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Guardsmen 5 pts per model. @ 2018/08/04 03:34:05


Post by: bibotot


The complaint right now is how useless the Conscripts are compared to Guardsman. So how about bringing the Guardsmen to 5 points per model and give them some special rule? What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Guardsmen 5 pts per model. @ 2018/08/04 03:48:43


Post by: Billagio


I think Guardsmen at 5 with no other changes to them and boyz at 6 is pretty fair. This is from someone who plays both armies


Guardsmen 5 pts per model. @ 2018/08/04 03:52:20


Post by: Dandelion


A lot of people are for 5pt guardsmen, including guard players. However, as is expected, there are many who think 4pt guard is fine.
Kanluwen should be along shortly to tell you why 5pt guard is bad.


Guardsmen 5 pts per model. @ 2018/08/04 04:03:45


Post by: Peregrine


bibotot wrote:
What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Then you'll need to buff IG stats, because currently that 4-point guardsman is worse than the ork at everything except the 5+ armor save (remember, the ork has a better gun to offset BS 5+). If boyz are overwhelming them with numbers they'd have to be more like space marine level in stats to justify a 10-15 ppm cost.


Guardsmen 5 pts per model. @ 2018/08/04 04:27:13


Post by: ClockworkZion


 Peregrine wrote:
bibotot wrote:
What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Then you'll need to buff IG stats, because currently that 4-point guardsman is worse than the ork at everything except the 5+ armor save (remember, the ork has a better gun to offset BS 5+). If boyz are overwhelming them with numbers they'd have to be more like space marine level in stats to justify a 10-15 ppm cost.

Well that or give everything (that isn't a Marine ) a points bump to fix the issue.


Guardsmen 5 pts per model. @ 2018/08/04 04:40:05


Post by: Colonel Cross


If comparison to orks is your reasoning, how about you just wait until the codex comes out first?


Guardsmen 5 pts per model. @ 2018/08/04 05:33:03


Post by: Dakka Flakka Flame


 Colonel Cross wrote:
If comparison to orks is your reasoning, how about you just wait until the codex comes out first?

Yeah, it's hard to say what position Boyz will be in when the Codex drops. Maybe they'll get a lot better. Maybe they'll go up in points. Maybe both. Maybe neither.


As far as Orks overwhelming Guard through numbers, I never thought a Guardsman was supposed to be significantly better than your average Ork Boy. Better at certain things, yes, but not better overall. I always figured a trained "normal" human soldier and an Ork Boy were roughly evenly matched.

The Orks often overwhelm the Guard through numbers in the novels, but that's because they're frequently conducting frontal assaults on fortified positions. In game terms that would be like the Imperium side having as many points in fortifications as regular models.


Guardsmen 5 pts per model. @ 2018/08/04 06:01:38


Post by: BrianDavion


 Dakka Flakka Flame wrote:
 Colonel Cross wrote:
If comparison to orks is your reasoning, how about you just wait until the codex comes out first?

Yeah, it's hard to say what position Boyz will be in when the Codex drops. Maybe they'll get a lot better. Maybe they'll go up in points. Maybe both. Maybe neither.


As far as Orks overwhelming Guard through numbers, I never thought a Guardsman was supposed to be significantly better than your average Ork Boy. Better at certain things, yes, but not better overall. I always figured a trained "normal" human soldier and an Ork Boy were roughly evenly matched.

The Orks often overwhelm the Guard through numbers in the novels, but that's because they're frequently conducting frontal assaults on fortified positions. In game terms that would be like the Imperium side having as many points in fortifications as regular models.


keep in mind if we pointed by commonality in the novels a Necron warrior would be Imperial Guardsman cheap


Guardsmen 5 pts per model. @ 2018/08/04 06:10:03


Post by: Dakka Flakka Flame


I thought we were talking about pointing them based on effectiveness, and having the effectiveness be somewhat inline with what it is in the fluff. If we're talking about pointing them based on how common they are in-universe I'm going to have to wheel around a big 55 gallon drum full of .001 point greenskins and use a shovel to speed up deployment.

Insert standard caveat about how points have to be somewhat flattened for the sake of gameplay because if every Space Marine was like they are in the books they'd individually be Lords of War. (I do wish regular Space Marines had a more elite stat line though.)


Guardsmen 5 pts per model. @ 2018/08/04 09:18:29


Post by: tneva82


Something to keep in mind is ig army and ig soup. Point up doesn#t really hurt soup that much but that's how ig is effectively run. Pure ig, already mid pack, would be massacred.

Problem is in soup. Fix that rather than gw style bandaid and ignore real problem like the stupid max 3 datasheet one


Guardsmen 5 pts per model. @ 2018/08/04 09:47:19


Post by: Scott-S6


 Dakka Flakka Flame wrote:
 Colonel Cross wrote:
If comparison to orks is your reasoning, how about you just wait until the codex comes out first?

Yeah, it's hard to say what position Boyz will be in when the Codex drops. Maybe they'll get a lot better. Maybe they'll go up in points. Maybe both. Maybe neither.


As far as Orks overwhelming Guard through numbers, I never thought a Guardsman was supposed to be significantly better than your average Ork Boy. Better at certain things, yes, but not better overall. I always figured a trained "normal" human soldier and an Ork Boy were roughly evenly matched.

The Orks often overwhelm the Guard through numbers in the novels, but that's because they're frequently conducting frontal assaults on fortified positions. In game terms that would be like the Imperium side having as many points in fortifications as regular models.

Exactly - Orks overwhelm guard with numbers because there are lots of orks and they tend to mass for assaults, not because one guardsman is significantly better than one ork which is what would need to be the case if that numerical superiority was to be reflected in points.


Guardsmen 5 pts per model. @ 2018/08/04 09:51:18


Post by: Nemesis234


I play my friend often and he brings tau fire warriors shooting str5 30" and with buff giving 3 shots at 15" for 7 points per model. if my guard went up to 5 points... you gotta be kidding.


Guardsmen 5 pts per model. @ 2018/08/04 10:13:45


Post by: Galas


tneva82 wrote:
Something to keep in mind is ig army and ig soup. Point up doesn#t really hurt soup that much but that's how ig is effectively run. Pure ig, already mid pack, would be massacred.

Problem is in soup. Fix that rather than gw style bandaid and ignore real problem like the stupid max 3 datasheet one


Thus is just plain wrong, by math (Theres no point efficient way to kill guardsmen) and by analisis of the meta: Guard is the third strongest monofaction of the game after Drukhari and CWE.
All Imperial Soup armies NEED the guard cp farm to work. Remove it and Soup will die, and Guard will go up again because there would bee no more Imperial or Chaos soup to have it check in place.

Guard infantry should go to 5ppm, Firewarriors and Skitarii Rangers to 8ppm, and Kabalites and Ork boyz post codex (unless their sinergies are nerfed some other way) should be 7ppm.
And make Necron Warriors 10ppm with BS4+ now that you are at it.


Guardsmen 5 pts per model. @ 2018/08/04 10:35:59


Post by: Ice_can


Nemesis234 wrote:
I play my friend often and he brings tau fire warriors shooting str5 30" and with buff giving 3 shots at 15" for 7 points per model. if my guard went up to 5 points... you gotta be kidding.

That buff is from a basically mandatory 42pt charictor for a faction that doesn't have soup options. They also have no CC ability at all, Tau should be outshooting guardsmen as they will loose to guardsmen in CC.
Also Tau and Admech are still placing behind mono guard at tournaments


Guardsmen 5 pts per model. @ 2018/08/04 11:47:20


Post by: kurhanik


 Galas wrote:
tneva82 wrote:
Something to keep in mind is ig army and ig soup. Point up doesn#t really hurt soup that much but that's how ig is effectively run. Pure ig, already mid pack, would be massacred.

Problem is in soup. Fix that rather than gw style bandaid and ignore real problem like the stupid max 3 datasheet one


Thus is just plain wrong, by math (Theres no point efficient way to kill guardsmen) and by analisis of the meta: Guard is the third strongest monofaction of the game after Drukhari and CWE.
All Imperial Soup armies NEED the guard cp farm to work. Remove it and Soup will die, and Guard will go up again because there would bee no more Imperial or Chaos soup to have it check in place.

Guard infantry should go to 5ppm, Firewarriors and Skitarii Rangers to 8ppm, and Kabalites and Ork boyz post codex (unless their sinergies are nerfed some other way) should be 7ppm.
And make Necron Warriors 10ppm with BS4+ now that you are at it.


Was gonna chime in to say this but you beat me to it. Most of the other bottom end units need a look over on their points, not just Guardsmen. Changing one but not the others just removes an item from the choices of what to spam, much like how Conscripts disappeared overnight after getting nerfed. If Guardsmen get nerfed enough without say Skitarii seeing it, you'll just start seeing units of Skitarii escorting a single Enginseer on every battlefield for a 145 point Battalion.

Its the problem with 8th that after the initial indices, most codices have seen points drop, bringing us back to a race to the bottom.


Guardsmen 5 pts per model. @ 2018/08/04 12:14:15


Post by: PiñaColada


kurhanik wrote:

Was gonna chime in to say this but you beat me to it. Most of the other bottom end units need a look over on their points, not just Guardsmen. Changing one but not the others just removes an item from the choices of what to spam, much like how Conscripts disappeared overnight after getting nerfed. If Guardsmen get nerfed enough without say Skitarii seeing it, you'll just start seeing units of Skitarii escorting a single Enginseer on every battlefield for a 145 point Battalion.

Its the problem with 8th that after the initial indices, most codices have seen points drop, bringing us back to a race to the bottom.

A battalion is 2HQs and 3 troops. Minimum cost for a skitarii battalion is 199 points. 2x 47 for the enginseers and 3x35 for the three groups of 5 basic rangers. Even if guardsmen went up a point each that battalion would probably be better in most instances since they get so much more board control (32 bodies rather than 17). But as someone who plays skitarii I wouldn't be heartbroken if they went up a point I guess.


Guardsmen 5 pts per model. @ 2018/08/04 12:16:54


Post by: KurtAngle2


tneva82 wrote:
Something to keep in mind is ig army and ig soup. Point up doesn#t really hurt soup that much but that's how ig is effectively run. Pure ig, already mid pack, would be massacred.

Problem is in soup. Fix that rather than gw style bandaid and ignore real problem like the stupid max 3 datasheet one


Pure IG middle of the pack? They were the best army both taken standalone and in soup context from ITC July 2018 Rankings....pfffff


Guardsmen 5 pts per model. @ 2018/08/04 12:43:14


Post by: ShredderShards


Dandelion wrote:A lot of people are for 5pt guardsmen, including guard players. However, as is expected, there are many who think 4pt guard is fine.
Kanluwen should be along shortly to tell you why 5pt guard is bad.

That guy argued himself into a corner in the last thread he tried that in and then basically stopped responding. If he restarts it in here instead of responding to the counter arguments he'd already been given, then he should probably be infracted for just trolling at that point.


Ice_can wrote:
Nemesis234 wrote:
I play my friend often and he brings tau fire warriors shooting str5 30" and with buff giving 3 shots at 15" for 7 points per model. if my guard went up to 5 points... you gotta be kidding.

That buff is from a basically mandatory 42pt charictor for a faction that doesn't have soup options. They also have no CC ability at all, Tau should be outshooting guardsmen as they will loose to guardsmen in CC.
Also Tau and Admech are still placing behind mono guard at tournaments


This. Looking at the army as a whole, AM does not need 4 pt Guardsmen. Hell, us Tau might not even need 7 pt Firewarriors, but lets take this step at a time.


Guardsmen 5 pts per model. @ 2018/08/04 12:56:55


Post by: SemperMortis


 Peregrine wrote:
bibotot wrote:
What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Then you'll need to buff IG stats, because currently that 4-point guardsman is worse than the ork at everything except the 5+ armor save (remember, the ork has a better gun to offset BS 5+). If boyz are overwhelming them with numbers they'd have to be more like space marine level in stats to justify a 10-15 ppm cost.


I'm sorry, a 18' range assault 2 S4 weapon is better then a range 24 S3 weapon? yeah I mean in a complete vacuum it is, right up until you realize IG get a number of shooting buffs and orkz get exactly zero.

30 Boyz at range 18 get 60 shots, 20 hits and against IG get about 13 wounds, IG get a 5+ save and you end up with 8-9 dead guard. IG at 24 get 45 shots, 22.5 hits and 7 wounds for 6 dead Orkz, add in the orders and shooting buffs and it gets even more lopsided really quickly. But yeah, sure, in a complete vacuum, devoid of points and anything else that matters a S4 weapon is better then a S3 weapon.


Guardsmen 5 pts per model. @ 2018/08/04 13:05:22


Post by: tneva82


If guard troops are so awesome why guard isn't dominating tournaments but instead are 32 guy cp batteries instead...whoo! 32 guys. 30pts more for competive armies to buy. Super awesome guard troops that competive armies bring bare minimum required.

Some guys here are still in year old meta it seems. Maybe refresh up a bit. Guard has fallen way off except for min battallion for cp with maybe few mortars


Guardsmen 5 pts per model. @ 2018/08/04 13:36:07


Post by: SHUPPET


tneva82 wrote:
If guard troops are so awesome why guard isn't dominating tournaments but instead are 32 guy cp batteries instead...whoo! 32 guys. 30pts more for competive armies to buy. Super awesome guard troops that competive armies bring bare minimum required.

Some guys here are still in year old meta it seems. Maybe refresh up a bit. Guard has fallen way off except for min battallion for cp with maybe few mortars

I love when people just blurt out some colossally ignorant statements like this without having done any fact checking first.

BAO, one of the biggest 40k events of the year, just finished last weekend. The #1 army on the top tables was Guard. This is EXCLUDING the CP batteries, and pretending that they aren't also taking 3 full units of Guardsmen, for the sake of this argument. Of the top 10, 3 were Guard primaries, already more than any other army (with 3 MORE armies taking Guard as allies). Hell, the amount of Guard Primaries in the top 10 alone, outnumbered every other army even going back to top 20.

Of those top 3 Guard players, the two higher placing ones got there by maxing out on Guardsmen.




It's time to admit you didn't really verify any of what you just said before blurting it out off emotion.


Guardsmen 5 pts per model. @ 2018/08/04 13:42:28


Post by: Galas


tneva82 wrote:
If guard troops are so awesome why guard isn't dominating tournaments but instead are 32 guy cp batteries instead...whoo! 32 guys. 30pts more for competive armies to buy. Super awesome guard troops that competive armies bring bare minimum required.

Some guys here are still in year old meta it seems. Maybe refresh up a bit. Guard has fallen way off except for min battallion for cp with maybe few mortars

Guard is not dominating tournamebts because... Oh wait they are even against soup. Theres not many tournaments out there without a couple pure guard armies on top 10.

The harsh reality is that if you nerf soup as many "IG is not op, only cp bateries are" apologists want, then Guard (and drukhari) will become even more dominant. Pure Custodes and pure BA lists wont make the cut as they do now without souping. And imperial knights suffer a lot without IG support.


Guardsmen 5 pts per model. @ 2018/08/04 13:49:26


Post by: SHUPPET


I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


Guardsmen 5 pts per model. @ 2018/08/04 13:56:53


Post by: Ice_can


The BAO results where just discussed by FLG and Guard where the onlu faction to have 3 primary detachments in the top 10.
More than craftworld or drukari individually. But less than aldari combined.

Guard are no slouch's in competitive settings. They are only kept in check by Aeldari cheesey Alitoc-2 or more to hit.


Guardsmen 5 pts per model. @ 2018/08/04 13:58:23


Post by: Xenomancers


 Peregrine wrote:
bibotot wrote:
What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Then you'll need to buff IG stats, because currently that 4-point guardsman is worse than the ork at everything except the 5+ armor save (remember, the ork has a better gun to offset BS 5+). If boyz are overwhelming them with numbers they'd have to be more like space marine level in stats to justify a 10-15 ppm cost.


Ork has a better gun to offset the bs5+. They do about the same damage when they shoot targets. The ork also has T4 to ofset the 6+ save - the main difference it has to pay for is more attacks. Honestly +1 attack is worth more than a 1 point difference. They also come in 30 man squads - which allows the unit to make most out of buffs.

5 point guardsmen is about the easiest change they can make to the game. They are clearly OP. Compare them to a 5 point termagant - they are better in every way except movement. They even beat 5 point hormagants in assault.


Automatically Appended Next Post:
Ice_can wrote:
The BAO results where just discussed by FLG and Guard where the onlu faction to have 3 primary detachments in the top 10.
More than craftworld or drukari individually. But less than aldari combined.

Guard are no slouch's in competitive settings. They are only kept in check by Aeldari cheesey Alitoc-2 or more to hit.

Yep - plus those mechanics are clearly unfair. Those mechanics ruin every shooting armies day. It's too bad they exist because outside of the -1 to hit shenanigans guard clearly blast everyone off the table.


Guardsmen 5 pts per model. @ 2018/08/04 14:14:10


Post by: Asmodios


 SHUPPET wrote:
tneva82 wrote:
If guard troops are so awesome why guard isn't dominating tournaments but instead are 32 guy cp batteries instead...whoo! 32 guys. 30pts more for competive armies to buy. Super awesome guard troops that competive armies bring bare minimum required.

Some guys here are still in year old meta it seems. Maybe refresh up a bit. Guard has fallen way off except for min battallion for cp with maybe few mortars

I love when people just blurt out some colossally ignorant statements like this without having done any fact checking first.

BAO, one of the biggest 40k events of the year, just finished last weekend. The #1 army on the top tables was Guard. This is EXCLUDING the CP batteries, and pretending that they aren't also taking 3 full units of Guardsmen, for the sake of this argument. Of the top 10, 3 were Guard primaries, already more than any other army (with 3 MORE armies taking Guard as allies). Hell, the amount of Guard Primaries in the top 10 alone, outnumbered every other army even going back to top 20.

Of those top 3 Guard players, the two higher placing ones got there by maxing out on Guardsmen.




It's time to admit you didn't really verify any of what you just said before blurting it out off emotion.

From the videos I watched (I do not have BCP so i could be wrong) none of those top guard lists were mono guard. While some were guard dominate they still included things like smash captains and jet bikes. While a guard "primary" army is obviously a majority of guard it is still not mono guard. I don't think anyone is arguing that guard+something is insanely strong. My concern is the continuous nerfing of guard because of their ability to be an insanely good option for soup, until people who play mono guard end up having a bottom tier army.


Guardsmen 5 pts per model. @ 2018/08/04 14:20:44


Post by: Ice_can


So a 2k list with 1.5k of guard isn't a guard list?

If your talking 800 points of 1 faction 700 of another and 500 og a third faction, thats not representative, but with 1.5k of a faction removing that 500 points of weakness covering isn't suddenly going to make the list uncompetitive as that 1.5k has to be doing a decent chunk of the work or it wouldn't be in a competitive list.


Guardsmen 5 pts per model. @ 2018/08/04 14:27:04


Post by: Asmodios


Ice_can wrote:
So a 2k list with 1.5k of guard isn't a guard list?

If your talking 800 points of 1 faction 700 of another and 500 og a third faction, thats not representative, but with 1.5k of a faction removing that 500 points of weakness covering isn't suddenly going to make the list uncompetitive as that 1.5k has to be doing a decent chunk of the work or it wouldn't be in a competitive list.

That 500 points is typically adding something that the IG does not have in its arsenal and something to channel the majority of CP into. Id argue that if IG was broken we would be seeing full 2k points of guard constantly. Once again correct me if I'm wrong but didn't 4 of the 5 top lists include knights? while they might not have been the majority in those lists does this not show that including a knight is just as key to having a winning list as including IG is? All these finishings keep seeming to highlight to me is that Army x+ Army y is very powerful as other then DE Im never really seeing mono factions at the top


Guardsmen 5 pts per model. @ 2018/08/04 14:29:15


Post by: Xenomancers


No one plays mono guard because they can cover the armies weakness with allies. Why wouldn't you do that? It doesn't mean mono guard is bad. Mono guard is actually very strong. It just struggles against aliotoc.

