables. If you know someone is playing Manticores, it's on you to make a stink regarding the terrain setup.
Automatically Appended Next Post:
Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
Not usually. The digital versions do, I think.
Every board should have at least 2 large LOS blocking elements on it. And choice of deployment is decided by a roll off. In a tournament the terrain is preset too. So I don't see your point. LOS blocking is part of the game. Also you don't see anyone complaining about Whirlwinds do you?
42382
New AM FAQ @ 2017/10/23 16:24:21
Post by: Unit1126PLL
You know what's really OP? Whirlwinds. They ignore LOS and are immune to shooting because of it! They suck. GW please nerf them or find a way to make them not-immortal. I mean geeze, they can even fire for an UNLIMITED NUMBER OF TURNS. That's more OP even than the MANTICORE. Can you imagine a game without an end? They can do infinite wounds from their immortal hidey-hole! NERRFFFFF
722
New AM FAQ @ 2017/10/23 16:24:54
Post by: Kanluwen
Ordana wrote: Kanluwen wrote: Xenomancers wrote:Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
See again how it's not my problem if you opt to play on crummy tables. If you know someone is playing Manticores, it's on you to make a stink regarding the terrain setup.
Automatically Appended Next Post:
Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
Not usually. The digital versions do, I think.
You play without LoS blocking terrein?
Thanks for telling us, now we can disregard your opinions entirely.
Sorry, where did I say "I play without LoS blocking terr ain"?
I said it's not my problem if you choose to play on crummy tables. Ideally, tables will have LoS blocking terrain scattered evenly across the board not just with one side having all the LoS blocking terrain on their side so they can lob rockets unopposed.
20983
New AM FAQ @ 2017/10/23 16:27:05
Post by: Ratius
Cant understand the salt n rage over this FAQ. Having just read it, it seems decent, fairly well thought out and relevant.
I mean compared to not getting FAQs for like.....years, this is very welcomed and long may timely/fair updates continue.
91128
New AM FAQ @ 2017/10/23 16:28:51
Post by: Xenomancers
Unit1126PLL wrote:You know what's really OP?
Whirlwinds. They ignore LOS and are immune to shooting because of it!
They suck. GW please nerf them or find a way to make them not-immortal.
I mean geeze, they can even fire for an UNLIMITED NUMBER OF TURNS. That's more OP even than the MANTICORE.
Very funny.
2d3 Str7 ap-1 D2 48" indirect fire (unaffected by chapter tactics)
vs
2d6 (with a single reroll unless catachan) str 10 ap-2 d3 damage 120" indirect fire. for 30 more points. (can only fire 4 times? holy crap - essentially unlimited shooting)
722
New AM FAQ @ 2017/10/23 16:29:14
Post by: Kanluwen
Spoletta wrote: Kanluwen wrote:
They absolutely do not.
Special Weapon Squads are 6 models(3 with Lasguns, 3 with Specials).
Heavy Weapon Squads are 3 models, consisting of 2W each.
Ratlings are 5 models with an optional 5 more.
Tempestus Command Squads got a nerf to their points for Plasma Guns(anything BS3+ pays more now) and are 4 models in total.
If a Heavy Weapon Squad loses a model, then you're going to lose a model(meaning 2W) for Summary Execution--meaning you basically wipe out the whole squad.
Special Weapon Squads are basically going to be dead if you lose anyone in most circumstances. Same goes for Tempestus Command Squads.
And if you're referring to Heavy Weapon Teams or Special Weapon operators in Infantry Squads--you'd still be wrong, since Infantry Squads are 10 models.
Read again those profiles and understand why you are wrong.
Read again those squad sizes and understand why you should leave this thread. Automatically Appended Next Post: Ratius wrote:Cant understand the salt n rage over this FAQ. Having just read it, it seems decent, fairly well thought out and relevant.
I mean compared to not getting FAQs for like.....years, this is very welcomed and long may timely/fair updates continue.
Because it completely removes Commissars as anything other than Conscript babysitters and even then you're better off just not taking a Commissar and using the Stratagem to ignore Morale.
91128
New AM FAQ @ 2017/10/23 16:31:32
Post by: Xenomancers
Kanluwen wrote:Ordana wrote: Kanluwen wrote: Xenomancers wrote:Manticores have it pretty easy not being destroyed - they can deploy completely out of line of site if LOS blocking is available and have a lot of wounds. At the very least they can start the game in cover as far away from the enemy as possible. They are cheap enough to be spammed to and do way to much damage for their cost to a huge variety of targets.