Plus - like you said - it really just taking the most advantage of their command points as they can.


Guardsmen 5 pts per model. @ 2018/08/04 14:30:24


Post by: Asmodios


 Xenomancers wrote:
No one plays mono guard because they can cover the armies weakness with allies. Why wouldn't you do that? It doesn't mean mono guard is bad. Mono guard is actually very strong. It just struggles against aliotoc.

Plus - like you said - it really just taking the most advantage of their command points as they can.

I play 100% mono guard


Guardsmen 5 pts per model. @ 2018/08/04 14:47:34


Post by: SHUPPET


Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.


Guardsmen 5 pts per model. @ 2018/08/04 14:59:24


Post by: Asmodios


 SHUPPET wrote:
Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.

So you are admitting that not a single one of those lists was mono guard..... So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating. While you're saying I have no clue it sounds like what I heard on signals from the frontline and the long war are true. The top "IG" lists that made the top ten were guard with a knight and one guard with jetbikes. But not a single mono IG army did make the top 10. It seems that being able to take strong faction a + strong faction b is pushing out any list that doesnt do that and any army that cant.


Guardsmen 5 pts per model. @ 2018/08/04 15:00:53


Post by: Galas


 SHUPPET wrote:
I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


I agree with both of your statements. I was just saying that many people uses the "IG is only used for CP in soup" as a proof that IG isn't good but... they are just wrong.


And if you remove soups from the game, is not like IG hasn't Bullgryns to cover the loss of Jetbike Captains and Smash fester. Of course, they aren't that strong, no way, and IG would probably just take more artillery and infantry. But is an example of how IG can absolutely substitute what Jetbike and BA Captains do with their own units. But Blood Angels and Adeptus Custodes can't change what Imperial Guard provides for them if you remove soup.

" So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating."
Because that is not how this works. Tau in 7th weren't a problem? Weren't they OP? And they didn't even won tournaments because Demons and Eldar where so busted. IG are in the same place.


Guardsmen 5 pts per model. @ 2018/08/04 15:04:55


Post by: SHUPPET


Asmodios wrote:
 SHUPPET wrote:
Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.

So you are admitting that not a single one of those lists was mono guard..... So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating. While you're saying I have no clue it sounds like what I heard on signals from the frontline and the long war are true. The top "IG" lists that made the top ten were guard with a knight and one guard with jetbikes. But not a single mono IG army did make the top 10.

Perhaps you missed the part where not a single mono-anything army made top 10. I'm not even sure that there was 10 players at that tournament with mono armies.

Unless you are outright saying right now that you think Tau and Tyranids are two most broken armies in the game right now, you need to reconsider your stance. Having the option to take Knights, Custodes, Captains, whatever else as the supporting core of your main army is not a NEGATIVE of your army, its one of their strengths. Primary factions, IG dominated, any other standards are just idiotic and do absolutely nothing to represent which armies are competitive right now. By your logic DE doesn't even exist right now.


Automatically Appended Next Post:
 Galas wrote:
 SHUPPET wrote:
I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


I agree with both of your statements. I was just saying that many people uses the "IG is only used for CP in soup" as a proof that IG isn't good but... they are just wrong.


I agree with all that you said too, I was mostly just expanding a little, to be clear. I chose not to quote you to try make it clearer that I wasn't directing my words as a counter to anything you said, my bad if it came across that way anyway though.


Guardsmen 5 pts per model. @ 2018/08/04 15:07:43


Post by: Galas


Nah, in the case of a misunderstanding on the internet put the blame always in the non-native speaker My fault!


Guardsmen 5 pts per model. @ 2018/08/04 15:25:47


Post by: Asmodios


[
Spoiler:
quote=SHUPPET 761590 10094566 0420dfac640419e1dd48e050ee0e6e96.jpg]
Asmodios wrote:
 SHUPPET wrote:
Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.

So you are admitting that not a single one of those lists was mono guard..... So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating. While you're saying I have no clue it sounds like what I heard on signals from the frontline and the long war are true. The top "IG" lists that made the top ten were guard with a knight and one guard with jetbikes. But not a single mono IG army did make the top 10.

Perhaps you missed the part where not a single mono-anything army made top 10. I'm not even sure that there was 10 players at that tournament with mono armies.

Unless you are outright saying right now that you think Tau and Tyranids are two most broken armies in the game right now, you need to reconsider your stance. Having the option to take Knights, Custodes, Captains, whatever else as the supporting core of your main army is not a NEGATIVE of your army, its one of their strengths. Primary factions, IG dominated, any other standards are just idiotic and do absolutely nothing to represent which armies are competitive right now. By your logic DE doesn't even exist right now.


Automatically Appended Next Post:
 Galas wrote:
 SHUPPET wrote:
I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


I agree with both of your statements. I was just saying that many people uses the "IG is only used for CP in soup" as a proof that IG isn't good but... they are just wrong.


I agree with all that you said too, I was mostly just expanding a little, to be clear. I chose not to quote you to try make it clearer that I wasn't directing my words as a counter to anything you said, my bad if it came across that way anyway though.

You are now actively moving the goalpost. The orignial topic of the thread is that IG is broken because of 5point guard. I have pointed out that while 3 of the top 5 included guard 4 of the top 5 included knights. On top of this not a single IG army was mono. The evidence presented that
>the top 10 at BAO included a lot of guard
>IG must be broken
But if IG were truly broken you would be seeing not only mono IG but a high prevalence of said broken unit. Infantry can still be spammed so why aren't we seeing 200 IG infantry running around the field? On top of this we are seeing that knights are also included in almost all these top lists so why isn't the discussion "Knights are OP"
The only evidence presented seems to once again in 8th be that soup is broken which I fully agree and yes cheep IG contribute heavily to this. But considering the winning like included 0 IG but did need knights, it seems disingenuous to place the blame solely on IG


Guardsmen 5 pts per model. @ 2018/08/04 15:29:50


Post by: Slayer-Fan123


Asmodios wrote:
[
Spoiler:
quote=SHUPPET 761590 10094566 0420dfac640419e1dd48e050ee0e6e96.jpg]
Asmodios wrote:
 SHUPPET wrote:
Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.

So you are admitting that not a single one of those lists was mono guard..... So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating. While you're saying I have no clue it sounds like what I heard on signals from the frontline and the long war are true. The top "IG" lists that made the top ten were guard with a knight and one guard with jetbikes. But not a single mono IG army did make the top 10.

Perhaps you missed the part where not a single mono-anything army made top 10. I'm not even sure that there was 10 players at that tournament with mono armies.

Unless you are outright saying right now that you think Tau and Tyranids are two most broken armies in the game right now, you need to reconsider your stance. Having the option to take Knights, Custodes, Captains, whatever else as the supporting core of your main army is not a NEGATIVE of your army, its one of their strengths. Primary factions, IG dominated, any other standards are just idiotic and do absolutely nothing to represent which armies are competitive right now. By your logic DE doesn't even exist right now.


Automatically Appended Next Post:
 Galas wrote:
 SHUPPET wrote:
I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


I agree with both of your statements. I was just saying that many people uses the "IG is only used for CP in soup" as a proof that IG isn't good but... they are just wrong.


I agree with all that you said too, I was mostly just expanding a little, to be clear. I chose not to quote you to try make it clearer that I wasn't directing my words as a counter to anything you said, my bad if it came across that way anyway though.

You are now actively moving the goalpost. The orignial topic of the thread is that IG is broken because of 5point guard. I have pointed out that while 3 of the top 5 included guard 4 of the top 5 included knights. On top of this not a single IG army was mono. The evidence presented that
>the top 10 at BAO included a lot of guard
>IG must be broken
But if IG were truly broken you would be seeing not only mono IG but a high prevalence of said broken unit. Infantry can still be spammed so why aren't we seeing 200 IG infantry running around the field? On top of this we are seeing that knights are also included in almost all these top lists so why isn't the discussion "Knights are OP"
The only evidence presented seems to once again in 8th be that soup is broken which I fully agree and yes cheep IG contribute heavily to this. But considering the winning like included 0 IG but did need knights, it seems disingenuous to place the blame solely on IG
It IS solely their fault as all the armies fall apart the moment you remove Guard.


Guardsmen 5 pts per model. @ 2018/08/04 15:33:46


Post by: greatbigtree


Pure Guard player. Not a tournament goer. I think 5 ppm Guardsmen would be fine.

It would be a roughly 40 to 50 point increase in my typical list, I could swing that without any real problem. I think it would help balance IG / SM somewhat, which is good for most games I play.


Guardsmen 5 pts per model. @ 2018/08/04 15:40:41


Post by: Asmodios


Spoiler:
Slayer-Fan123 wrote:
Asmodios wrote:
[[spoiler]quote=SHUPPET 761590 10094566 0420dfac640419e1dd48e050ee0e6e96.jpg]
Asmodios wrote:
 SHUPPET wrote:
Asmodios wrote:
While some were guard dominate they still included things like smash captains and jet bikes.


Not a single Guard list of the 3 that made top 3, included Custodes. 1 of the 3 included a jump captain.

If you admittedly have no idea what you are talking about, why immediately discount facts, with baseless and incorrect speculation?






Regardless, it's a nonsense argument anyway, as if we discount armies to take allies from the top tables, then NOBODY made top 10, and to the surprise of nobody, the most successful army in the tournament is Tau, all the way down near the bottom of the top 20, as the first army to place without taking an ally - because they cannot.



The statement was made about Guard not kicking ass in tournaments. That's demonstrably false unless you use absurd, arbitrary restrictions to cut the majority of the game, Guard included, out of the discussion.

The only sensible way to do it is looking at primarys.

So you are admitting that not a single one of those lists was mono guard..... So if guard infantry squads are the issue why aren't we seeing mono IG lists with 200 guardsmen just dominating. While you're saying I have no clue it sounds like what I heard on signals from the frontline and the long war are true. The top "IG" lists that made the top ten were guard with a knight and one guard with jetbikes. But not a single mono IG army did make the top 10.

Perhaps you missed the part where not a single mono-anything army made top 10. I'm not even sure that there was 10 players at that tournament with mono armies.

Unless you are outright saying right now that you think Tau and Tyranids are two most broken armies in the game right now, you need to reconsider your stance. Having the option to take Knights, Custodes, Captains, whatever else as the supporting core of your main army is not a NEGATIVE of your army, its one of their strengths. Primary factions, IG dominated, any other standards are just idiotic and do absolutely nothing to represent which armies are competitive right now. By your logic DE doesn't even exist right now.


Automatically Appended Next Post:
 Galas wrote:
 SHUPPET wrote:
I think allied detachments should be nerfed. Needing to take a bunch of IG to make your army work solo, is just bad design. That being said, other adjustments need to go hand in hand,


I agree with both of your statements. I was just saying that many people uses the "IG is only used for CP in soup" as a proof that IG isn't good but... they are just wrong.


I agree with all that you said too, I was mostly just expanding a little, to be clear. I chose not to quote you to try make it clearer that I wasn't directing my words as a counter to anything you said, my bad if it came across that way anyway though.

You are now actively moving the goalpost. The orignial topic of the thread is that IG is broken because of 5point guard. I have pointed out that while 3 of the top 5 included guard 4 of the top 5 included knights. On top of this not a single IG army was mono. The evidence presented that
>the top 10 at BAO included a lot of guard
>IG must be broken
But if IG were truly broken you would be seeing not only mono IG but a high prevalence of said broken unit. Infantry can still be spammed so why aren't we seeing 200 IG infantry running around the field? On top of this we are seeing that knights are also included in almost all these top lists so why isn't the discussion "Knights are OP"
The only evidence presented seems to once again in 8th be that soup is broken which I fully agree and yes cheep IG contribute heavily to this. But considering the winning like included 0 IG but did need knights, it seems disingenuous to place the blame solely on IG

It IS solely their fault as all the armies fall apart the moment you remove Guard.
[/spoiler]
But the armies equally "fall apart" as soon as you remove knights..... 4 of the top 5 lists wouldnt be their without knights


Guardsmen 5 pts per model. @ 2018/08/04 15:44:15


Post by: SHUPPET


Asmodios wrote:

You are now actively moving the goalpost. The orignial topic of the thread is that IG is broken because of 5point guard. I have pointed out that while 3 of the top 5 included guard 4 of the top 5 included knights. On top of this not a single IG army was mono. The evidence presented that
>the top 10 at BAO included a lot of guard
>IG must be broken
But if IG were truly broken you would be seeing not only mono IG but a high prevalence of said broken unit. Infantry can still be spammed so why aren't we seeing 200 IG infantry running around the field? On top of this we are seeing that knights are also included in almost all these top lists so why isn't the discussion "Knights are OP"
The only evidence presented seems to once again in 8th be that soup is broken which I fully agree and yes cheep IG contribute heavily to this. But considering the winning like included 0 IG but did need knights, it seems disingenuous to place the blame solely on IG

Wait, so you want to exclude Guard allied detachments as not counting towards the strength of Guard, but will include allied single-Knight detachments as contributing to the strength of Knights?

Wait, you think that that pointing out that Guard are doing really well in tournament, in direct response to someone claiming they are not, is somehow moving the goalposts, while you've come in here and made a bunch of arbitrary restrictions to suit your agenda, restrictions not at all present at tournaments, and restrictions that excludes 95% of the game, from this same discussion of what's doing well at tournaments?

Wait, you didn't see that the winning list won based off opponent resistance, and the Guard primary army also went undefeated?

Wait, you are claiming that I said Knights are fine based off absolutely nothing, even though I've spoken out about them in the past in topics relevant to them, just like I'm doing here in topics relevant to IG?




Stop posting for a couple of days, and spend the time thinking about what is motivating you to post like this. You are the walking definition of "moving the goalposts", and even when it comes to those moving nets you aren't being even remotely objective, you came in here downplaying Guard before you even knew what the lists were.


Guardsmen 5 pts per model. @ 2018/08/04 15:57:06


Post by: Asmodios


 SHUPPET wrote:
Asmodios wrote:

You are now actively moving the goalpost. The orignial topic of the thread is that IG is broken because of 5point guard. I have pointed out that while 3 of the top 5 included guard 4 of the top 5 included knights. On top of this not a single IG army was mono. The evidence presented that
>the top 10 at BAO included a lot of guard
>IG must be broken
But if IG were truly broken you would be seeing not only mono IG but a high prevalence of said broken unit. Infantry can still be spammed so why aren't we seeing 200 IG infantry running around the field? On top of this we are seeing that knights are also included in almost all these top lists so why isn't the discussion "Knights are OP"
The only evidence presented seems to once again in 8th be that soup is broken which I fully agree and yes cheep IG contribute heavily to this. But considering the winning like included 0 IG but did need knights, it seems disingenuous to place the blame solely on IG

Wait, so you want to exclude Guard allied detachments as not counting towards the strength of Guard, but will include allied single-Knight detachments as contributing to the strength of Knights?

Wait, you think that that pointing out that Guard are doing really well in tournament, in direct response to someone claiming they are not, is somehow moving the goalposts, while you've come in here and made a bunch of arbitrary restrictions to suit your agenda, restrictions not at all present at tournaments, and restrictions that excludes 95% of the game, from this same discussion of what's doing well at tournaments?

Wait, you didn't see that the winning list won based off opponent resistance, and the Guard primary army also went undefeated?

Wait, you are claiming that I said Knights are fine based off absolutely nothing, even though I've spoken out about them in the past in topics relevant to them, just like I'm doing here in topics relevant to IG?




Stop posting for a couple of days, and spend the time thinking about what is motivating you to post like this. You are the walking definition of "moving the goalposts", and even when it comes to those moving nets you aren't being even remotely objective, you came in here downplaying Guard before you even knew what the lists were.

Way to miss represent what I'm saying (i notice this as a trend in your posts instead of actively answering any questions that differ from your view)

What you seem to be ignoring is that
1. No list your pointing at is mono guard (showing that guard need something added from another army to compete at the top tables)
2. More of the top lists had "Knights" in common then "IG" in common
If you are going to point to a tournaments outcome as a reason to nerf x because of how much it appeared then you cannot ignore the inclusion of y which appeared more frequently (and won the entire event)

You are asking to nerf a single unit x to address an issue with soup in general. Not only will this not change the prevalence of soup it will just decrease the appearence of x to the portion of y. You can keep increasing the cost of x over and over until you not see slightly less optimized soup including second cheap z unit. You will have then severely hurt mono army player that has access to unit x and only slightly reduced the effectiveness of the soup army that can pick the next best unit from a-z. What they should focus on is addressing issues that each faction has so they are not reliant on soup as some factions will never have this option and thus can never be balanced on a level playing field

Edit:
I also aparently knew exactly what the lists were by listening to podcasts just wanted to be safe and not present it as fact as i did not have them infront of me..... but it iss 100% what i listened to and now you confirmed it.


Guardsmen 5 pts per model. @ 2018/08/04 16:09:34


Post by: Trollbert


If 5 ppm Guardsmen removed mono guard from tournaments, then they'd be in line with most other mono armies, so what's the problem?

Why should IG be one of the only armies that are competitve as a mono army?


Guardsmen 5 pts per model. @ 2018/08/04 16:18:15


Post by: Asmodios


Trollbert wrote:
If 5 ppm Guardsmen removed mono guard from tournaments, then they'd be in line with most other mono armies, so what's the problem?

Why should IG be one of the only armies that are competitve as a mono army?

I would like to see all mono armies competitive but my guess is they are not the top mono army (while unarguably one of the better mono armies).... My reasoning
While a low frequency you do see
DE, E, Tau, Nids, Necrons (although only vault lists) Orks occasionally finish top 3 or at least in top 10 spots. I have yet to see a single 100% mono guard list (since the rule of 3 and removal of the 16 hellhound list) place in the top 10 of a tournament. This is obviously not a great metric as so few players are taking mono guard as you can make them hyper-competitive by adding in soup option (x) while factions like tau cannot soup so obviously all included are "pure" armies. But addressing a single unit from IG is failing to do anything significant to address that imperium chaos and eldar can pick from a multitude of books while tau and Necrons cant. Id like to see a game where each codex could stand on its own instead of being forced to take multiple books. Nuking single units to hurt soup also disproportionally hurts players that do not soup.


Guardsmen 5 pts per model. @ 2018/08/04 16:19:54


Post by: Spoletta


Hmm, i could receive some flak from this, but after thinking about it for a while, i'm not sure that IS should be 5 points. Mind, i'm not saying that they are fine, but just that we shouldn't rush this.

AM lists right now are extremely strong because the soup system is allowing them to cover the greatest flaw of the faction, which is not CC, is command points. IG can generate unlimited amount of command points, but don't really now what to do with those. That's also the reason why they have stuff like Grand Stragetist and Kurov's Aquila, because CP have little value for them, so a trait or a relic that gives CP must be really good to be considered.

Souping is allowing them to take all those unspent resources and funnelling them into high yeld units like bananas, smashers and knights.

After a nerf to CP sharing mechanics that i'm fairly sure that will come in the next round of FAQs, i would like to reassess the true strenght of IS before claiming that something is OP.

After all, it's not like a 5+ save for 4 points is something that only IS have, it that were truly OP then leviathan termagants would be as well (6+/6+++ is roughly equivalent). Sure they don't have the same lasgun firepower, but they have squads up to 40, immunity to morale and anything charging into them is covered in acid blood mortal wounds, not to mention that they can wound T7 on 4+ with a stratagem and can hide devourers. Oh and they pretty much always have a -1 to shooting.
Yet, termagants are not seen around as much as IG, so i'm not sure that IS is what makes the militarum such a top competitive choice.

I would wait for the inevitable nerf to CP sharing and for a buff to marine factions before passing judgement on IS.


Guardsmen 5 pts per model. @ 2018/08/04 16:29:55


Post by: Asmodios


Spoletta wrote:
Hmm, i could receive some flak from this, but after thinking about it for a while, i'm not sure that IS should be 5 points. Mind, i'm not saying that they are fine, but just that we shouldn't rush this.

AM lists right now are extremely strong because the soup system is allowing them to cover the greatest flaw of the faction, which is not CC, is command points. IG can generate unlimited amount of command points, but don't really now what to do with those. That's also the reason why they have stuff like Grand Stragetist and Kurov's Aquila, because CP have little value for them, so a trait or a relic that gives CP must be really good to be considered.

Souping is allowing them to take all those unspent resources and funnelling them into high yeld units like bananas, smashers and knights.

After a nerf to CP sharing mechanics that i'm fairly sure that will come in the next round of FAQs, i would like to reassess the true strenght of IS before claiming that something is OP.

After all, it's not like a 5+ save for 4 points is something that only IS have, it that were truly OP then leviathan termagants would be as well (6+/6+++ is roughly equivalent). Sure they don't have the same lasgun firepower, but they have squads up to 40, immunity to morale and anything charging into them is covered in acid blood mortal wounds, not to mention that they can wound T7 on 4+ with a stratagem and can hide devourers. Oh and they pretty much always have a -1 to shooting.
Yet, termagants are not seen around as much as IG, so i'm not sure that IS is what makes the militarum such a top competitive choice.

I would wait for the inevitable nerf to CP sharing and for a buff to marine factions before passing judgement on IS.

^
Thank you this is all that im saying. Guard could very well need a nerf in the future but right now its their ability to funnel their CP into another books strategems that seems to be the real strength of the faction


Guardsmen 5 pts per model. @ 2018/08/04 16:50:14


Post by: Ice_can


Except that's nothing like what you said.

And stop playing the more knights in the top 10 than guard as technicaly your wrong in that regard as Renegade Knights and Imperial Knights are separate codex's.

Knights are strong but loose the soup and Knights stuggle to score so fall into table or win.

Astra Millicheese have cheap tanks, cheap infantry.
You say guard don't have CC options bullgryns would disagree especially backed up with the appropriate charictors.

Infantry squads shoukd be 5ppm as if they stay at 4ppm next we get calls for 3ppm conscripts again and they are OP at 3ppm


Guardsmen 5 pts per model. @ 2018/08/04 16:58:41


Post by: Asmodios


Ice_can wrote:
Except that's nothing like what you said.

And stop playing the more knights in the top 10 than guard as technicaly your wrong in that regard as Renegade Knights and Imperial Knights are separate codex's.

Knights are strong but loose the soup and Knights stuggle to score so fall into table or win.

Astra Millicheese have cheap tanks, cheap infantry.
You say guard don't have CC options bullgryns would disagree especially backed up with the appropriate charictors.

Infantry squads shoukd be 5ppm as if they stay at 4ppm next we get calls for 3ppm conscripts again and they are OP at 3ppm

4 out of 5 of the top armies included knights, as well as, the winning list that included a knight but no IG. Why is the prevalence of the knight not considered but the prevalence of the guard is?
Guard have cheap tanks...... I don't see guard tank spam winning tournaments
Guard have cheap infantry...... I don't see infantry spam guard winning tournaments
Once again the common thread between each list is guard + x are winning tournaments. What this shows me is that taking guard and plugging up weakness x while allowing them to funnel cheap CP into another army is a problem. Why hurt mono guard lists which are not winning while we could just address the actual lists that are winning?

Also its quiet funny when i state this over and over but am told that's not what I'm saying


Guardsmen 5 pts per model. @ 2018/08/04 17:35:42


Post by: SemperMortis


 Xenomancers wrote:

Ork has a better gun to offset the bs5+. They do about the same damage when they shoot targets. The ork also has T4 to ofset the 6+ save - the main difference it has to pay for is more attacks. Honestly +1 attack is worth more than a 1 point difference. They also come in 30 man squads - which allows the unit to make most out of buffs.


IG also have options to increase the usefulness of their basic infantries shooting abilities, they are also faster, can take heavy/special weapons worth using, ohh and they can easily take cover to increase their armor save, something orkz can't really do.

So what you are saying is that Orkz pay 2 more pts then guardsmen because it has 1 more attack then they do, and can come in bigger squads....which actually doesn't help them with buffs, because the only buff I can think of that isn't AoE is "Warpath". yeah I am not buying it, keep in mind I am not saying nerf guardsmen or buff Boyz, because there are a lot of other aspects of the game and armies that effect those units, I am just pointing out that in a vacuum Ork Boyz are WORSE then Guardsmen by a significant margin.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
Except that's nothing like what you said.

And stop playing the more knights in the top 10 than guard as technicaly your wrong in that regard as Renegade Knights and Imperial Knights are separate codex's.

Knights are strong but loose the soup and Knights stuggle to score so fall into table or win.

Astra Millicheese have cheap tanks, cheap infantry.
You say guard don't have CC options bullgryns would disagree especially backed up with the appropriate charictors.

Infantry squads shoukd be 5ppm as if they stay at 4ppm next we get calls for 3ppm conscripts again and they are OP at 3ppm

4 out of 5 of the top armies included knights, as well as, the winning list that included a knight but no IG. Why is the prevalence of the knight not considered but the prevalence of the guard is?
Guard have cheap tanks...... I don't see guard tank spam winning tournaments
Guard have cheap infantry...... I don't see infantry spam guard winning tournaments
Once again the common thread between each list is guard + x are winning tournaments. What this shows me is that taking guard and plugging up weakness x while allowing them to funnel cheap CP into another army is a problem. Why hurt mono guard lists which are not winning while we could just address the actual lists that are winning?

Also its quiet funny when i state this over and over but am told that's not what I'm saying


Probably because everyone already knows and admits that Knights are OP and the "New Cheese" just like conscripts were at the start of 8th.


Guardsmen 5 pts per model. @ 2018/08/04 17:46:42


Post by: Asmodios


SemperMortis wrote:
 Xenomancers wrote:

Ork has a better gun to offset the bs5+. They do about the same damage when they shoot targets. The ork also has T4 to ofset the 6+ save - the main difference it has to pay for is more attacks. Honestly +1 attack is worth more than a 1 point difference. They also come in 30 man squads - which allows the unit to make most out of buffs.


IG also have options to increase the usefulness of their basic infantries shooting abilities, they are also faster, can take heavy/special weapons worth using, ohh and they can easily take cover to increase their armor save, something orkz can't really do.

So what you are saying is that Orkz pay 2 more pts then guardsmen because it has 1 more attack then they do, and can come in bigger squads....which actually doesn't help them with buffs, because the only buff I can think of that isn't AoE is "Warpath". yeah I am not buying it, keep in mind I am not saying nerf guardsmen or buff Boyz, because there are a lot of other aspects of the game and armies that effect those units, I am just pointing out that in a vacuum Ork Boyz are WORSE then Guardsmen by a significant margin.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
Except that's nothing like what you said.

And stop playing the more knights in the top 10 than guard as technicaly your wrong in that regard as Renegade Knights and Imperial Knights are separate codex's.

Knights are strong but loose the soup and Knights stuggle to score so fall into table or win.

Astra Millicheese have cheap tanks, cheap infantry.
You say guard don't have CC options bullgryns would disagree especially backed up with the appropriate charictors.

Infantry squads shoukd be 5ppm as if they stay at 4ppm next we get calls for 3ppm conscripts again and they are OP at 3ppm

4 out of 5 of the top armies included knights, as well as, the winning list that included a knight but no IG. Why is the prevalence of the knight not considered but the prevalence of the guard is?
Guard have cheap tanks...... I don't see guard tank spam winning tournaments
Guard have cheap infantry...... I don't see infantry spam guard winning tournaments
Once again the common thread between each list is guard + x are winning tournaments. What this shows me is that taking guard and plugging up weakness x while allowing them to funnel cheap CP into another army is a problem. Why hurt mono guard lists which are not winning while we could just address the actual lists that are winning?

Also its quiet funny when i state this over and over but am told that's not what I'm saying


Probably because everyone already knows and admits that Knights are OP and the "New Cheese" just like conscripts were at the start of 8th.

But are knights broken? I really don't think so.... are knights + x broken most likely yes. I know plenty of mono knight players and while the codex is good it suffers from low CP and the fact its a skew list (yes I know this is a double-edged sword). Once again why nuke knights so we only see them on shelves. I love the fact that they are good and being taken as they are beautiful centerpiece models. The issue on Dakka is the revolving door of x is broken just to see it nerfed and soup move on to the next busted combo. We should be focusing on addressing soup so that we can actually start to work on underpowered and overpowered books

Don't get me wrong some people enjoy soup and I don't want to see it out of the game I would like to see soup and non-soup armies be equally viable as this helps narrow the gap between mono faction players and soup players as well as make the game easier to balance IMO.



Guardsmen 5 pts per model. @ 2018/08/04 17:50:21


Post by: Slayer-Fan123


Knights were broken the moment a 2+ and 4++ option was present.


Guardsmen 5 pts per model. @ 2018/08/04 17:53:49


Post by: Asmodios


Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?


Guardsmen 5 pts per model. @ 2018/08/04 17:55:56


Post by: Slayer-Fan123


Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.


Guardsmen 5 pts per model. @ 2018/08/04 18:02:06


Post by: Asmodios


Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.

No, the problem again.... like always is soup. Soup is taking the strength of army x and adding army y to completely negate its weakness. Remove soup always being a clear and obvious advantage and you will see this change


Guardsmen 5 pts per model. @ 2018/08/04 18:10:35


Post by: Slayer-Fan123


Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.

No, the problem again.... like always is soup. Soup is taking the strength of army x and adding army y to completely negate its weakness. Remove soup always being a clear and obvious advantage and you will see this change

Someone already pointed out that pure Guard were already doing the best of the pure factions in tournaments. So NO there isn't a change.


Guardsmen 5 pts per model. @ 2018/08/04 18:14:28


Post by: Asmodios


Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.

No, the problem again.... like always is soup. Soup is taking the strength of army x and adding army y to completely negate its weakness. Remove soup always being a clear and obvious advantage and you will see this change

Someone already pointed out that pure Guard were already doing the best of the pure factions in tournaments. So NO there isn't a change.

I have not seen a single statistic showing pure guard doing the best. People have shown "primary" guard but I have seen no evidence or posts showing pure guard as commonly placing well. Please link the data so i can read it


Guardsmen 5 pts per model. @ 2018/08/04 18:28:28


Post by: Colonel Cross


Nobody will post it because it doesn't exist haha.


Guardsmen 5 pts per model. @ 2018/08/04 18:32:26


Post by: Asmodios


 Colonel Cross wrote:
Nobody will post it because it doesn't exist haha.

That what I expected and its what we see day after day thread after thread on dakka.... army x gets blamed for the sins of soup. The best way to increase the power of xeno armies that cannot soup is to reduce the benefits of factions that can soup. once soup has been removed as the always obvious answer to anything it will be much easier to identify actual problem units and codexes and change them accordingly


Guardsmen 5 pts per model. @ 2018/08/04 18:38:05


Post by: Slayer-Fan123


We. Literally. Did. The. Math.


Automatically Appended Next Post:
Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.

No, the problem again.... like always is soup. Soup is taking the strength of army x and adding army y to completely negate its weakness. Remove soup always being a clear and obvious advantage and you will see this change

Someone already pointed out that pure Guard were already doing the best of the pure factions in tournaments. So NO there isn't a change.

I have not seen a single statistic showing pure guard doing the best. People have shown "primary" guard but I have seen no evidence or posts showing pure guard as commonly placing well. Please link the data so i can read it

Someone already told you about the BAO earlier. Not sure what more you want.


Guardsmen 5 pts per model. @ 2018/08/04 18:42:17


Post by: Asmodios


Slayer-Fan123 wrote:
We. Literally. Did. The. Math.


Automatically Appended Next Post:
Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Asmodios wrote:
Slayer-Fan123 wrote:
Knights were broken the moment a 2+ and 4++ option was present.

But to the same point I've made about IG.... Then why are we not seeing pure knights lists dominate things like the BAO.... Why is it always Knights + unit x? If Knights need another faction to win these tournaments then are they truly broken as its easy to take a list that just includes more knights?

Pure Knights CAN work, but forking up 180 points for 5CP and objective capturing makes them that much better.

Guard are the problem again in this scenario.

No, the problem again.... like always is soup. Soup is taking the strength of army x and adding army y to completely negate its weakness. Remove soup always being a clear and obvious advantage and you will see this change

Someone already pointed out that pure Guard were already doing the best of the pure factions in tournaments. So NO there isn't a change.

I have not seen a single statistic showing pure guard doing the best. People have shown "primary" guard but I have seen no evidence or posts showing pure guard as commonly placing well. Please link the data so i can read it

Someone already told you about the BAO earlier. Not sure what more you want.

There wasn't a single pure guard army that placed...... go back and read


Guardsmen 5 pts per model. @ 2018/08/04 19:25:23


Post by: Dandelion


So I guess Custodes Shield-Captains on bikes are fine because we never see pure Custodes winning anything.

See the problem with your logic is that in these settings people will take the best of the best and that means allies. Guard Infantry is seen in most Imperium armies because they are really good at what they do (cheap, take up space and are resilient for their points). Why aren't people taking Admech CP batteries? I can get a battalion for 201 pts, vs the Guard battalion of 200 pts. So what gives?

Pure Guard armies have some less than stellar units that can hold them back. Anyone allying Sentinels? Infantry on the other hand is superior to every other comparable option, which is why they need a price bump. There's also the fact that Conscripts have lost their place and that's mostly because they cost the same as Infantry. Ideally imo we would have 4 pt conscripts, 5 pt infantry and 6 pt veterans.


Guardsmen 5 pts per model. @ 2018/08/04 19:42:56


Post by: Slayer-Fan123


If you really want to see Vets again, you'd make them Troops once more. That was one of the sole reasons they sorta worked last edition.


Guardsmen 5 pts per model. @ 2018/08/04 19:45:36


Post by: Asmodios


Dandelion wrote:
So I guess Custodes Shield-Captains on bikes are fine because we never see pure Custodes winning anything.

See the problem with your logic is that in these settings people will take the best of the best and that means allies. Guard Infantry is seen in most Imperium armies because they are really good at what they do (cheap, take up space and are resilient for their points). Why aren't people taking Admech CP batteries? I can get a battalion for 201 pts, vs the Guard battalion of 200 pts. So what gives?

Pure Guard armies have some less than stellar units that can hold them back. Anyone allying Sentinels? Infantry on the other hand is superior to every other comparable option, which is why they need a price bump. There's also the fact that Conscripts have lost their place and that's mostly because they cost the same as Infantry. Ideally imo we would have 4 pt conscripts, 5 pt infantry and 6 pt veterans.

Yes, I think shield captains are fine and only become an issue when..... you guessed it soup.
My logic on this isn't only consistent it seems to be backed by results. After the rule of 3 was implemented every troubling build comes out of soup while none of these units on their own can purely bust the single codex they belong to. This isn't surprising at all because its obvious that codex 1 + half the codexes in the game is going to be better then codex 1 in its pure form. It also logically follows that any nerf to hurt a specific soup build is going to affect players that do not soup more than those breaking the system. People are taking guard because they can generate a nearly endless stream of CP for armies that should have never had easy access to an endless stream while giving things like knights cheap bodies to sit on objectives.

The simple solution IMO is to only make it where CP can only be used detachments with the same main key work as those that generated them. So catachan generated CP can only be used on catachan. This makes sense balance wise and thematically as a larger force of x type army allows for more tactical use of x armies strategies. I also believe that the automatic +3 CP should only be for mono armies.


Guardsmen 5 pts per model. @ 2018/08/04 19:46:39


Post by: Luke_Prowler


Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


Guardsmen 5 pts per model. @ 2018/08/04 19:53:40


Post by: Slayer-Fan123


I think all credibility was lost the moment that guy said that Custodes Biker Captains are fine without soup.


Guardsmen 5 pts per model. @ 2018/08/04 19:56:24


Post by: gbghg


Slayer-Fan123 wrote:
If you really want to see Vets again, you'd make them Troops once more. That was one of the sole reasons they sorta worked last edition.

It's the sticking factor whenever I try and work them into a list, can't fill a battalion with them without also dragging along a bunch of normal guardsmen and at that point why even bother? you're basically duping units. I really think that scion's and vet's should switch places, would make way more sense, Vet's being the BS3+ troop choice with scion's being the elite unit. Not only fluffy it would reign scions in slightly and make vet's more appealing.


Guardsmen 5 pts per model. @ 2018/08/04 19:56:42


Post by: Asmodios


Slayer-Fan123 wrote:
I think all credibility was lost the moment that guy said that Custodes Biker Captains are fine without soup.

Have you ever played against a pure custodian army? Nothing I saw was game breaking or overpowered. While bikes are clearly the best unit the lack of CP and cheap bodies hinders the army as a whole giving them a clear and glaring weakness

Once again I don't see pure custodes armies destroying the meta


Guardsmen 5 pts per model. @ 2018/08/04 20:11:24


Post by: Colonel Cross


I'm biased since I play guard. But I also want to play a balanced game with my friends. I run a minimum of 60 guardsmen in my standard TAC list and I gotta tell ya, it's gonna hurt if they go up to 5ppm and by the end of my games I usually have only a handful of guys left. But I suppose I could also run more competitive lists to offset the point change.

It's instances like this where I wish the points scale was increased a bit so there was better definition between units. Like a guardsman was 10 points, termagants were 7, etc. I wouldn't have a problem then. But when a single point increase changes a models value by 25% that is quite a change, no?

I'm just trying to compromise yet I know that's not feasible but I do feel like that would help with a lot of things. But hey, 8th edition must be great if our qualms are on guardsmen and single point changes so that's pretty awesome.


Guardsmen 5 pts per model. @ 2018/08/04 20:14:57


Post by: Dandelion


Asmodios wrote:
Dandelion wrote:
So I guess Custodes Shield-Captains on bikes are fine because we never see pure Custodes winning anything.

See the problem with your logic is that in these settings people will take the best of the best and that means allies. Guard Infantry is seen in most Imperium armies because they are really good at what they do (cheap, take up space and are resilient for their points). Why aren't people taking Admech CP batteries? I can get a battalion for 201 pts, vs the Guard battalion of 200 pts. So what gives?

Pure Guard armies have some less than stellar units that can hold them back. Anyone allying Sentinels? Infantry on the other hand is superior to every other comparable option, which is why they need a price bump. There's also the fact that Conscripts have lost their place and that's mostly because they cost the same as Infantry. Ideally imo we would have 4 pt conscripts, 5 pt infantry and 6 pt veterans.

Yes, I think shield captains are fine and only become an issue when..... you guessed it soup.
My logic on this isn't only consistent it seems to be backed by results. After the rule of 3 was implemented every troubling build comes out of soup while none of these units on their own can purely bust the single codex they belong to. This isn't surprising at all because its obvious that codex 1 + half the codexes in the game is going to be better then codex 1 in its pure form. It also logically follows that any nerf to hurt a specific soup build is going to affect players that do not soup more than those breaking the system. People are taking guard because they can generate a nearly endless stream of CP for armies that should have never had easy access to an endless stream while giving things like knights cheap bodies to sit on objectives.

The simple solution IMO is to only make it where CP can only be used detachments with the same main key work as those that generated them. So catachan generated CP can only be used on catachan. This makes sense balance wise and thematically as a larger force of x type army allows for more tactical use of x armies strategies. I also believe that the automatic +3 CP should only be for mono armies.


Why are you assuming that 5pt guard is only to fix soup lists? It's not, it is also aimed at pure guard. And honestly, 5 pt guard won't stop CP farms (+30 pts for most armies) so that can't be the issue. The issue is their actual tabletop performance. IS are also safe from the rule of three so. I'd also be willing to bet that once -1 to hit army traits get binned Guard will see a rise in winnings.
Another point, why do you assume the devs designed each faction to stand on their own? Custodes were blatantly designed with the idea of Imperial allies in mind. Knights are also encouraged to run guard under the guise of house militia.