See again how it's not my problem if you opt to play on crummy tables. If you know someone is playing Manticores, it's on you to make a stink regarding the terrain setup.
Automatically Appended Next Post:
Cothonian wrote:Silly question: When FAQs come out, do newly printed versions of the codex get those FAQ clarifications added in?
I'm having trouble keeping track of changes.
Not usually. The digital versions do, I think.
You play without LoS blocking terrein?
Thanks for telling us, now we can disregard your opinions entirely.
Sorry, where did I say "I play without LoS blocking terr ain"?
I said it's not my problem if you choose to play on crummy tables. Ideally, tables will have LoS blocking terrain scattered evenly across the board not just with one side having all the LoS blocking terrain on their side so they can lob rockets unopposed.
I know what you are saying but it's not unrealistic for any deployment zone to be able to hide a few vehicals for a few turns - it's expected.
111961
New AM FAQ @ 2017/10/23 16:36:19
Post by: Inquisitor Lord Katherine
Unit1126PLL wrote:Man, I remember mentioning that manticores are a problem in a conscript thread and I was told not to talk about Manticores.
Now, can I talk about manticores? That they've become the target instead of Conscripts?
Also, just so I can prepare in advance, would the marine players kindly tell me ahead of time what the next IG unit on the hit-list is so I can prep for it to be nerfed as well?
Well, manticores are far more efficient than all other tank and artillery units. This is, without a doubt, a problem.
However, I do not believe that Manticores are overpowered, I believe that the rest of the artillery and tank units are overpriced. Especially the Leman Russes, who should be at best equal to if not cheaper than Manticores in their stock state.
What really strikes me about the "issue" is that Space Marine players seem to lack understanding of basic priority targeting. For sure, if you dump bullets into conscripts you're going to lose, but if you crippled their artillery then it's just mop-up from there, battleshock immunity or not.
I don't think the Conscript nerf is a big deal. If anything, I guess, it makes them less attractive to having allied in to other Imperial armies, which is a good thing. Battleshock doesn't happen until after the Fight phase, so they still deny Bezerkers and Hormagaunts their thing, which is really what they need to do. I don't like it because it's the effective removal of a fairly fun and thematic effect that strongly characterizes my mental image of an army I play in concession to what I generally see as deliberate bad-ness.
I think, scratch, I know, that the problem with Conscripts comes from the conception that what is "fluffy" must not be "good" and vice versa.
722
New AM FAQ @ 2017/10/23 16:36:59
Post by: Kanluwen
Xenomancers wrote:I know what you are saying but it's not unrealistic for any deployment zone to be able to hide a few vehicals for a few turns - it's expected.
By that same vein, it's not unexpected to be able to maneuver/deploy longer ranged AT weapons for shots against those vehicles. It's also worth noting that only Militarum Tempestus have access to the "Intercept" Stratagem in the Guard book--which means they need to have their own Detachment in order to utilize it.
101163
New AM FAQ @ 2017/10/23 16:38:17
Post by: Tyel
When is the last time you saw a Whirlwind? 2nd edition?
In any case though I agree this Commissar nerf was too much. It makes the model pretty worthless even assuming its meant to be an optional ability (otherwise it does precisely nothing).
108023
New AM FAQ @ 2017/10/23 16:39:00
Post by: Marmatag
This change was absolutely necessary.
An unkillable wall of morale immune bodies is simply not fun to play against in any setting, competitive or casual.
722
New AM FAQ @ 2017/10/23 16:39:24
Post by: Kanluwen
Tyel wrote:When is the last time you saw a Whirlwind? 2nd edition?
In any case though I agree this Commissar nerf was too much. It makes the model pretty worthless even assuming its meant to be an optional ability (otherwise it does precisely nothing).
Last edition?
I saw tons of them with the Suppression formation. Automatically Appended Next Post: Marmatag wrote:This change was absolutely necessary.
An unkillable wall of morale immune bodies is simply not fun to play against in any setting, competitive or casual.
An unkillable wall of morale immune bodies that just needed to have the Commissars killed.
117032
New AM FAQ @ 2017/10/23 16:42:03
Post by: DaBraken
Kanluwen wrote:
[...]
4 point Termagant can be armed with any of the following:
Fleshborer(0 points and 12" range), Spinefists(0 points and 12" range), or Spike Rifle(0 points and 18" range).