Guardsmen 5 pts per model. @ 2018/08/04 20:24:23


Post by: Asmodios


Dandelion wrote:
Asmodios wrote:
Dandelion wrote:
So I guess Custodes Shield-Captains on bikes are fine because we never see pure Custodes winning anything.

See the problem with your logic is that in these settings people will take the best of the best and that means allies. Guard Infantry is seen in most Imperium armies because they are really good at what they do (cheap, take up space and are resilient for their points). Why aren't people taking Admech CP batteries? I can get a battalion for 201 pts, vs the Guard battalion of 200 pts. So what gives?

Pure Guard armies have some less than stellar units that can hold them back. Anyone allying Sentinels? Infantry on the other hand is superior to every other comparable option, which is why they need a price bump. There's also the fact that Conscripts have lost their place and that's mostly because they cost the same as Infantry. Ideally imo we would have 4 pt conscripts, 5 pt infantry and 6 pt veterans.

Yes, I think shield captains are fine and only become an issue when..... you guessed it soup.
My logic on this isn't only consistent it seems to be backed by results. After the rule of 3 was implemented every troubling build comes out of soup while none of these units on their own can purely bust the single codex they belong to. This isn't surprising at all because its obvious that codex 1 + half the codexes in the game is going to be better then codex 1 in its pure form. It also logically follows that any nerf to hurt a specific soup build is going to affect players that do not soup more than those breaking the system. People are taking guard because they can generate a nearly endless stream of CP for armies that should have never had easy access to an endless stream while giving things like knights cheap bodies to sit on objectives.

The simple solution IMO is to only make it where CP can only be used detachments with the same main key work as those that generated them. So catachan generated CP can only be used on catachan. This makes sense balance wise and thematically as a larger force of x type army allows for more tactical use of x armies strategies. I also believe that the automatic +3 CP should only be for mono armies.


Why are you assuming that 5pt guard is only to fix soup lists? It's not, it is also aimed at pure guard. And honestly, 5 pt guard won't stop CP farms (+30 pts for most armies) so that can't be the issue. The issue is their actual tabletop performance. IS are also safe from the rule of three so. I'd also be willing to bet that once -1 to hit army traits get binned Guard will see a rise in winnings.
Another point, why do you assume the devs designed each faction to stand on their own? Custodes were blatantly designed with the idea of Imperial allies in mind. Knights are also encouraged to run guard under the guise of house militia.

So its also to fix pure guard..... mind pointing me in the direction of the pure guard armies running around the tournament scene killing everything? Most competitive pure guard lists I've seen are three shadowswod lists and clearly, aren't focused around the idea of broken guardsmen. I also think that "x codex is not made to be solo" argument is disingenuous and unfair to players that want to play solo faction armies. There should be strengths and weaknesses to every army and there should be a benefit and a cost to taking soup. Right now, unfortunately, soup has pushed peoples ability to play many forces as solo to zero and has also covered up codexes flaws that will never get adjusted because the easier fix is to say "take you x and just add it in"

Edit:
Also if -1 hit got nerfed that would increase the power level of guard significantly... But lets cross that bridge if and when it comes. No point if talking nerfs that might or might not happen as possible changes for an army now. If -1 to hit leaves the game completely you will see me being the first person to say that this helps guard a lot and that guard will need adjusting


Guardsmen 5 pts per model. @ 2018/08/04 20:34:39


Post by: Dandelion


 Colonel Cross wrote:
I'm biased since I play guard. But I also want to play a balanced game with my friends. I run a minimum of 60 guardsmen in my standard TAC list and I gotta tell ya, it's gonna hurt if they go up to 5ppm and by the end of my games I usually have only a handful of guys left. But I suppose I could also run more competitive lists to offset the point change.

It's instances like this where I wish the points scale was increased a bit so there was better definition between units. Like a guardsman was 10 points, termagants were 7, etc. I wouldn't have a problem then. But when a single point increase changes a models value by 25% that is quite a change, no?

I'm just trying to compromise yet I know that's not feasible but I do feel like that would help with a lot of things. But hey, 8th edition must be great if our qualms are on guardsmen and single point changes so that's pretty awesome.


60 Guardsmen is not actually a lot for 2000pts. We're only talking 240 pts, that's as much as a single tank (maybe a bit more). If I were so inclined I could easily stuff 200 Guard on the field and still have 1200 pts left over for Russes, artillery and a baneblade. Run the infantry as Steel Legion and rapid fire straight through everything. With max commanders you can even give 90-100 Guardsmen FRFSRF each turn.
That said, Guard have other stuff that could easily be readjusted to keep pure guard good. Sentinels and Chimeras come to mind.
Worst case scenario 5pt guard is too much and we can just revert back.


Automatically Appended Next Post:
Asmodios wrote:

So its also to fix pure guard..... mind pointing me in the direction of the pure guard armies running around the tournament scene killing everything? Most competitive pure guard lists I've seen are three shadowswod lists and clearly, aren't focused around the idea of broken guardsmen. I also think that "x codex is not made to be solo" argument is disingenuous and unfair to players that want to play solo faction armies. There should be strengths and weaknesses to every army and there should be a benefit and a cost to taking soup. Right now, unfortunately, soup has pushed peoples ability to play many forces as solo to zero and has also covered up codexes flaws that will never get adjusted because the easier fix is to say "take you x and just add it in"

Edit:
Also if -1 hit got nerfed that would increase the power level of guard significantly... But lets cross that bridge if and when it comes. No point if talking nerfs that might or might not happen as possible changes for an army now. If -1 to hit leaves the game completely you will see me being the first person to say that this helps guard a lot and that guard will need adjusting


Custodes have an ability that buffs "IMPERIUM" units. If that doesn't mean they are designed to ally then I don't know what does.
I'm also going to disagree with the "every army needs strengths and weaknesses". A list can have strengths and weaknesses, but factions should not. Why? Because that's how you get skew lists. It also heavily encourages soup in the first place. If all factions could field an answer to any scenario, allies just become a cool thing to do for fluff reasons.


Guardsmen 5 pts per model. @ 2018/08/04 20:59:06


Post by: Asmodios


Dandelion wrote:
 Colonel Cross wrote:
I'm biased since I play guard. But I also want to play a balanced game with my friends. I run a minimum of 60 guardsmen in my standard TAC list and I gotta tell ya, it's gonna hurt if they go up to 5ppm and by the end of my games I usually have only a handful of guys left. But I suppose I could also run more competitive lists to offset the point change.

It's instances like this where I wish the points scale was increased a bit so there was better definition between units. Like a guardsman was 10 points, termagants were 7, etc. I wouldn't have a problem then. But when a single point increase changes a models value by 25% that is quite a change, no?

I'm just trying to compromise yet I know that's not feasible but I do feel like that would help with a lot of things. But hey, 8th edition must be great if our qualms are on guardsmen and single point changes so that's pretty awesome.


60 Guardsmen is not actually a lot for 2000pts. We're only talking 240 pts, that's as much as a single tank (maybe a bit more). If I were so inclined I could easily stuff 200 Guard on the field and still have 1200 pts left over for Russes, artillery and a baneblade. Run the infantry as Steel Legion and rapid fire straight through everything. With max commanders you can even give 90-100 Guardsmen FRFSRF each turn.
That said, Guard have other stuff that could easily be readjusted to keep pure guard good. Sentinels and Chimeras come to mind.
Worst case scenario 5pt guard is too much and we can just revert back.


Automatically Appended Next Post:
Asmodios wrote:

So its also to fix pure guard..... mind pointing me in the direction of the pure guard armies running around the tournament scene killing everything? Most competitive pure guard lists I've seen are three shadowswod lists and clearly, aren't focused around the idea of broken guardsmen. I also think that "x codex is not made to be solo" argument is disingenuous and unfair to players that want to play solo faction armies. There should be strengths and weaknesses to every army and there should be a benefit and a cost to taking soup. Right now, unfortunately, soup has pushed peoples ability to play many forces as solo to zero and has also covered up codexes flaws that will never get adjusted because the easier fix is to say "take you x and just add it in"

Edit:
Also if -1 hit got nerfed that would increase the power level of guard significantly... But lets cross that bridge if and when it comes. No point if talking nerfs that might or might not happen as possible changes for an army now. If -1 to hit leaves the game completely you will see me being the first person to say that this helps guard a lot and that guard will need adjusting


Custodes have an ability that buffs "IMPERIUM" units. If that doesn't mean they are designed to ally then I don't know what does.
I'm also going to disagree with the "every army needs strengths and weaknesses". A list can have strengths and weaknesses, but factions should not. Why? Because that's how you get skew lists. It also heavily encourages soup in the first place. If all factions could field an answer to any scenario, allies just become a cool thing to do for fluff reasons.

I have to disagree. Having defined strengths and weaknesses allows for 2 things
1. Thematic differences in armies that match fluff
2. Counters to exist to allow for a level of balance
I like to use card games for examples like this and Hearthstone is my favorite. You can typically build early mid and late game decks with each hero giving you a strength and weakness to each one. Having weaknesses allows for counter decks to be made if any one deck becomes to prominent in the meta. Take the scourge that was a pirate warrior a rush deck that had 2 cards that were too cheap and thus dominated the meta..... That was until people like me ran obvious counter decks. I ran a board clear warrior and farmed up to legends in an afternoon. My win rate was low against everything else but the large amount of PW allowed me to have an overall amazing win percentage. The same thing happened when quest rogue first dropped, I made a basic zoo lock and got legends in a day. Having a defined weakness allows for the community to self-nerf something by running a hard counter. If you create factions with no weakness not only do they have no flavor whatsoever its also impossible to build a clear counter.


Guardsmen 5 pts per model. @ 2018/08/04 21:30:12


Post by: Dandelion


Asmodios wrote:

I have to disagree. Having defined strengths and weaknesses allows for 2 things
1. Thematic differences in armies that match fluff
2. Counters to exist to allow for a level of balance
I like to use card games for examples like this and Hearthstone is my favorite. You can typically build early mid and late game decks with each hero giving you a strength and weakness to each one. Having weaknesses allows for counter decks to be made if any one deck becomes to prominent in the meta. Take the scourge that was a pirate warrior a rush deck that had 2 cards that were too cheap and thus dominated the meta..... That was until people like me ran obvious counter decks. I ran a board clear warrior and farmed up to legends in an afternoon. My win rate was low against everything else but the large amount of PW allowed me to have an overall amazing win percentage. The same thing happened when quest rogue first dropped, I made a basic zoo lock and got legends in a day. Having a defined weakness allows for the community to self-nerf something by running a hard counter. If you create factions with no weakness not only do they have no flavor whatsoever its also impossible to build a clear counter.


I'm personally wholly uninterested in playing that kind of card game. In fact, anything that makes 40k closer to a card game is a no from me. Why should I bother when I can get the same tactical depth with cards?
Besides, what weaknesses to the factions actually have? AFAIK every faction has at least one unit for shooting/melee/anti-infantry/anti-tank.

Also thematic differences don't require the faction as a whole to have weaknesses. Marines have tough infantry that serve a multitude of roles. That's just how they are structured, it's not a weakness of itself. Guard use versatile infantry backed with heavy weapons and numerous vehicles. Again that's a structure not a strength or weakness. Tau have suits designed to fulfill multiple roles and backed by solid light infantry and grav tanks, even kroot cover their melee "weakness".


Guardsmen 5 pts per model. @ 2018/08/04 21:34:59


Post by: fe40k


Guardsman deserve to be 5ppm. Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.


Guardsmen 5 pts per model. @ 2018/08/04 21:41:12


Post by: Asmodios


Dandelion wrote:
Asmodios wrote:

I have to disagree. Having defined strengths and weaknesses allows for 2 things
1. Thematic differences in armies that match fluff
2. Counters to exist to allow for a level of balance
I like to use card games for examples like this and Hearthstone is my favorite. You can typically build early mid and late game decks with each hero giving you a strength and weakness to each one. Having weaknesses allows for counter decks to be made if any one deck becomes to prominent in the meta. Take the scourge that was a pirate warrior a rush deck that had 2 cards that were too cheap and thus dominated the meta..... That was until people like me ran obvious counter decks. I ran a board clear warrior and farmed up to legends in an afternoon. My win rate was low against everything else but the large amount of PW allowed me to have an overall amazing win percentage. The same thing happened when quest rogue first dropped, I made a basic zoo lock and got legends in a day. Having a defined weakness allows for the community to self-nerf something by running a hard counter. If you create factions with no weakness not only do they have no flavor whatsoever its also impossible to build a clear counter.


I'm personally wholly uninterested in playing that kind of card game. In fact, anything that makes 40k closer to a card game is a no from me. Why should I bother when I can get the same tactical depth with cards?
Besides, what weaknesses to the factions actually have? AFAIK every faction has at least one unit for shooting/melee/anti-infantry/anti-tank.

Also thematic differences don't require the faction as a whole to have weaknesses. Marines have tough infantry that serve a multitude of roles. That's just how they are structured, it's not a weakness of itself. Guard use versatile infantry backed with heavy weapons and numerous vehicles. Again that's a structure not a strength or weakness. Tau have suits designed to fulfill multiple roles and backed by solid light infantry and grav tanks, even kroot cover their melee "weakness".

So you want a guard army to be as viable in CC as khorne?
Nurgle should be as fast as eldar?
SM should have the body count capabilities of nids?
a game where armies are all identically capable at everything sounds bland and boring. If i wanted that i would go play chess


Guardsmen 5 pts per model. @ 2018/08/04 21:42:03


Post by: SemperMortis


 Luke_Prowler wrote:
Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


And the biggest problem with your math? you forgot that you get 3 guardsmen for every 2 orkz.

Basics, 3 guardsmen get 3 shots from 19-24 inches while the Orkz get zero. From 13-18 the Orkz get 4 shots to the guardsmens 3. And from 1-12 the guard get 6 shots to the orkz 4. So in a 24 inch range, orkz do better for 6 inches compared to the guards 18 inches. Ranged wise its heavily in favor of the guard. They also get heavy weapons worth taking and specialist weapons worth taking. Orkz get big shootas and Rokkitz, all of which are useless and over priced. Add to that the fact that the Guard will always have an officer nearby and then you factor in the orders bonus and yeah, shooting goes to Guard. IN CC Orkz are superior, not even going to debate that.

And again, durability wise, it goes to Guard hands down. Yes T4 is better then T3 and that is basically cancelled out by 5+ being better then 6+ but guard have the added bonus of being able to camp in cover and use longer ranged weapons to be useful where as the orkz need to be advancing every turn to get full use out of their CC abilities. So realistically you are seeing Guard with 4+ saves not 5+.

To summarize, Orkz are better overall due to T, S and # of attacks, but since most of their benefits are CC oriented they aren't as powerful as they appear. Guard are significantly better at ranged combat and are better at camping objectives and utilizing that advantage. Overall I think they are 1 point apart, not 2. I would not lower the cost of Ork boyz though because I am sick and tired of cheap boyz hordes, but yeah i could see guard going to 5ppm.


Guardsmen 5 pts per model. @ 2018/08/04 21:54:44


Post by: Dandelion


Asmodios wrote:

So you want a guard army to be as viable in CC as khorne?
Nurgle should be as fast as eldar?
SM should have the body count capabilities of nids?
a game where armies are all identically capable at everything sounds bland and boring. If i wanted that i would go play chess


Guard can run loads ogryn/bullgryn and they are good. There's also catachan and priests so they probably already are.
Nurgle has several fast units, namely drones. Advancing Death Guard are also pretty spry.
Body count is not a weakness of itself. It's a structural difference.
And many people think chess is fun and interesting because victory hinges much more on tactical ability than deck building.

Basically my point is that every army has an answer to every unit wether it's a tank or infantry. If they weren't then whole factions would get hard countered in matchups against certain other factions. And that's no bueno.


Guardsmen 5 pts per model. @ 2018/08/04 21:57:48


Post by: JimOnMars


SemperMortis wrote:
 Luke_Prowler wrote:
Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


And the biggest problem with your math? you forgot that you get 3 guardsmen for every 2 orkz.

Basics, 3 guardsmen get 3 shots from 19-24 inches while the Orkz get zero. From 13-18 the Orkz get 4 shots to the guardsmens 3. And from 1-12 the guard get 6 shots to the orkz 4. So in a 24 inch range, orkz do better for 6 inches compared to the guards 18 inches. Ranged wise its heavily in favor of the guard. They also get heavy weapons worth taking and specialist weapons worth taking. Orkz get big shootas and Rokkitz, all of which are useless and over priced. Add to that the fact that the Guard will always have an officer nearby and then you factor in the orders bonus and yeah, shooting goes to Guard. IN CC Orkz are superior, not even going to debate that.

And again, durability wise, it goes to Guard hands down. Yes T4 is better then T3 and that is basically cancelled out by 5+ being better then 6+ but guard have the added bonus of being able to camp in cover and use longer ranged weapons to be useful where as the orkz need to be advancing every turn to get full use out of their CC abilities. So realistically you are seeing Guard with 4+ saves not 5+.

To summarize, Orkz are better overall due to T, S and # of attacks, but since most of their benefits are CC oriented they aren't as powerful as they appear. Guard are significantly better at ranged combat and are better at camping objectives and utilizing that advantage. Overall I think they are 1 point apart, not 2. I would not lower the cost of Ork boyz though because I am sick and tired of cheap boyz hordes, but yeah i could see guard going to 5ppm.

This.

Anyone who forgets that cc orks don't get a turn 1 attack should factor this into their equation. For orks, it's a 4-6 turn game, not a 5-7 turn game.


Guardsmen 5 pts per model. @ 2018/08/04 22:01:57


Post by: Dandelion


SemperMortis wrote:
 Luke_Prowler wrote:
Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


And the biggest problem with your math? you forgot that you get 3 guardsmen for every 2 orkz.

Basics, 3 guardsmen get 3 shots from 19-24 inches while the Orkz get zero. From 13-18 the Orkz get 4 shots to the guardsmens 3. And from 1-12 the guard get 6 shots to the orkz 4. So in a 24 inch range, orkz do better for 6 inches compared to the guards 18 inches. Ranged wise its heavily in favor of the guard. They also get heavy weapons worth taking and specialist weapons worth taking. Orkz get big shootas and Rokkitz, all of which are useless and over priced. Add to that the fact that the Guard will always have an officer nearby and then you factor in the orders bonus and yeah, shooting goes to Guard. IN CC Orkz are superior, not even going to debate that.

And again, durability wise, it goes to Guard hands down. Yes T4 is better then T3 and that is basically cancelled out by 5+ being better then 6+ but guard have the added bonus of being able to camp in cover and use longer ranged weapons to be useful where as the orkz need to be advancing every turn to get full use out of their CC abilities. So realistically you are seeing Guard with 4+ saves not 5+.

To summarize, Orkz are better overall due to T, S and # of attacks, but since most of their benefits are CC oriented they aren't as powerful as they appear. Guard are significantly better at ranged combat and are better at camping objectives and utilizing that advantage. Overall I think they are 1 point apart, not 2. I would not lower the cost of Ork boyz though because I am sick and tired of cheap boyz hordes, but yeah i could see guard going to 5ppm.


That sums up my feelings too.


Guardsmen 5 pts per model. @ 2018/08/04 22:10:32


Post by: fe40k


Also, Guardsman have +50% more wounds versus Orks, at least at 4ppm.

45 Guardsman = 180 points
30 Orks = 180 points

To be fair though, you lose ~7.5 Guardsman if you want the double-lasgun shot order, or other ones.


Guardsmen 5 pts per model. @ 2018/08/04 22:15:29


Post by: Ice_can


fe40k wrote:
Guardsman deserve to be 5ppm. Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).
Spoiler:

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.
This proves the point Infantry squads shouldn't be wiping the floor with everyone in a shoot out. Especially against the army thats supposed to have over powered shooting to make up for absolutely zero psychic powers and no CC ability.
Right now the main reason that no one take conscripts is why would you? They cost the same as infantry squads but are worse, infantry squads out perform every other 4ppm units in the game model for model and a number of other units point for point.
Conscripts at 4ppm, IS at 5ppm and Vets at 6 ppm gives each unit a purpose.

Take firewarriors they have the same BS get +1pt for a better save plus +2 for a better gun and -1 for worse WS which would make FW 6ppm to compete with guard infantry. At 6ppm firewarriors would be Alitoc broken.


Guardsmen 5 pts per model. @ 2018/08/04 22:15:29


Post by: Peregrine


Dandelion wrote:
Also thematic differences don't require the faction as a whole to have weaknesses. Marines have tough infantry that serve a multitude of roles. That's just how they are structured, it's not a weakness of itself. Guard use versatile infantry backed with heavy weapons and numerous vehicles. Again that's a structure not a strength or weakness. Tau have suits designed to fulfill multiple roles and backed by solid light infantry and grav tanks, even kroot cover their melee "weakness".


If those "thematic differences" don't translate into strengths and weaknesses then they are only aesthetic differences. Sure, you can have a given amount of anti-tank firepower represented by single models on 25mm bases or heavy weapon teams on 60mm bases but if both are equally effective then it's no different from painting your Ultramarines yellow and calling them a whole new faction. Having meaningful gameplay differences requires variation, and if you don't want to have one faction be straight better than the other (you don't) then you need to have different strengths and weaknesses. The 25mm heavy weapons have meatshields in the squad and therefore better durability, the 60mm heavy weapons have more point efficiency on offense because they lack meatshields but lose firepower faster if attacked. Etc. Same thing at the faction level. 8th edition's over-homogenization and soup rules have damaged the concept, but each faction does have an identity in terms of strengths and weaknesses:

Space marines have no weaknesses but aren't top-tier at anything either. Their versatile elite infantry will always be better than the opponent's weakest point and able to attack there, but will always be weaker than the opponent's strongest point and vulnerable to attack. But neither of these differences will be by as large a margin as you might find with other comparisons. Winning depends on tactical flexibility and being able to use the same unit in different roles depending on the opponent.

Eldar are the opposite. Their specialists are each top-tier in their specific role, but weak at any other role. They will always have the best option for attacking each point in an opposing army, but if they are out-played and their specialists have to go up against the wrong target they get wiped off the table. Winning depends on superior execution of the Eldar plan, getting the specialists to their correct targets and staying one step ahead of the enemy to keep their massive weak points away from danger.

Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Tau have great mid-range mobile shooting but limited long-range firepower and nonexistent melee ability. Anything getting into melee with them wins and their ability to make an IG-style gunline is limited to a handful of railguns, but JSJ and fast tanks let them stay mobile without sacrificing firepower. Winning depends on managing the delicate balance between getting close enough to deliver effective offense and staying away from charges.

Orks are great at overwhelming the enemy in a horde of bodies but helpless at long range. They won't do much in the opening besides move forward, but once they get into combat sheer weight of numbers will beat almost anything. Winning depends on coordinating the attack, making sure that the whole green tide makes its charges simultaneously without getting too many models lost as casualties or stalled outside threat range.

Etc.

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.


Guardsmen 5 pts per model. @ 2018/08/04 22:27:21


Post by: w1zard


Guard player reporting.

I have said it in other threads. I would be fine with guardsmen going up to 5ppm if it means skitarii rangers, fire warriors, and kabalites all went up in price as well. Until that happens, it's a hard no from me.

Cheap infantry meatshields is something that guard is supposed to do well as a faction.


Guardsmen 5 pts per model. @ 2018/08/04 22:29:56


Post by: MrMoustaffa


Dandelion wrote:
A lot of people are for 5pt guardsmen, including guard players. However, as is expected, there are many who think 4pt guard is fine.
Kanluwen should be along shortly to tell you why 5pt guard is bad.

I was in the 5ppm camp until the commissars lost their seriously crazy ld abilities. Nowadays with the amount of anti horde weapons out there 4ppm doesn't seem as ridiculous as it did. Used to be we had the best morale in the game. Nowadays we're actually vulnerable to leadership shock again and more tricks are being used to actually remove or get around the screens guardsmen provide. Captain smash is a great example, guardsmen screens are almost entirely incapable of stopping him.

The big issue is that guardsmen can be allied to half the armies in the game and you'd be stupid not to for the cp they provide. Allies drastically need to be reworked because as it sits you could make guardsmen 6ppm and they would still be abused by soup lists for the regenerating cp and being the cheapest decent troop tax around.

Ironically guardsmen are an issue in almost every list except a pure IG army. Make it where knights, space marines, and other imperium armies can't use us as a crutch/cheaper troop tax and guardsmen would be fine where they are. You don't do that by upping their price, but by reworking how ally detachments work so 3 squads of infantry and a couple officers aren't leading your whole army and providing half it's command points. Locking CP to the detachment or <keyword> that generates it is the only way you're going to end that. If you try to fix it with a points change to guardsmen all you'll do is Nerf IG's most iconic unit and the tournament crowd will just sub in scions, nothing serious will change.


Guardsmen 5 pts per model. @ 2018/08/04 22:44:40


Post by: Asmodios


Dandelion wrote:
Asmodios wrote:

So you want a guard army to be as viable in CC as khorne?
Nurgle should be as fast as eldar?
SM should have the body count capabilities of nids?
a game where armies are all identically capable at everything sounds bland and boring. If i wanted that i would go play chess


Guard can run loads ogryn/bullgryn and they are good. There's also catachan and priests so they probably already are.
Nurgle has several fast units, namely drones. Advancing Death Guard are also pretty spry.
Body count is not a weakness of itself. It's a structural difference.
And many people think chess is fun and interesting because victory hinges much more on tactical ability than deck building.

Basically my point is that every army has an answer to every unit wether it's a tank or infantry. If they weren't then whole factions would get hard countered in matchups against certain other factions. And that's no bueno.

No, every army has an option but not a clone that can fill in.
If guard had a knight they wouldn't need to soup it in
If guard had jet bike captains they wouldn't need to soup it in
Yes, chess is popular but I assume there is a reason we are all on a WH board discussing WH and not chess. I could buy WH figures and play chess with them.... The fact is that's not what I'm looking for. I don't want the only thing differentiating my IG army from my brothers thousand suns to be the physical models and paint.


Automatically Appended Next Post:
 Peregrine wrote:
Dandelion wrote:
Also thematic differences don't require the faction as a whole to have weaknesses. Marines have tough infantry that serve a multitude of roles. That's just how they are structured, it's not a weakness of itself. Guard use versatile infantry backed with heavy weapons and numerous vehicles. Again that's a structure not a strength or weakness. Tau have suits designed to fulfill multiple roles and backed by solid light infantry and grav tanks, even kroot cover their melee "weakness".


If those "thematic differences" don't translate into strengths and weaknesses then they are only aesthetic differences. Sure, you can have a given amount of anti-tank firepower represented by single models on 25mm bases or heavy weapon teams on 60mm bases but if both are equally effective then it's no different from painting your Ultramarines yellow and calling them a whole new faction. Having meaningful gameplay differences requires variation, and if you don't want to have one faction be straight better than the other (you don't) then you need to have different strengths and weaknesses. The 25mm heavy weapons have meatshields in the squad and therefore better durability, the 60mm heavy weapons have more point efficiency on offense because they lack meatshields but lose firepower faster if attacked. Etc. Same thing at the faction level. 8th edition's over-homogenization and soup rules have damaged the concept, but each faction does have an identity in terms of strengths and weaknesses:

Space marines have no weaknesses but aren't top-tier at anything either. Their versatile elite infantry will always be better than the opponent's weakest point and able to attack there, but will always be weaker than the opponent's strongest point and vulnerable to attack. But neither of these differences will be by as large a margin as you might find with other comparisons. Winning depends on tactical flexibility and being able to use the same unit in different roles depending on the opponent.

Eldar are the opposite. Their specialists are each top-tier in their specific role, but weak at any other role. They will always have the best option for attacking each point in an opposing army, but if they are out-played and their specialists have to go up against the wrong target they get wiped off the table. Winning depends on superior execution of the Eldar plan, getting the specialists to their correct targets and staying one step ahead of the enemy to keep their massive weak points away from danger.

Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Tau have great mid-range mobile shooting but limited long-range firepower and nonexistent melee ability. Anything getting into melee with them wins and their ability to make an IG-style gunline is limited to a handful of railguns, but JSJ and fast tanks let them stay mobile without sacrificing firepower. Winning depends on managing the delicate balance between getting close enough to deliver effective offense and staying away from charges.

Orks are great at overwhelming the enemy in a horde of bodies but helpless at long range. They won't do much in the opening besides move forward, but once they get into combat sheer weight of numbers will beat almost anything. Winning depends on coordinating the attack, making sure that the whole green tide makes its charges simultaneously without getting too many models lost as casualties or stalled outside threat range.

Etc.

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.

^
Very well put


Guardsmen 5 pts per model. @ 2018/08/04 22:53:58


Post by: Ice_can


Except right now guard outshoot tau even at mid range firefights.

Also JSJ hasn't been a thing since 8th edition dropped.


Guardsmen 5 pts per model. @ 2018/08/04 22:56:46


Post by: SHUPPET


Spoletta wrote:

After all, it's not like a 5+ save for 4 points is something that only IS have, it that were truly OP then leviathan termagants would be as well (6+/6+++ is roughly equivalent).

Errr that comes at the cost of their Fleet buff, as well as needing a buff unit within 6 inches at all times. Guardsmen already have it built in. Giving Guard this same treatment and factoring in army bonuses, they become S4 with 2A, as well as a unit near a that gives out 2 orders, making them again the much stronger choice by far. As you already mentioned they have much better shooting, this comparison does more to highlight how much better they are than similarly priced options.





 Peregrine wrote:


Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Why do you weigh in on competitive play, when you admit you don't care or understand this game competitively, or follow the competitive scene at all?

Do you know what the top Guard armies that won were using?

Maxed out squads of obsec Catachan infantry that push up the board. At 4 points with a 5+, Guardsmen are almost definitely the tankiest infantry in the game point for point. So you are factually and objectively incorrect.

 Peregrine wrote:

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.

See how you just invented a weakness that they don't currently have, and used this to push some narrative that they are this balanced army? Saying something doesn't make it so. The fact that Guard are 4pts right now is exactly why your logic for argument against this change is actually supporting the change, you just don't have the grip on the game necessary to understand, and that's by your own self-admittance.






Asmodios wrote:

There wasn't a single pure guard army that placed...... go back and read

There wasn't a single pure anything list that placed, showing how utterly absurd your criteria is for judging what is doing well at a competitive level. A fact you haven't acknowledged once, while having the hide to accusing others of ignoring points, because you're really bad at this.

Asmodios wrote:
 SHUPPET wrote:
You are the walking definition of "moving the goalposts", and even when it comes to those moving nets you aren't being even remotely objective, you came in here downplaying Guard before you even knew what the lists were.

I also aparently knew exactly what the lists were by listening to podcasts just wanted to be safe and not present it as fact as i did not have them infront of me..... but it iss 100% what i listened to and now you confirmed it.


No. This is what you said the top Guard lists were:
Asmodios wrote:
none of those top guard lists were mono guard. While some were guard dominate they still included things like smash captains and jet bikes.

Out of the 3 lists in question, not a single one ran Custodes, and only 1 ran Jump Captains. So the reality was you were 16% accurate in what claimed it was. And you got that 16% by chance, not by knowing anything. So yeah, you definitely came in here downplaying before you even knew what the lists in question were. Lol.


Guardsmen 5 pts per model. @ 2018/08/04 23:03:42


Post by: Peregrine


 SHUPPET wrote:
Nonsense.


Perhaps you could pay more attention to the context, and notice that the post you're quoting is a reply to a discussion of game design principles about faction identity and strengths and weaknesses, not the state of competitive 40k right now? Those faction descriptions are an example of how it should be done, not an analysis of the current metagame in the over-homogenized mess of 8th.


Guardsmen 5 pts per model. @ 2018/08/04 23:04:15


Post by: Asmodios


 SHUPPET wrote:
Spoletta wrote:

After all, it's not like a 5+ save for 4 points is something that only IS have, it that were truly OP then leviathan termagants would be as well (6+/6+++ is roughly equivalent).

Errr that comes at the cost of their Fleet buff, as well as needing a buff unit within 6 inches at all times. Guardsmen already have it built in. Giving Guard this same treatment and factoring in army bonuses, they become S4 with 2A, as well as a unit near a that gives out 2 orders, making them again the much stronger choice by far. As you already mentioned they have much better shooting, this comparison does more to highlight how much better they are than similarly priced options.





 Peregrine wrote:


Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Why do you weigh in on competitive play, when you admit you don't care or understand this game competitively, or follow the competitive scene at all?

Do you know what the top Guard armies that won were using?

Maxed out squads of obsec Catachan infantry that push up the board. At 4 points with a 5+, Guardsmen are almost definitely the tankiest infantry in the game point for point. So you are factually and objectively incorrect.

 Peregrine wrote:

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.

See how you just invented a weakness that they don't currently have, and used this to push some narrative that they are this balanced army? Saying something doesn't make it so. The fact that Guard are 4pts right now is exactly why your logic for argument against this change is actually supporting the change, you just don't have the grip on the game necessary to understand, and that's by your own self-admittance.






Asmodios wrote:

There wasn't a single pure guard army that placed...... go back and read

There wasn't a single pure anything list that placed, showing how utterly absurd your criteria is for judging what is doing well at a competitive level. A fact you haven't acknowledged once, while having the hide to accusing others of ignoring points, because you're really bad at this.

Asmodios wrote:
 SHUPPET wrote:
You are the walking definition of "moving the goalposts", and even when it comes to those moving nets you aren't being even remotely objective, you came in here downplaying Guard before you even knew what the lists were.

I also aparently knew exactly what the lists were by listening to podcasts just wanted to be safe and not present it as fact as i did not have them infront of me..... but it iss 100% what i listened to and now you confirmed it.


No. This is what you said the top Guard lists were:
Asmodios wrote:
none of those top guard lists were mono guard. While some were guard dominate they still included things like smash captains and jet bikes.

Out of the 3 lists in question, not a single one ran Custodes, and only 1 ran Jump Captains. So the reality was you were 16% accurate in what claimed it was. And you got that 16% by chance, not by knowing anything. So yeah, you definitely came in here downplaying before you even knew what the lists in question were. Lol.

So you are making my point once again..... There wasn't anything but soup that placed..... so soup is the real issue pushing out any army that cant soup.

Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.


Guardsmen 5 pts per model. @ 2018/08/04 23:09:40


Post by: SHUPPET


Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.


Guardsmen 5 pts per model. @ 2018/08/04 23:15:22


Post by: Colonel Cross


Ice_can wrote:
fe40k wrote:
Guardsman deserve to be 5ppm. Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).
Spoiler:

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.
This proves the point Infantry squads shouldn't be wiping the floor with everyone in a shoot out. Especially against the army thats supposed to have over powered shooting to make up for absolutely zero psychic powers and no CC ability.
Right now the main reason that no one take conscripts is why would you? They cost the same as infantry squads but are worse, infantry squads out perform every other 4ppm units in the game model for model and a number of other units point for point.
Conscripts at 4ppm, IS at 5ppm and Vets at 6 ppm gives each unit a purpose.

Take firewarriors they have the same BS get +1pt for a better save plus +2 for a better gun and -1 for worse WS which would make FW 6ppm to compete with guard infantry. At 6ppm firewarriors would be Alitoc broken.


I play Catachans against Tau all the time. You know how many times I've gotten full squads into rapid fire range and butchered them? Maybe once haha. And I actually freaking use Chimeras! My infantry also can barely survive a charge because the transports rarely survive getting that close. Think of how good the Tau hammerhead is now with Longstrike buffing them? They all have decent anti infantry secondary weapons. When you combine the army's traits, things become infinitely less cut and dry.

In a game this dynamic it's often silly to just compare 1 unit against another. It just doesn't work that way. Fire warriors are smaller units, typically, with 30" range weapons. If they're not in cover something is wrong. They are naturally resilient to morale due to small unit number and bonding knife ritual. Add in an Ethereal for 6+FNP and a leadership bubble, now they're cooking.

The comparison of firewarriors shooting vs guardsmen shooting at each other is also disingenuous due to the prevalence of T4 basic infantry to many factions. Pulse Rifles are kind of over kill on T3 infantry. But I did enjoy your horrible math of the magically teleported into rapid fire range guardsmen against the Tau.

The Tau abilities and Stratagems can allow 30 firewarriors to seriously maim or kill a knight, because I just watched it happen and it was hilarious. I don't even want to do the math for how many guardsmen it would take to accomplish the same thing.

The truth is, it's going to take way more calculations than "this #of points of Guardsman here shooting at this #of points of this unit here annihilate them within the magic confines of my calculator" to prove to me that points need to be adjusted, not just for guardsmen but for any unit. I'm not trying to be an ass, but the Guardsman have been under attack for a year now, and the only time it was justified was with conscript spam and then they got overly nerfed. I just need better evidence that in a mono guard force, the Guardsman are "OP" at their current points cost. I knew this was going to come when the knight codex came out as everyone shifted back to an AT skew in the meta and the guard CP batteries which were going to drive the other elite codexes.


Guardsmen 5 pts per model. @ 2018/08/04 23:27:40


Post by: An Actual Englishman


I gotta be honest, I don't see the value in these threads.

People end up just beefing at each other throwing maths, real life examples, tournament statistics etc around hoping someone will listen.

GW aren't reading this thread. Everything you write here, unless passed on to GW through their email channels (and likely even if) is a complete and utter waste if you're genuinely hoping to see change.

I personally believe IS should be 5ppm but I don't think they are the most broken thing in the game right now.

The most broken thing in the game right now, without exception, is the ability for Imperial, Chaos and Eldar players to soup. Thinking about things logically, GW already have an incredibly tough time balancing the units internally and externally even if they were unable to soup. When a player can pick and choose the best units from different factions and mash them together with no consequence, the game is far too open to extremes that we now see in the competitive meta.

Ynarri are broken.
Knights + friends are broken.
Custodes + friends are broken.
Dark Eldar + friends are broken.
Renegade Knights + friends are broken.
I'm sure there are others I can't think of right now, it's late here but I think you get the jist.

Until the above is fixed, thinking about increasing or decreasing the points cost of a specific unit by one is, to me at least, completely irrelevant.


Guardsmen 5 pts per model. @ 2018/08/04 23:28:47


Post by: Asmodios


 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.


Guardsmen 5 pts per model. @ 2018/08/04 23:38:51


Post by: JimOnMars


If guardsmen were 5 points per model, IG would be significantly weaker.

Then they would get over it.


Guardsmen 5 pts per model. @ 2018/08/04 23:40:59


Post by: Karol


I don't play IG, and I don't use them in my army as ally. But how about instead of nerfing or making goodt stuff bad, GW would fix the stuff that is bad and make it good? Why fix things that aren't broken?
Even a +40pts model can be worth using, as custodes have shown, as long as it has good rules.

Give bad units and armies good rules, and the problem of guardsman costing 4 or 5 pts, is going to be moot.


Guardsmen 5 pts per model. @ 2018/08/05 01:04:06


Post by: Drudge Dreadnought


**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.


Guardsmen 5 pts per model. @ 2018/08/05 01:32:24


Post by: SHUPPET


Asmodios wrote:
 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.

>complains about selectively quoting
>next line, selectively quotes a fragment of my sentence and inaccurately condenses my entire argument down to that.


The problem isn't just allies, at all. There's problems definitely with Guard as a standalone faction too. If you remove allies from the game, Guardsmen are still stupidly costed infantry an incredibly powerful army. This my argument. Stop trying to rewrite what I'm saying and then throwing out accusations of Strawman fallacies. You're really bad at this.