A Devourer is 4 points extra and 18" range.
Venomthropes were brought up as you brought up that there is a "pretty big effing difference"( lol 1 point of armor and 6" of range) between GEQ and Termagants.[...]
Problem with Spike Rifles: There are no sprues for it since the old tin models from around 1996. Granted, there was a White Dwarf conversion proposal once, but you still have to build them your own.
And Devourers for 8 ppm with T3 and 6+ save isnt that much of enduring Firepower as it might seem either.
Spinefists having one S3 Shot per A profile at 12" isnt that superior to a S4 shot at 12" from Fleshborers, when you can only give it to models with A1 for (0) Points.
If your opponent is semi observant, you have to bring lots of synapse creatures or your army will crumble fast.
Edit:
For me, its often hard enough to chew through the screens, before I got shot of the board against AM/ IG. So the change to commissars just suits me well.
722
New AM FAQ @ 2017/10/23 16:45:15
Post by: Kanluwen
DaBraken wrote: Kanluwen wrote:
[...]
4 point Termagant can be armed with any of the following:
Fleshborer(0 points and 12" range), Spinefists(0 points and 12" range), or Spike Rifle(0 points and 18" range).
A Devourer is 4 points extra and 18" range.
Venomthropes were brought up as you brought up that there is a "pretty big effing difference"( lol 1 point of armor and 6" of range) between GEQ and Termagants.[...]
Problem with Spike Rifles: There are no sprues for it since the old tin models from around 1996. Granted, there was a White Dwarf conversion proposal once, but you still have to build them your own.
Or just say "These are Spike Rifles" and be consistent about it.
And Devourers for 8 ppm with T3 and 6+ save isnt that much of enduring Firepower as it might seem either.
You'll note that I did say earlier that if someone wants to argue that Devourers are overpriced, I'd be down with that. They do seem to be overpriced.
Spinefists having one S3 Shot per A profile at 12" isnt that superior to a S4 shot at 12" from Fleshborers, when you can only give it to models with A1 for (0) Points.
If your opponent is semi observant, you have to bring lots of synapse creatures or your army will crumble fast.
I feel like this is a bit of a copout. There are more Synapse units than there are units with "Summary Execution".
90435
New AM FAQ @ 2017/10/23 16:46:42
Post by: Slayer-Fan123
MechaEmperor7000 wrote: ross-128 wrote:They've somehow managed to convince themselves that every guard model ever is OP, with the possible exception of the plasma cannon sentinel (firing at ravenguard, after moving). They truly will never be satisfied.
They can be satisfied, when their scouts have AP-3 and 5 attacks, Marines can tank 3 lascannon shots per turn, Terminators can dash across the board and murder 30 models each, all of their weapons become sniper assault weapons, and each of their HQ choices grant rerolls to every single dice roll they have.
Then they will start complaining the Captain is worthless...because the Chaplain and Librarian does his job and other things, which clearly means Marines need to be buffed again.
Actually I'm also speaking for those that play Necrons and AdMech. Ball is in your court now.
110703
New AM FAQ @ 2017/10/23 16:54:41
Post by: Galas
vipoid wrote: Xenomancers wrote:Nah. the solution is that 3-4 point back feild camper models should not ignore leadership.
So what you really want is for Commissars to be removed altogether.
Got it.
Ignore-morale mechanics should be eliminated from the game barring special cases and units, and those should be costed appropiately. Morale is the weakness of the Horde Armies. They should have ways to "protect" them from Morale, but all those should be balanced and have weakness and counter-play. And no, Commisars didn't had Counter-play.
When you have whole armies like Night Lords that all of their "flavour" is working with morale, having a so easy way to ignore morale all together (And for the Horde Armies, the ones that should suffer the most from morale) is bad gameplay design.
EDIT. Scions should be cheaper and have their deep-strike hability has a point-cost extra like Primaris Reivers. Theres no reason to put them on to Tauroxes Primes.
90435
New AM FAQ @ 2017/10/23 16:55:52
Post by: Slayer-Fan123
Kanluwen wrote:Tyel wrote:When is the last time you saw a Whirlwind? 2nd edition?
In any case though I agree this Commissar nerf was too much. It makes the model pretty worthless even assuming its meant to be an optional ability (otherwise it does precisely nothing).
Last edition?
I saw tons of them with the Suppression formation.