I've seen well rationalised arguments as to why, or why not, Guardsmen should be 5pts, from people not letting bias cloud their judgement. You are not one of them. Every single post from you (and a couple of select others) screams faction-bias all through it, the transitional logic jumps you leap through don't even make sense half the time, you just repeat it ad nauseam, and then when people get tired of disproving the same point over and over you accuse them of fallacies that I don't think you even understand the definition of, for not responding with a spreadsheet of points that could basically be copy pasted from past responses already disproving what you've said.

Just give it a rest.



 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

While I agree with your outlook on the game, even in a game with tons of anti-infantry options the problem is that even among other good, similarly costed infantry, Guard stands above the rest. Neophyte Hybrids, 5pts. Hormagants, 5 pts, etc. This would be a much fairer level for Guardsmen too, they are not 4pt infantry in the context of this game.


Guardsmen 5 pts per model. @ 2018/08/05 01:45:41


Post by: Dandelion


Asmodios wrote:

No, every army has an option but not a clone that can fill in.
If guard had a knight they wouldn't need to soup it in
If guard had jet bike captains they wouldn't need to soup it in
Yes, chess is popular but I assume there is a reason we are all on a WH board discussing WH and not chess. I could buy WH figures and play chess with them.... The fact is that's not what I'm looking for. I don't want the only thing differentiating my IG army from my brothers thousand suns to be the physical models and paint.


Who said anything about clones? Baneblades do the same/similar thing as Knights so to me their roles are equivalent. So long as each faction has a rough equivalent for something then I don't consider them to have any more strengths or weaknesses than another. Individual units should have weaknesses but factions as a whole should be able to cover their weak spots if the player plans around it. Tau are skewed to shooting but they do have close combat options if the player chooses to use them. In fact they were designed in such a way that Kroot would be almost necessary to offset their weakness in melee so that the faction as a whole didn't have a weakness, but each unit did.


Guardsmen 5 pts per model. @ 2018/08/05 02:14:42


Post by: Dandelion


 Peregrine wrote:

If those "thematic differences" don't translate into strengths and weaknesses then they are only aesthetic differences. Sure, you can have a given amount of anti-tank firepower represented by single models on 25mm bases or heavy weapon teams on 60mm bases but if both are equally effective then it's no different from painting your Ultramarines yellow and calling them a whole new faction. Having meaningful gameplay differences requires variation, and if you don't want to have one faction be straight better than the other (you don't) then you need to have different strengths and weaknesses. The 25mm heavy weapons have meatshields in the squad and therefore better durability, the 60mm heavy weapons have more point efficiency on offense because they lack meatshields but lose firepower faster if attacked. Etc. Same thing at the faction level. 8th edition's over-homogenization and soup rules have damaged the concept, but each faction does have an identity in terms of strengths and weaknesses:

Space marines have no weaknesses but aren't top-tier at anything either. Their versatile elite infantry will always be better than the opponent's weakest point and able to attack there, but will always be weaker than the opponent's strongest point and vulnerable to attack. But neither of these differences will be by as large a margin as you might find with other comparisons. Winning depends on tactical flexibility and being able to use the same unit in different roles depending on the opponent.

Eldar are the opposite. Their specialists are each top-tier in their specific role, but weak at any other role. They will always have the best option for attacking each point in an opposing army, but if they are out-played and their specialists have to go up against the wrong target they get wiped off the table. Winning depends on superior execution of the Eldar plan, getting the specialists to their correct targets and staying one step ahead of the enemy to keep their massive weak points away from danger.

Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Tau have great mid-range mobile shooting but limited long-range firepower and nonexistent melee ability. Anything getting into melee with them wins and their ability to make an IG-style gunline is limited to a handful of railguns, but JSJ and fast tanks let them stay mobile without sacrificing firepower. Winning depends on managing the delicate balance between getting close enough to deliver effective offense and staying away from charges.

Orks are great at overwhelming the enemy in a horde of bodies but helpless at long range. They won't do much in the opening besides move forward, but once they get into combat sheer weight of numbers will beat almost anything. Winning depends on coordinating the attack, making sure that the whole green tide makes its charges simultaneously without getting too many models lost as casualties or stalled outside threat range.

Etc.

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.


From what I see, you have presented the stereotypical attributes of each faction but each weakness you mention is generally covered by each army:

- Marines weakness as you say is being jack-of-all-trades but master-of-none. That's not really a weakness per se and I feel that Marines do specialize (ASM v Devastators). Sure they're worse than other options (reapers) but from what I can tell people aren't too happy about that.

- Eldar do specialize, and that's what each aspect is for, but they also have generalized options (guardians/avengers anyone?) Then there's Wraithguard which play a super heavy infantry role and also seem pretty versatile to me. Their vehicles are also just tough/versatile in general and I feel like that was intended. Are windriders any more specialized than Marine bikers? (genuine question here)

- You say the Guard weakness is lack of projection, but Scions are very capable of that. Even just using Valkyries to bolster a gunline can have the same effect.

- Tau's weakness is melee generally, but Kroot exist to fill that gap which means the overall faction doesn't have that weakness, just the individual units.

- Ork shooting is worse than it deserves to be. Most of the Ork index is dedicated to ranged units. Mek guns and big gunz exist to fill the long range gap. Besides, Orks hunkering down and just firing is already established in their fluff (bad moonz/freebootaz)

As you can see each of these factions have the units to cover their supposed weaknesses (except maybe marines cuz their weakness is just being good instead of great). A player can build their army against the stereotypical build and still have a functioning army. Maybe not the best army but that's more to do with wonky balance than anything else.


Guardsmen 5 pts per model. @ 2018/08/05 03:40:56


Post by: Luke_Prowler


SemperMortis wrote:
 Luke_Prowler wrote:
Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


And the biggest problem with your math? you forgot that you get 3 guardsmen for every 2 orkz.

Basics, 3 guardsmen get 3 shots from 19-24 inches while the Orkz get zero. From 13-18 the Orkz get 4 shots to the guardsmens 3. And from 1-12 the guard get 6 shots to the orkz 4. So in a 24 inch range, orkz do better for 6 inches compared to the guards 18 inches. Ranged wise its heavily in favor of the guard. They also get heavy weapons worth taking and specialist weapons worth taking. Orkz get big shootas and Rokkitz, all of which are useless and over priced. Add to that the fact that the Guard will always have an officer nearby and then you factor in the orders bonus and yeah, shooting goes to Guard. IN CC Orkz are superior, not even going to debate that.

And again, durability wise, it goes to Guard hands down. Yes T4 is better then T3 and that is basically cancelled out by 5+ being better then 6+ but guard have the added bonus of being able to camp in cover and use longer ranged weapons to be useful where as the orkz need to be advancing every turn to get full use out of their CC abilities. So realistically you are seeing Guard with 4+ saves not 5+.

To summarize, Orkz are better overall due to T, S and # of attacks, but since most of their benefits are CC oriented they aren't as powerful as they appear. Guard are significantly better at ranged combat and are better at camping objectives and utilizing that advantage. Overall I think they are 1 point apart, not 2. I would not lower the cost of Ork boyz though because I am sick and tired of cheap boyz hordes, but yeah i could see guard going to 5ppm.

Assuming the best case for the guard (on objective, in cover, everyone's in range and LoS), then yes they have an advantage. Key words there is "best case". With all that, at 12 inch the 30 imperial guards unleash fire down range at the advancing orks, killing 8 boyz! None flee with morale because, realisticly, there's another mob nearby for Mob Rule. the 12 boyz shoot back for 3 dead guardsmen, they charge and cut down 8. Guardsmen only drag down 2 orks, and min 5 flee from combat. And this is with IG advantage, compare 30 choppa boyz vs 45 guard out in the open.

You keep marginalizing melee, but since that's how orks do the most damage it can't be ignored


Guardsmen 5 pts per model. @ 2018/08/05 05:15:47


Post by: Asmodios


 SHUPPET wrote:
Asmodios wrote:
 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.

>complains about selectively quoting
>next line, selectively quotes a fragment of my sentence and inaccurately condenses my entire argument down to that.


The problem isn't just allies, at all. There's problems definitely with Guard as a standalone faction too. If you remove allies from the game, Guardsmen are still stupidly costed infantry an incredibly powerful army. This my argument. Stop trying to rewrite what I'm saying and then throwing out accusations of Strawman fallacies. You're really bad at this.

I've seen well rationalised arguments as to why, or why not, Guardsmen should be 5pts, from people not letting bias cloud their judgement. You are not one of them. Every single post from you (and a couple of select others) screams faction-bias all through it, the transitional logic jumps you leap through don't even make sense half the time, you just repeat it ad nauseam, and then when people get tired of disproving the same point over and over you accuse them of fallacies that I don't think you even understand the definition of, for not responding with a spreadsheet of points that could basically be copy pasted from past responses already disproving what you've said.

Just give it a rest.



 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

While I agree with your outlook on the game, even in a game with tons of anti-infantry options the problem is that even among other good, similarly costed infantry, Guard stands above the rest. Neophyte Hybrids, 5pts. Hormagants, 5 pts, etc. This would be a much fairer level for Guardsmen too, they are not 4pt infantry in the context of this game.

Nice straw man again. I quoted a specific part of your post to address it.... not selectively leaving out quotes and stating you never talked about something. The gymnastics you go through to keep from talking about actual points I make is staggering.

You also continually state as a fact that there are issues with guard as a stand alone faction but present 0 evidence for this claim over and over. You have admitted that no pure guard even placed at this event and do you know why that is? It’s because guard as a stand alone faction doesn’t have a problem actually it’s not even considered good enough to bring to the BAO.... you are required to soup in another faction.

Here is some fun statistics I went and looked up for you
Most common Primary Factions:
Imperial Knights: 14
T’au: 13
Astra Militarum: 11
Asuryani: 11
Tyranids: 10
Most common Secondary Detachments:
Astra militarum: 40
T’au: 20
Asuryani: 19
Drukhari: 15
Tyranids: 12
Most points earned per round:
Adeptus Sororitas: 27.34
Dark Angels: 26.50
Imperial Knights: 24.12
Renegade Knights: 24
Ynnari: 23.85
Highest win percentage:
Renegade Knights: 75%
Dark Angels: 75:
Genestealer Cults: 58.33%
Drukhari: 55.32%
Imperial Knights: 55.28%
T’au: 55.07%

Guard (and this is including with soup that raises their power level substantially) doesn’t even make the highest win percentage or points earned per turn list. Meaning that on average you will win a higher amount of games running you primary faction as not guard at the BAO. So once again where is the evidence that pure guard is an issue now? I’d love to read the data simply present it


Guardsmen 5 pts per model. @ 2018/08/05 05:39:52


Post by: Dandelion


@ Luke_Prowler
Let's just see then: 30 slugga boyz vs 45 Guard in the open:

Both sides start 25" away.

Orks go first. Advancing 11" puts them at 14". No shots.

Guard back up 6" and fire:
42 shots (assuming sergeants):
- 6 kills

Orks advance 11" puts them at 9", no shots, no charge.

Guard move up to rapid fire range, and we'll say only 30 men are in 12".
71 shots:
- 10 kills
Guard charge with 2 squads,
Orks fire overwatch:
- 1 kill
Guard fight
- 3 kills
Orks fight back:
- 9* kills, one squad dead.

Orks shoot:
- 2 kills
Orks fight:
- 8* kills, squad dead.

Guard are all in rapid fire, shoot:
- 7 kills
Guard charge with 2 squads
Orks overwatch:
- no kill
Guard fight
- 3 kills
Orks fight
- 1 kill

Orks shoot:
- no kill
Orks fight:
- 1 kill
Guard fights
- 1 kill

Total: Guard wins with 23 models left.
*Actually did more wounds but could only allocate to that squad.


Guardsmen 5 pts per model. @ 2018/08/05 06:40:26


Post by: PiñaColada


 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

Yeah, all flamers should really be "roll 2d6 and pick the highest" for amount of hits and they should ignore cover. A space marine successfully hitting 1 out of the 40 cultists 5 meters in front of him is just sad.


Guardsmen 5 pts per model. @ 2018/08/05 07:51:04


Post by: Colonel Cross


I would definitely think, for the current price, that flamer weapons could use those rules and still not even be used that much haha. But I dig that proposal.


Guardsmen 5 pts per model. @ 2018/08/05 08:06:15


Post by: Quickjager


What anti horde weapons


Automatically Appended Next Post:
 MrMoustaffa wrote:
Dandelion wrote:
A lot of people are for 5pt guardsmen, including guard players. However, as is expected, there are many who think 4pt guard is fine.
Kanluwen should be along shortly to tell you why 5pt guard is bad.

I was in the 5ppm camp until the commissars lost their seriously crazy ld abilities. Nowadays with the amount of anti horde weapons out there 4ppm doesn't seem as ridiculous as it did. Used to be we had the best morale in the game. Nowadays we're actually vulnerable to leadership shock again and more tricks are being used to actually remove or get around the screens guardsmen provide. Captain smash is a great example, guardsmen screens are almost entirely incapable of stopping him.

The big issue is that guardsmen can be allied to half the armies in the game and you'd be stupid not to for the cp they provide. Allies drastically need to be reworked because as it sits you could make guardsmen 6ppm and they would still be abused by soup lists for the regenerating cp and being the cheapest decent troop tax around.

Ironically guardsmen are an issue in almost every list except a pure IG army. Make it where knights, space marines, and other imperium armies can't use us as a crutch/cheaper troop tax and guardsmen would be fine where they are. You don't do that by upping their price, but by reworking how ally detachments work so 3 squads of infantry and a couple officers aren't leading your whole army and providing half it's command points. Locking CP to the detachment or <keyword> that generates it is the only way you're going to end that. If you try to fix it with a points change to guardsmen all you'll do is Nerf IG's most iconic unit and the tournament crowd will just sub in scions, nothing serious will change.


Guardsmen 5 pts per model. @ 2018/08/05 08:38:05


Post by: Spoletta


 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.


The game is full of anti horde weapons.

Lasguns, bolters (and variations), devourers... Pretty much every S3 or S4 weapon without AP is an anti horde weapon, since it is drastically more efficient at killing small models than elite models.

Sure, if you use a tactical marine vs guardman for your math, then you get skewed results, but you just took a totally uncompetitive choice vs an high competitive one specialized in durability (and without looking at morale). If you take a more realistic and less biased approach, you can see that shooting a bolter at an intercessor will yeld you 1/3 of the points in damage compared to shooting an ork boy.

The whole concept going around that "8th has no anti horde weapons" is completely false. If you increase the amount of anti horde weapons going around, you kill many units like hormagaunts that right now are perfectly balanced.

If you can't table 200 boyz with a TAC list, that's like saying that you can't table a knight list with a typical TAC list. Skewed lists tend to do that. I assure you that if you invested in light weaponry the same amount of points that right now we invest in heavy weapons in case we meet knights, then those 200 Orks would be no problem.

Let's stop derailing threads with this wrong assumption that the game lacks anti horde, it is simply false.

If there are problems (and i'm not sure there is one), then they are to be found within individual models.


Guardsmen 5 pts per model. @ 2018/08/05 12:57:44


Post by: Crimson


PiñaColada wrote:

Yeah, all flamers should really be "roll 2d6 and pick the highest" for amount of hits and they should ignore cover. A space marine successfully hitting 1 out of the 40 cultists 5 meters in front of him is just sad.

Flamers should be '2d6 autohits, cannot cause more hits than there are models in the target unit.'


Guardsmen 5 pts per model. @ 2018/08/05 13:17:41


Post by: jcd386


The game lacks anti horde compared to previous editions, may be a more accurate statement. Weapons that that do more damage based on the number of models in a unit (ie, template weapons) are gone (which is fine) and nothing replaced them effectively (which I think is a problem). For a gun to be anti horde in 8th, it must simply have as many shots as possible for as few points as possible. With a few exceptions (aggressors, deathwatch, etc), this now means that the only effective anti horde is another horde.

As for the durability issue, I'd argue that the only realistic way to compare durability is to look at a wider range of weapons that just a bolter or Las gun. Armored units are killed much more effectively than hordes once AP is involved. Multi wound have a major weakness in that they are vulnerable to multi damage weapons in ways horde units are not. Intercessors may be more durable than orks per point vs bolters, but most real armies will have some 2 damage shooting they can direct at the intercessors, and that isn't something you should leave out of the equation. Ideally I think we would come up with a mix of weapons a balanced enemy army is actually likely to shoot at a Target (x% bolters, x% plasma, x% heavy bolters, x% autocannons, x% Las cannons, etc), and calculculate the durability of units based on that. When you do that, you find that hordes are some of the most durable units in the game, because there isn't a set of weapons that do damage based on unit size, and the anti horde weapons end up being anti pretty much everything weapons. The reason you don't see Marines isn't because they are sightly less durable than guardsmen vs bolters, but because they evaporate vs heavy bolters, assault cannons, etc.


Guardsmen 5 pts per model. @ 2018/08/05 13:38:29


Post by: SemperMortis


 Luke_Prowler wrote:

Assuming the best case for the guard (on objective, in cover, everyone's in range and LoS), then yes they have an advantage. Key words there is "best case". With all that, at 12 inch the 30 imperial guards unleash fire down range at the advancing orks, killing 8 boyz! None flee with morale because, realisticly, there's another mob nearby for Mob Rule. the 12 boyz shoot back for 3 dead guardsmen, they charge and cut down 8. Guardsmen only drag down 2 orks, and min 5 flee from combat. And this is with IG advantage, compare 30 choppa boyz vs 45 guard out in the open.

You keep marginalizing melee, but since that's how orks do the most damage it can't be ignored


Best case is common case because at 40pts for a full squad why would you worry about them not doing anything? plant them in cover on the objective and force your opponent to come to you.

As for your scenario, funny how you started them at 12' instead of beyond range like they normally start out, If its 30 guard vs 20 orkz (120pts each) then at 24' the guard kill about 4-5 Boyz turn 1, orkz have to advance so they are hitting on 6s, average advance is 3.5 so 8-9in total, that puts them at 15-16' range. they shoot 32 shots(assuming 4 died turn 1) for 10-11 hits, 7 wounds, against a 4+ save = 3-4 dead IG. Guard walk forward into double tap range and the remaining 26 shoot 52 shots for 26 hits and 9 wounds for a grand total of another 8 dead Orkz. So now the ork horde is down to 8 models, they just lost 8 so that means they lose D6 more models so another 3 (because we aren't adding in their being another mob nearby because if we do that then I add in orders to the squads and then it really goes one way). So now those orkz are down to 4-5 boyz left, they walk forward and get within 7' range of the IG and shoot 10 shots, 3 hits, 2 wounds and 1 more dead guard. then they charge, the remaining 25 guard let lose with 50 shots for about 8 hits and 2-3 wounds for another 2-3 dead Orkz. the remaining boyz get into combat and dish out a grand total of 6 attacks, 4 hits and 3 wounds for 1.5 dead guard, the guard then swing back and annihilate the Boyz. Game over.

Again though, I am not saying boyz need a buff, they are fine where they are. Hopefully we get some Klan Tactics worth a damn and I will be happy. But to sit there and say Ork boyz compared to IG is about even point for point is just inherently wrong. All the numbers add up and point to the fact that IG are too cheap. At 5ppm they would be fine.


Guardsmen 5 pts per model. @ 2018/08/05 14:09:46


Post by: jcd386


Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions. Comparing them in a vacuum is also foolish. Orks can teleport, reroll charges, advance and charge, etc. Guard have orders, etc. These things can't really be accounted for in a vacuum comparison. It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Guardsmen 5 pts per model. @ 2018/08/05 15:54:04


Post by: Dandelion


jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.


Guardsmen 5 pts per model. @ 2018/08/05 16:09:45


Post by: jcd386


Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.


Unfortunately I think with things like chapter tactics, auras, and strategems, you have to balance things based on the ideal or at least the average combination rather than the individual parts in a vacuum.

What we frequently see in the game is that two units cost about the same but one is much better due to faction synergies, so the inverse wouldn't be much different.