Automatically Appended Next Post:
Marmatag wrote:This change was absolutely necessary.
An unkillable wall of morale immune bodies is simply not fun to play against in any setting, competitive or casual.
An unkillable wall of morale immune bodies that just needed to have the Commissars killed.
Mostly it was because it was one of the cheaper auxiliary options for the Gladius but yes I suppose you're right on that end. Automatically Appended Next Post: Galas wrote: vipoid wrote: Xenomancers wrote:Nah. the solution is that 3-4 point back feild camper models should not ignore leadership.
So what you really want is for Commissars to be removed altogether.
Got it.
Ignore-morale mechanics should be eliminated from the game barring special cases and units, and those should be costed appropiately. Morale is the weakness of the Horde Armies. They should have ways to "protect" them from Morale, but all those should be balanced and have weakness and counter-play. And no, Commisars didn't had Counter-play.
When you have whole armies like Night Lords that all of their "flavour" is working with morale, having a so easy way to ignore morale all together (And for the Horde Armies, the ones that should suffer the most from morale) is bad gameplay design.
Poor poor units that paid for Fear last edition...
34801
New AM FAQ @ 2017/10/23 16:56:47
Post by: MechaEmperor7000
The thing is Commissars would be a good choice if they built in good counterplay, like only allowing them to affect a certain number of units or if we had better ways to snipe characters.
85299
New AM FAQ @ 2017/10/23 16:56:58
Post by: Spoletta
Unit1126PLL wrote:Spoletta wrote: Kanluwen wrote:
They absolutely do not.
Special Weapon Squads are 6 models(3 with Lasguns, 3 with Specials).
Heavy Weapon Squads are 3 models, consisting of 2W each.
Ratlings are 5 models with an optional 5 more.
Tempestus Command Squads got a nerf to their points for Plasma Guns(anything BS3+ pays more now) and are 4 models in total.
If a Heavy Weapon Squad loses a model, then you're going to lose a model(meaning 2W) for Summary Execution--meaning you basically wipe out the whole squad.
Special Weapon Squads are basically going to be dead if you lose anyone in most circumstances. Same goes for Tempestus Command Squads.
And if you're referring to Heavy Weapon Teams or Special Weapon operators in Infantry Squads--you'd still be wrong, since Infantry Squads are 10 models.
Read again those profiles and understand why you are wrong.
I think the main reason people take issue with that is most of those options are right around the same price as the commissar.
E.G. if you have a HWS, you can either be a good bit of the way towards a second HWS, or you can spend a load of points to ensure the first HWS stays around a bit longer, maybe possibly, not sure.
EDIT: Oh wait no, never mind. The +1 Leadership (8 from 7) will save one model, but if it is failed by 1 you lose one EXTRA model, so the Commissar is at best breaking even on a HWTs.
All units i listed have ld 6 (ratlings 5). If you are not using a trait which gives +1 ld (which doesn't affect ratlings) then the commissar makes them immune to morale in the small numbers they are usually fielded, while usually losing 2 models on an hwt gives you good chances of losing the third one, losing the 3 cheap guys of a SWT means you are losing a lot of value in running weapons and don't get me started on ratlings where one dies and up to 2 can run.
110703
New AM FAQ @ 2017/10/23 16:58:32
Post by: Galas
MechaEmperor7000 wrote:The thing is Commissars would be a good choice if they built in good counterplay, like only allowing them to affect a certain number of units or if we had better ways to snipe characters.
If every army had access to some way of sniping characters in a tactical, meaningfull gameplay-way, yes. But it wasn't the case.
85299
New AM FAQ @ 2017/10/23 16:58:37
Post by: Spoletta
Kanluwen wrote:
Read again those squad sizes and understand why you should leave this thread.
Really, discussing with you is an exercise in frustration.
34801
New AM FAQ @ 2017/10/23 17:00:21
Post by: MechaEmperor7000
Galas wrote: MechaEmperor7000 wrote:The thing is Commissars would be a good choice if they built in good counterplay, like only allowing them to affect a certain number of units or if we had better ways to snipe characters.
If every army had access to some way of sniping characters in a tactical, meaningfull gameplay-way, yes. But it wasn't the case.
I feel like the sniper problem might be similar to the flyer problem of early 6th, as we'll slowly have this problem solved as the edition goes on and we get new releases (like actual new releases, not catchup-codexes). At least that's what I hope.
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