As for the difference between those armies, Ork boys are actually expected to do some heavy lifting in Ork lists, and do real damage if they aren't stopped. Guardsmen are more about just existing, taking up space, and being annoying while the real damage dealers like tanks and artillery (or allies) continue to function. Guardsmen are chaff. If you could you would ignore them and kill something else, but they force you to focus on them by their positioning. You want to kill Ork boys because they are actually scary. Reducing the number of boys reduces the meaningful damage output of the enemy list. Killing guardsmen typically doesn't to the same extent. This makes the guardsmen more valuable IMO.


Guardsmen 5 pts per model. @ 2018/08/05 18:36:35


Post by: Dandelion


jcd386 wrote:

Unfortunately I think with things like chapter tactics, auras, and strategems, you have to balance things based on the ideal or at least the average combination rather than the individual parts in a vacuum.

What we frequently see in the game is that two units cost about the same but one is much better due to faction synergies, so the inverse wouldn't be much different.

As for the difference between those armies, Ork boys are actually expected to do some heavy lifting in Ork lists, and do real damage if they aren't stopped. Guardsmen are more about just existing, taking up space, and being annoying while the real damage dealers like tanks and artillery (or allies) continue to function. Guardsmen are chaff. If you could you would ignore them and kill something else, but they force you to focus on them by their positioning. You want to kill Ork boys because they are actually scary. Reducing the number of boys reduces the meaningful damage output of the enemy list. Killing guardsmen typically doesn't to the same extent. This makes the guardsmen more valuable IMO.


It all depends on how you use them. If you treat them as chaff that's all they will be, but if you use them aggressively you'll find that they hurt... a lot. Most people I see are running 60-80 guardsmen, which really isn't enough. To put that into perspective that's about 240-320 points, that's the equivalent of 1 maybe 2 tanks/vehicles. That's peanuts for what you're getting. Plop down 120-200 Steel Legion Guardsmen and you'll be terrified of the humble lasgun. Also, Guard special weapons are cheap. Plasma, heavy botlers, lascannons etc... can all hide within bigger squads.


Guardsmen 5 pts per model. @ 2018/08/05 19:28:45


Post by: Karol


Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.

But static point costs aren't a very good representative power of a unit. one unit of ten reapers is not the same in power as 3xten sized units of reapers. IMO GW should just make premade armies and balance them against each other. Otherwise you get stuff like razorbacks going up in points, because they are too good for normal marines with all the re-rolls, only the GK players did not have access to those re-rolls.


Guardsmen 5 pts per model. @ 2018/08/05 19:48:44


Post by: vipoid


Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?


Guardsmen 5 pts per model. @ 2018/08/05 20:34:53


Post by: niv-mizzet


Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.


No. That’s poor design that leads to homogenized factions that may as well just be different “skins” of each other.

Assymetrical games charge you extra for being able to do something outside your focus. Magic for example DOES have things like green direct damage spells, red card draw, blue fat creatures etc. They typically suffer higher than normal cost or other significant downsides that would make them very bad cards in the color(s) they are emulating, but the ability to cover a weakness without crossing colors is what you’re paying extra (or getting less) for.


Guardsmen 5 pts per model. @ 2018/08/05 20:48:21


Post by: kurhanik


 vipoid wrote:
Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?


To be fair, a naked Guardsman is there less to deal damage, than to soak it. Any shots fired into the screen, or any melee units that need to waste a turn mulching through them, is another turn the big guns are firing. Plus, an Infantry Squad can be fairly flexible since you can hide a heavy weapon in it, or a special weapon (or both) - the cost of each squad goes up, but having a Lascannon that (before factoring morale) has 10 wounds for 60 points is nothing to scoff at.


I had a bit of a shower thought from the comments in this thread on soup, that got me thinking slightly. Would something along the lines of "troops costing 10 points or more per model generate 1cp per unit taken" work as a slap dash fix? Suddenly Tactical Marines and the like would have a much bigger use, as taking those three troop slots of them would give the player 3 more CP and some tactical flexibility. Meanwhile, Guardsmen, Orks, Skitarii, etc with cheaper troops would not generate these bonuses. Very obviously, this would need to be fine tuned, clarified, etc, but it would give more elite armies more CP options than "add a Guard CP battery".


Guardsmen 5 pts per model. @ 2018/08/05 20:59:23


Post by: Dandelion


Karol wrote:
Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.

But static point costs aren't a very good representative power of a unit. one unit of ten reapers is not the same in power as 3xten sized units of reapers. IMO GW should just make premade armies and balance them against each other. Otherwise you get stuff like razorbacks going up in points, because they are too good for normal marines with all the re-rolls, only the GK players did not have access to those re-rolls.


I don't know what you're getting at. If buffs weren't taken into consideration on a unit by unit basis than razorbacks would not have gone up in price due to regular marines. The cost of a buff is better paid in the unit that gives the buff.


Automatically Appended Next Post:
 niv-mizzet wrote:

No. That’s poor design that leads to homogenized factions that may as well just be different “skins” of each other.

Assymetrical games charge you extra for being able to do something outside your focus. Magic for example DOES have things like green direct damage spells, red card draw, blue fat creatures etc. They typically suffer higher than normal cost or other significant downsides that would make them very bad cards in the color(s) they are emulating, but the ability to cover a weakness without crossing colors is what you’re paying extra (or getting less) for.


Please explain how costing units based on their baseline performance homogenizes them. Points represent in-game performance full stop. If they don't then they are a currency which edges armies into skew lists.

As for the Magic example, 40k doesn't have a faction "focus" or whatever that is. Do Tau pay extra for the luxury of running Kroot?


Guardsmen 5 pts per model. @ 2018/08/05 21:35:13


Post by: SHUPPET


 vipoid wrote:
Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?

To answer your question: Yes, they are. Guard had 3 top 10 placings at BAO last weekend as a Primary faction (more than any other race) and all 3 took a large amount of infantry, the upper two both maxing out on Guardsmen. Then, on top of that they had 3 MORE placings as the CP battalion that you describe, but that's a separate issue. Over the course of the month as a whole, they have more top 3 placings than any other army, every single list to place being a Catachan infantry based build, and that's one again, excluding CP batteries.


Guardsmen 5 pts per model. @ 2018/08/05 22:34:16


Post by: JimOnMars


At five points per guardsman the Imperial Guard will not be transformed into a bottom tier army. They just won't. They won't necessarily be top tier anymore...so be it.

This will instantly nerf two of the biggest problems in the game: namely overpowered Imperial Guard and overpowered Imperial Soup.

Yes, it leaves Eldar (of all stripes) that desperately need a similar treatment.

I can't understand why people don't want to make the game better.


Guardsmen 5 pts per model. @ 2018/08/05 23:08:25


Post by: alextroy


The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.


Guardsmen 5 pts per model. @ 2018/08/05 23:22:34


Post by: Ice_can


 alextroy wrote:
The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
Are Drukari missing power from pain or something else to explain why they're getting what at first glance feel like undercosted units?


Guardsmen 5 pts per model. @ 2018/08/05 23:48:55


Post by: Martel732


Drukhari are largely undercosted, just like IG.


Guardsmen 5 pts per model. @ 2018/08/06 00:40:07


Post by: Drudge Dreadnought


Spoletta wrote:
 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.


The game is full of anti horde weapons.

Lasguns, bolters (and variations), devourers... Pretty much every S3 or S4 weapon without AP is an anti horde weapon, since it is drastically more efficient at killing small models than elite models.

Sure, if you use a tactical marine vs guardman for your math, then you get skewed results, but you just took a totally uncompetitive choice vs an high competitive one specialized in durability (and without looking at morale). If you take a more realistic and less biased approach, you can see that shooting a bolter at an intercessor will yeld you 1/3 of the points in damage compared to shooting an ork boy.

The whole concept going around that "8th has no anti horde weapons" is completely false. If you increase the amount of anti horde weapons going around, you kill many units like hormagaunts that right now are perfectly balanced.

If you can't table 200 boyz with a TAC list, that's like saying that you can't table a knight list with a typical TAC list. Skewed lists tend to do that. I assure you that if you invested in light weaponry the same amount of points that right now we invest in heavy weapons in case we meet knights, then those 200 Orks would be no problem.

Let's stop derailing threads with this wrong assumption that the game lacks anti horde, it is simply false.

If there are problems (and i'm not sure there is one), then they are to be found within individual models.


Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Guardsmen 5 pts per model. @ 2018/08/06 00:57:53


Post by: Eonfuzz


 Drudge Dreadnought wrote:


Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Lets theorycraft.

Within the current design space of 8e, how would you create and define an 'anti-horde' weapon. This weapon has to be bad (or at least average) against non-hordes.


Guardsmen 5 pts per model. @ 2018/08/06 01:02:01


Post by: Crimson


 Eonfuzz wrote:


Lets theorycraft.

Within the current design space of 8e, how would you create and define an 'anti-horde' weapon. This weapon has to be bad (or at least average) against non-hordes.

I said this on previous page: Flamers should be '2d6 autohits, cannot cause more hits than there are models in the target unit.' You could apply the same logic to some former blast weapons as well.


Guardsmen 5 pts per model. @ 2018/08/06 01:13:32


Post by: JimOnMars


Anti-horde weapons could get 1 shot for every 10 models in a target unit, round up. Kind of a kludge but it would do the trick.



Guardsmen 5 pts per model. @ 2018/08/06 01:25:03


Post by: Colonel Cross


It's kind of funny that the punisher Gatling Cannon, Wyvern, and mortar HWSs are in the guard armory.


Guardsmen 5 pts per model. @ 2018/08/06 01:36:44


Post by: Drudge Dreadnought


 Eonfuzz wrote:
 Drudge Dreadnought wrote:


Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Lets theorycraft.

Within the current design space of 8e, how would you create and define an 'anti-horde' weapon. This weapon has to be bad (or at least average) against non-hordes.


There's 2 possible definitions:

1) Weapons that get more hits, or are otherwise more effective vs larger units.
2) Weapons which are effective vs squishy models that tend to be in hordes, but which aren't strong enough to be efficient vs models with good saves, toughness, etc.

For number 2, it's definitely a matter of unit vs unit comparison. For example, in 5th ed, Tactical marines with bolters were an efficient way to kill guardsmen not just because of their offensive output, but because guardsmen were not efficient at killing MeQs at the time. Tactica's were pretty efficient at shooting boyz off the board, but weren't efficient at killing them in melee due to tacs being weaker there and boyz being stronger. So it is certainly a relative effect.


Guardsmen 5 pts per model. @ 2018/08/06 02:20:37


Post by: Enigma of the Absolute


What is required is an abstract rule mechanic which adequately represents the fact that larger groups of massed infantry will clustered more closely together and will therefore be more susceptible to high RoF or explosive weapons when compared with smaller elite units.

In previous editions this was dealt with less abstractly with the use of templates but that allowed for gamey model placement shenanigans.

One idea would be to address this with key words. Let's say you have 'Shock Infantry' and 'Horde Infantry'. Regular infantry doesn't have a codeword and weapons affect it normally. Some weapons have a greater or lesser effect against Shock Infantry or Horde Infantry.

The shock / horde distinction would largely represent a tactical distinction. Horde infantry are units which rely primarily on strength of numbers whereas shock infantry are going to use mobility and cover to use the element of surprise.


Guardsmen 5 pts per model. @ 2018/08/06 02:48:41


Post by: Delvarus Centurion


bibotot wrote:
The complaint right now is how useless the Conscripts are compared to Guardsman. So how about bringing the Guardsmen to 5 points per model and give them some special rule? What in hell do Ork Boyz cost 6 pts per model? They should be overwhelming the Guards with sheer number, not the other way around.


Pffttt I never enlist conscripts, I play DKK, we have no time for newbees.


Guardsmen 5 pts per model. @ 2018/08/06 03:15:08


Post by: Dandelion


 Drudge Dreadnought wrote:

Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Spoletta is right in this regard. Anti-horde is achieved through high ROF, low strength, no AP guns. The ROF counters the hordes but low strength and AP keeps them from hurting vehicles and such with equal efficiency. It's true that the source of these is few and far between but they exist. Some examples include Aggressors, Taurox Prime, Skitarii Vanguard/Infiltrators etc...

Just as a theoretical exercise:
40 Boltguns hits vs Ork boyz and Marine Intercessors
- Boyz: 16.6 models lost = 100 pts lost
- Intercessors: 3.33 models lost = 60 points lost
Boltguns are about 66% more effective vs boyz than intercessors.

Compare to 40 plasma hits:
- Boyz: 26.66 models lost (33.33 overcharging) = 160 pts (200 pts)
- Intercessors: 11 models lost ( 27.7 overcharging) = 200 pts (500 pts)
Plasma is about 25% more efficient against Intercessors (or 150% overcharging RIP )

Other than plasma overcharge just being OP (GW pls nerf) I think it sufficiently illustrates how AP shifts the scale.


Guardsmen 5 pts per model. @ 2018/08/06 03:19:36


Post by: Delvarus Centurion


Dandelion wrote:
 Drudge Dreadnought wrote:

Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Spoletta is right in this regard. Anti-horde is achieved through high ROF, low strength, no AP guns. The ROF counters the hordes but low strength and AP keeps them from hurting vehicles and such with equal efficiency. It's true that the source of these is few and far between but they exist. Some examples include Aggressors, Taurox Prime, Skitarii Vanguard/Infiltrators etc...

Just as a theoretical exercise:
40 Boltguns hits vs Ork boyz and Marine Intercessors
- Boyz: 16.6 models lost = 100 pts lost
- Intercessors: 3.33 models lost = 60 points lost
Boltguns are about 66% more effective vs boyz than intercessors.

Compare to 40 plasma hits:
- Boyz: 26.66 models lost (33.33 overcharging) = 160 pts (200 pts)
- Intercessors: 11 models lost ( 27.7 overcharging) = 200 pts (500 pts)
Plasma is about 25% more efficient against Intercessors (or 150% overcharging RIP )

Other than plasma overcharge just being OP (GW pls nerf) I think it sufficiently illustrates how AP shifts the scale.


Plasma overdrive isn't OP, potentially losing a model for shooting is big especially in a low model count army, and losing 2 wound models, plus you can't take saves anymore for them. I only use the OD when I really need to. Much better to safe bet it.


Guardsmen 5 pts per model. @ 2018/08/06 03:20:59


Post by: SHUPPET


I think 3D3 would be better for Flamers. That's doing a minimum of 3 hits, and on average doing 6.


Automatically Appended Next Post:
They may need a minor points increase though


Guardsmen 5 pts per model. @ 2018/08/06 03:43:24


Post by: Dandelion


 Delvarus Centurion wrote:


Plasma overdrive isn't OP, potentially losing a model for shooting is big especially in a low model count army, and losing 2 wound models, plus you can't take saves anymore for them. I only use the OD when I really need to. Much better to safe bet it.


Reroll 1s FTW!
Granted I don't think plasma is that over the top, but it could stand to lose 1S on its profile (now overcharge only wounds T4 on 3s). And 2W models could get a smidgen cheaper just due to the prevalence of 2D weapons in general.


Guardsmen 5 pts per model. @ 2018/08/06 04:00:56


Post by: alextroy


Ice_can wrote:
 alextroy wrote:
The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
Are Drukari missing power from pain or something else to explain why they're getting what at first glance feel like undercosted units?
Nope. They have it in Kill Team also.


Guardsmen 5 pts per model. @ 2018/08/06 04:01:07


Post by: Delvarus Centurion


Dandelion wrote:
 Delvarus Centurion wrote:


Plasma overdrive isn't OP, potentially losing a model for shooting is big especially in a low model count army, and losing 2 wound models, plus you can't take saves anymore for them. I only use the OD when I really need to. Much better to safe bet it.


Reroll 1s FTW!
Granted I don't think plasma is that over the top, but it could stand to lose 1S on its profile (now overcharge only wounds T4 on 3s). And 2W models could get a smidgen cheaper just due to the prevalence of 2D weapons in general.


I like plasma's how they are. you never constantly use OD so its a good tactical option to OD.


Guardsmen 5 pts per model. @ 2018/08/06 04:05:47


Post by: Slayer-Fan123


Dandelion wrote:
 Drudge Dreadnought wrote:

Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Spoletta is right in this regard. Anti-horde is achieved through high ROF, low strength, no AP guns. The ROF counters the hordes but low strength and AP keeps them from hurting vehicles and such with equal efficiency. It's true that the source of these is few and far between but they exist. Some examples include Aggressors, Taurox Prime, Skitarii Vanguard/Infiltrators etc...

Just as a theoretical exercise:
40 Boltguns hits vs Ork boyz and Marine Intercessors
- Boyz: 16.6 models lost = 100 pts lost
- Intercessors: 3.33 models lost = 60 points lost
Boltguns are about 66% more effective vs boyz than intercessors.

Compare to 40 plasma hits:
- Boyz: 26.66 models lost (33.33 overcharging) = 160 pts (200 pts)
- Intercessors: 11 models lost ( 27.7 overcharging) = 200 pts (500 pts)
Plasma is about 25% more efficient against Intercessors (or 150% overcharging RIP )

Other than plasma overcharge just being OP (GW pls nerf) I think it sufficiently illustrates how AP shifts the scale.

Your exercise doesn't work as Intercessors are already pretty durable to D1 weapons. Try any other unit and you'll see what happens. Then you have the matter of D2+ weapons.


Guardsmen 5 pts per model. @ 2018/08/06 04:21:10


Post by: SHUPPET


 JimOnMars wrote:
At five points per guardsman the Imperial Guard will not be transformed into a bottom tier army. They just won't. They won't necessarily be top tier anymore...so be it.

This will instantly nerf two of the biggest problems in the game: namely overpowered Imperial Guard and overpowered Imperial Soup.

Yes, it leaves Eldar (of all stripes) that desperately need a similar treatment.

I can't understand why people don't want to make the game better.


Lol. This ain't the big leagues kid. You aren't dealing with good players who want a fairly balanced playing field. You are dealing with some of the worst and yet loudest players the internet knows, who will defend or justify absolutely anything their own army has. And to no surprise, titles like this are a magnet to them.

I lost count of the number of people who came in here defending Guardsmen stating "it's just SOUP, its just the CP FARM seeing play in tournaments". Then when it was stated that this wasn't the case at all, and the most successful army at BAO was ig PRIMARY, it got chalked it up to "that's just the [blood captains/custodes] winning their lists for them then" when neither elements were present. "Well, they still aren't using infantry" uhhhh they ran 1400 pts worth of infantry. Have any of them backed down from that pointed after being corrected? Not yet, they instead just jump to a new, even more outlandish angle to downplay instead.

These people are not interested in improving the game. There is no objectivity here.


Guardsmen 5 pts per model. @ 2018/08/06 04:38:36


Post by: Larks


People aren't mad at Guardsmen (save maybe the Space Marine players, but balancing a game off of Bolter Porn just isn't going to happen), they're mad at the Grand Strategist/Kurov's Aquilla CP Battalion. The fix is easy in my opinion - you should only be able to nominate your Warlord from the faction that takes up the most points in your list. Done.


Guardsmen 5 pts per model. @ 2018/08/06 05:09:23


Post by: Slayer-Fan123


 Larks wrote:
People aren't mad at Guardsmen (save maybe the Space Marine players, but balancing a game off of Bolter Porn just isn't going to happen),

Actually as someone playing AdMech, CSM, and Necrons I'm mad at Infantry too.


Guardsmen 5 pts per model. @ 2018/08/06 05:14:05


Post by: greatbigtree


Regarding Anti-Horde weapons, has anyone run numbers using a hypothetical gun with +1 saves, instead of a negative modifier?

Something like 30 lasgun shots that give +1 to saves. GEQ move to a 4+, MEQ move to a 2+?

I haven't run any numbers, but that might skew a weapon into being "bad" against tough stuff, while being good against chaff.

Oh, what the hell. 36 hits on MEQ would be 12 wounds, and 2 casualties if they have a 2+ save. 2*13 = 26 points

36 hits on Guardsmen would be 18 wounds and 9 casualties if they have a 4+ save. 9*4 (currently) = 36 points.

A weapon that is substantially more efficient at killing Guardsmen then it is at killing MEQ. Perhaps a rule that if a save would become 1+ or better, it instead is treated as 2+ with a 4+ reroll. Absolute garbage against TEQ.

Edit: This weapon would work best at S4. That way, it is better against T3, than T4, and better against T4 than T5. That would probably best represent the changes between light, medium, and heavy infantry.


Guardsmen 5 pts per model. @ 2018/08/06 05:33:15


Post by: Slayer-Fan123


That would literally make Power Armor as good as TEQ and CEQ. No.


Guardsmen 5 pts per model. @ 2018/08/06 05:43:54


Post by: Dandelion


Slayer-Fan123 wrote:
Dandelion wrote:
 Drudge Dreadnought wrote:

Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Spoletta is right in this regard. Anti-horde is achieved through high ROF, low strength, no AP guns. The ROF counters the hordes but low strength and AP keeps them from hurting vehicles and such with equal efficiency. It's true that the source of these is few and far between but they exist. Some examples include Aggressors, Taurox Prime, Skitarii Vanguard/Infiltrators etc...

Just as a theoretical exercise:
40 Boltguns hits vs Ork boyz and Marine Intercessors
- Boyz: 16.6 models lost = 100 pts lost
- Intercessors: 3.33 models lost = 60 points lost
Boltguns are about 66% more effective vs boyz than intercessors.

Compare to 40 plasma hits:
- Boyz: 26.66 models lost (33.33 overcharging) = 160 pts (200 pts)
- Intercessors: 11 models lost ( 27.7 overcharging) = 200 pts (500 pts)
Plasma is about 25% more efficient against Intercessors (or 150% overcharging RIP )

Other than plasma overcharge just being OP (GW pls nerf) I think it sufficiently illustrates how AP shifts the scale.

Your exercise doesn't work as Intercessors are already pretty durable to D1 weapons. Try any other unit and you'll see what happens. Then you have the matter of D2+ weapons.

I chose intercessors because I vastly prefer the 2W profile, but since we're just throwing numbers out:

boyz vs tacticool merhines
40 bolter shots:
- Boyz = 100 pts lost
- 6.66 models lost = 87 pts lost
Bolters are 15% better vs boyz

40 plasma shots
- Boyz = 160 pts lost
- 22.2 models lost = 289 pts lost
Plasma is 80% better against marines

So overall the trend is still there, it's just that marines cost too much relative to durability and not really a lack of weapons that are better against cheap bodies.



Automatically Appended Next Post:
 Delvarus Centurion wrote:

I like plasma's how they are. you never constantly use OD so its a good tactical option to OD.


imo, if Tau plasma is stuck at S6, Imperial plasma should drop to S6/S7. And honestly, it helps out melta at the same time.


Guardsmen 5 pts per model. @ 2018/08/06 06:04:10


Post by: Eonfuzz


 Crimson wrote:
 Eonfuzz wrote:


Lets theorycraft.

Within the current design space of 8e, how would you create and define an 'anti-horde' weapon. This weapon has to be bad (or at least average) against non-hordes.

I said this on previous page: Flamers should be '2d6 autohits, cannot cause more hits than there are models in the target unit.' You could apply the same logic to some former blast weapons as well.


I like this, increase former 'heavy' weapon dice size and cap it to number of units in a squad.

 SHUPPET wrote:


Lol. This ain't the big leagues kid. You aren't dealing with good players who want a fairly balanced playing field. You are dealing with some of the worst and yet loudest players the internet knows, who will defend or justify absolutely anything their own army has. And to no surprise, titles like this are a magnet to them.

I lost count of the number of people who came in here defending Guardsmen stating "it's just SOUP, its just the CP FARM seeing play in tournaments". Then when it was stated that this wasn't the case at all, and the most successful army at BAO was ig PRIMARY, it got chalked it up to "that's just the [blood captains/custodes] winning their lists for them then" when neither elements were present. "Well, they still aren't using infantry" uhhhh they ran 1400 pts worth of infantry. Have any of them backed down from that pointed after being corrected? Not yet, they instead just jump to a new, even more outlandish angle to downplay instead.

These people are not interested in improving the game. There is no objectivity here.


Eh, I think it's about perception and the 'feel' of reason.
Look at it this way; the majority of people that play mono IG see that *almost every* imperial army uses them as a CP farm while also receiving cries of "Op! Op! Hark, nerf the guard!".
Could you imagine if it was the other way around? Marines were being used as a CP farm in these soupy armies? The forums would have a completely different reaction "But marines are meant to be good!", "I mean, it makes sense in the fluff", "Its about time marines have it good".

I haven't played against enough guard to say weather they are good or not (but I have played against my share of CP farms) and anecdotally those CP farms had no output other than just CP.
Personally I'd rather see an elegant solution nipping the current problem of these farms in the bud, and further changes *if* guard does indeed surface to the top. But i feel like there are more problematic things that need addressing ASAP.


Guardsmen 5 pts per model. @ 2018/08/06 07:00:02


Post by: Drudge Dreadnought


Dandelion wrote:
 Drudge Dreadnought wrote:

Lol, wut? Just because these weapons can only really hurt hordes doesn't mean they are good vs hordes. Considering the weapons in a vacuum without taking into account the units that can take them is asinine. They still aren't point efficient vs horde units. Nothing is except other horde units. That is the best. It's not just a matter of not using the correct unit to counter them. Units that used to counter them no longer do, even though they are still supposed to.

How can you not be sure there is a problem when a massive amount of units (including almost the entire SM faction and most MeQs) are not fielded due to lack of efficient ways to fight hordes?


Spoletta is right in this regard. Anti-horde is achieved through high ROF, low strength, no AP guns. The ROF counters the hordes but low strength and AP keeps them from hurting vehicles and such with equal efficiency. It's true that the source of these is few and far between but they exist. Some examples include Aggressors, Taurox Prime, Skitarii Vanguard/Infiltrators etc...

Just as a theoretical exercise:
40 Boltguns hits vs Ork boyz and Marine Intercessors
- Boyz: 16.6 models lost = 100 pts lost
- Intercessors: 3.33 models lost = 60 points lost
Boltguns are about 66% more effective vs boyz than intercessors.

Compare to 40 plasma hits:
- Boyz: 26.66 models lost (33.33 overcharging) = 160 pts (200 pts)
- Intercessors: 11 models lost ( 27.7 overcharging) = 200 pts (500 pts)
Plasma is about 25% more efficient against Intercessors (or 150% overcharging RIP )

Other than plasma overcharge just being OP (GW pls nerf) I think it sufficiently illustrates how AP shifts the scale.


I get what you mean, but this is all splitting hairs. My point before, and now, is that weapons which are supposed to be anti horde are not performing in that role anymore. Spoletta was splitting hairs with the claim that some weapons are defined as anti horde. Splitting hairs on the definition doesn't fix the mechanics not working though. And as you say, there isn't enough that exist. There used to be, because small arms like bolters on common troops would chew through horde units. Now they do not because they lost efficiency. It's that simple.


Guardsmen 5 pts per model. @ 2018/08/06 09:05:26


Post by: vipoid


Ice_can wrote:
 alextroy wrote:
The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
Are Drukari missing power from pain or something else to explain why they're getting what at first glance feel like undercosted units?


Well, there are a few possible reasons for DE being cheap:

- Outside of special weapons, DE infantry have very lacklustre offence. Kabalite Warriors have what is probably the second-worst weapon on a basic infantry unit after the lasgun, but without the orders and such that make the lasgun effective. Wyches are a S3 melee unit.

- They're still pretty fragile. Kabalites are Guardsmen with 6+ FNP, Wyches (when not in combat) have a 6++ and 6+ FNP.

- Perhaps more importantly, DE infantry have almost no HQ support. They have no psychic powers, and only 1 HQ aura that can affect each subfaction. So, while marines have stuff like: reroll 1s to hit, reroll all hits, reroll 1s to wound, reroll all wounds, reroll all misses in combat etc. Wyches can reroll 1s to hit in combat with a nearby Succubus. That's it. De Warriors can reroll 1s to hit with an Archon, but if either of them is on a transport then they won't even get that bonus.

To be honest, I'm not sure whether I'm keen on DE troops being so cheap/disposable, especially with their elites being scrapped. Regardless, the above is my best guess for why they're cheap.


Guardsmen 5 pts per model. @ 2018/08/06 09:17:41


Post by: Stux


Getting into Tyranids recently, I found it interesting that Guard and Hormagaunts swapped cost in Kill Team. Hormagaunts at 4 makes more sense to me, even with 2 attacks they're still very limited in ability due to being S3.


Guardsmen 5 pts per model. @ 2018/08/06 09:21:33


Post by: AlmightyWalrus


Slayer-Fan123 wrote:
That would literally make Power Armor as good as TEQ and CEQ. No.


That's the entire point, no?


Guardsmen 5 pts per model. @ 2018/08/06 09:39:43


Post by: Ice_can


 vipoid wrote:
Ice_can wrote:
 alextroy wrote:
The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
Are Drukari missing power from pain or something else to explain why they're getting what at first glance feel like undercosted units?


Well, there are a few possible reasons for DE being cheap:

- Outside of special weapons, DE infantry have very lacklustre offence. Kabalite Warriors have what is probably the second-worst weapon on a basic infantry unit after the lasgun, but without the orders and such that make the lasgun effective. Wyches are a S3 melee unit.

- They're still pretty fragile. Kabalites are Guardsmen with 6+ FNP, Wyches (when not in combat) have a 6++ and 6+ FNP.

- Perhaps more importantly, DE infantry have almost no HQ support. They have no psychic powers, and only 1 HQ aura that can affect each subfaction. So, while marines have stuff like: reroll 1s to hit, reroll all hits, reroll 1s to wound, reroll all wounds, reroll all misses in combat etc. Wyches can reroll 1s to hit in combat with a nearby Succubus. That's it. De Warriors can reroll 1s to hit with an Archon, but if either of them is on a transport then they won't even get that bonus.

To be honest, I'm not sure whether I'm keen on DE troops being so cheap/disposable, especially with their elites being scrapped. Regardless, the above is my best guess for why they're cheap.

I was asking specifically about how they work in kill team to understand why they seem to have come of better than most in the kill team points system. But it does show that current 40K infantry points costs appear to be very off.

But just to pick upon your comparison of kabs to guardsmen Kabalities arn't guardsmen stats.
I don't see many BS3+, WS4+ guardsmen on the table as they are 6ppm aswell as kabs but without WS3+, PFP or fast open top transports with FNP's to zip about in.


Guardsmen 5 pts per model. @ 2018/08/06 09:46:20


Post by: vipoid


Ice_can wrote:

I was asking specifically about how they work in kill team to understand why they seem to have come of better than most in the kill team points system. But it does show that current 40K infantry points costs appear to be very off.


Ah, okay. Sorry, I missed the Kill Team bit.

Ice_can wrote:

But just to pick upon your comparison of kabs to guardsmen Kabalities arn't guardsmen stats.


I said they were little better than guardsmen in terms of defence.


Guardsmen 5 pts per model. @ 2018/08/06 10:06:39


Post by: SHUPPET


Ice_can wrote:
 vipoid wrote:
Ice_can wrote:
 alextroy wrote:
The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
Are Drukari missing power from pain or something else to explain why they're getting what at first glance feel like undercosted units?


Well, there are a few possible reasons for DE being cheap:

- Outside of special weapons, DE infantry have very lacklustre offence. Kabalite Warriors have what is probably the second-worst weapon on a basic infantry unit after the lasgun, but without the orders and such that make the lasgun effective. Wyches are a S3 melee unit.

- They're still pretty fragile. Kabalites are Guardsmen with 6+ FNP, Wyches (when not in combat) have a 6++ and 6+ FNP.

- Perhaps more importantly, DE infantry have almost no HQ support. They have no psychic powers, and only 1 HQ aura that can affect each subfaction. So, while marines have stuff like: reroll 1s to hit, reroll all hits, reroll 1s to wound, reroll all wounds, reroll all misses in combat etc. Wyches can reroll 1s to hit in combat with a nearby Succubus. That's it. De Warriors can reroll 1s to hit with an Archon, but if either of them is on a transport then they won't even get that bonus.

To be honest, I'm not sure whether I'm keen on DE troops being so cheap/disposable, especially with their elites being scrapped. Regardless, the above is my best guess for why they're cheap.

I was asking specifically about how they work in kill team to understand why they seem to have come of better than most in the kill team points system. But it does show that current 40K infantry points costs appear to be very off.

But just to pick upon your comparison of kabs to guardsmen Kabalities arn't guardsmen stats.
I don't see many BS3+, WS4+ guardsmen on the table as they are 6ppm aswell as kabs but without WS3+, PFP or fast open top transports with FNP's to zip about in.

Splinter Rifles go a lot further in regular 40k where higher toughness is more common


Guardsmen 5 pts per model. @ 2018/08/06 10:14:10


Post by: vipoid


 SHUPPET wrote:

Splinter Rifles go a lot further in regular 40k where higher toughness is more common


I disagree. A lot of high-toughness targets are vehicles, against which splinter rifles are all but useless. And stuff like Monsters typically have so many wounds (not to mention armour and such) that trying to take them down - or even do meaningful damage - with AP- 4+ poison is a joke.

Meanwhile, it leaves Dark Eldar very poor against actual infantry.


Guardsmen 5 pts per model. @ 2018/08/06 10:21:06


Post by: SHUPPET


This thread is starting to feel like a contest of who can downplay their top 5 army the hardest.


Guardsmen 5 pts per model. @ 2018/08/06 11:21:19


Post by: jcd386


If kalibites had to footslog or only had basic weapons some of this might be valid. You can't just ignore the synergy of their incredible transports or access to special weapons when evaluating the unit.


Guardsmen 5 pts per model. @ 2018/08/06 11:21:22


Post by: kurhanik


JimOnMars wrote:Anti-horde weapons could get 1 shot for every 10 models in a target unit, round up. Kind of a kludge but it would do the trick.



I dunno, I always feel a horde is "more than 10 models", not 10 exactly. Too many units start at 5 and buy up to 10, with taking the 10 often seeing only a small payout, for 10 to be the number. Who would ever take a full unit of Skitarii, or a full Tactical Squad if they knew that by doing that, they are subject to an extra d6 shots or the like. 11+ means that Combined Infantry Squads, Conscripts, Cultists, and bricks of Boyz get the extra hits, but not a full squad of elite or semi-elite infantry.

Enigma of the Absolute wrote:What is required is an abstract rule mechanic which adequately represents the fact that larger groups of massed infantry will clustered more closely together and will therefore be more susceptible to high RoF or explosive weapons when compared with smaller elite units.

In previous editions this was dealt with less abstractly with the use of templates but that allowed for gamey model placement shenanigans.

One idea would be to address this with key words. Let's say you have 'Shock Infantry' and 'Horde Infantry'. Regular infantry doesn't have a codeword and weapons affect it normally. Some weapons have a greater or lesser effect against Shock Infantry or Horde Infantry.

The shock / horde distinction would largely represent a tactical distinction. Horde infantry are units which rely primarily on strength of numbers whereas shock infantry are going to use mobility and cover to use the element of surprise.


In previous editions, with the exception of large blasts and torrent weapons, you could usually position to make template weapons have a fairly minimal effect.

For your other point, I actually really like that - but would units be granted keywords by how they are played, or how they are designed within their army? For example, in the context of Guard, Conscripts are Horde, Scions are Shock, and Infantry Squads and Veterans are "Regular".

Still, I can see some potential here...so long as it isn't made overly complex. For example, the Flamer would only have to have one small line added to its description "This weapon makes an additional 1d6 attacks vs units with the Horde keyword" or "This weapon is considered to be Assault 2d6 vs units with the Horde keyword."

Huh, it could also work with buff/debuff type units as well, instead of buffing everything in a 6" bubble, the buffer could grant a more interesting/varied buff to a specific keyword.


Guardsmen 5 pts per model. @ 2018/08/06 11:33:21


Post by: Larks


jcd386 wrote:
If kalibites had to footslog or only had basic weapons some of this might be valid. You can't just ignore the synergy of their incredible transports or access to special weapons when evaluating the unit.


Especially if the Guardsmen being compared to are considered to be in range of an Officer.


Guardsmen 5 pts per model. @ 2018/08/06 12:37:21


Post by: Crimson


Slayer-Fan123 wrote:

Your exercise doesn't work as Intercessors are already pretty durable to D1 weapons. Try any other unit and you'll see what happens. Then you have the matter of D2+ weapons.

Under the current system expensive elite infantry just doesn't work at one wound (unless they have Discusntingly Resilient or something like that.) I mean sure, it might work for sacrifial glass cannon unit, but not if you're supposed to build your entire army on them like the marines. Lets all just accept this and stop trying to fix the tactical marines. Be like Cawl and accept that they're a failure and embrace the replacement. Primaris statline will work, GW just need to show some restraint in handing out D2+ weapons or at least price them appropriately.


Guardsmen 5 pts per model. @ 2018/08/06 12:52:09


Post by: Tyel


 SHUPPET wrote:
This thread is starting to feel like a contest of who can downplay their top 5 army the hardest.


Same thing as usual then.

I can see why an SM player would complain about Guardsmen and Kabalites.
DE/Guard players complaining at each other feels silly.

Then you have people pointing out that mathematically 7 point Skitarri Rangers are quite good - and they are - but how many Ad Mech mass ranger builds are sweeping the meta?

The thing about a unit is you have the offensive curve and the defensive curve. The problem with tacticals and intercessors is that they are okay versus small arms, bad versus high AP/D2 weapons, and they always have crap guns.
Sort out the guns and the toughness would be less of an issue.


Guardsmen 5 pts per model. @ 2018/08/06 13:46:58


Post by: greatbigtree


@ Slayerfan:

Yes, the idea was to create a weapon profile that was more efficient at killing GEQ than it is at killing Elite infantry. For example, if we resolve 36 s4 hits with a +1 save modifier, and treat 1+ saves, or better, as 2+ with a 4+ reroll, we could have...

T5, 2+ base > 36 hits, 12 wounds, 11 saves (2+, 4+ rr) = 1 damage

T4,3+ base > 36 hits, 18 wounds, 15 saves, 3 damage

T3,5+ base > 36 hits, 24 wounds, 12 saves, 12 damage.

Bonuses to saves result in better improvements to better save models, because failure rates drop more substantially. MEQ with a +1 save have their save failure rate halved, while GEQ have their failure rate go to 3/4. T-shirt saves are only improved to 4/5 the previous rate.

If people are looking to have a weapon with an anti-horde focus, S4 with a +1 save mod and lots of shots is where it's at. Fluff-wise, some kind of high RoF shotgun, firing relatively low velocity shot that would bounce harmlessly off of ceramite due to lack of penetration power, but that would shred exposed flesh from the bone. Something like a Fragstorm cannon.


Guardsmen 5 pts per model. @ 2018/08/06 13:55:02


Post by: Trollbert


Against GEQ, S2 should be the way to go, since T3 models are wounded twice as much as T4 models. Maybe even ignoring armor saves of 5+ or worse but no AP against other models.

That way, each hit would kill 1/3 of a GEQ but 1/12 Necron Warriors or 1/18 MEQs.
Fire Warriors and Skitarii might be problematic with their 4+ save, only losing 1/6 wounds per hit.

But introducing a wholly new weapon profile should result in point adjustments anyway.


Guardsmen 5 pts per model. @ 2018/08/06 14:07:14


Post by: greatbigtree


S2 has no functional difference between T4, and T5, and T5 has become a fairly common Infantry profile. In that case, S2 becomes more efficient vs T5 than it is against T4.


Guardsmen 5 pts per model. @ 2018/08/06 14:12:47


Post by: Trollbert


You are right. S2 would need a special rule so it cannot wound T5 oder T6 models.


Guardsmen 5 pts per model. @ 2018/08/06 14:33:31


Post by: greatbigtree


From a game mechanic perspective, GW has moved away from ignoring a given save value, and instead prefers modifiers.

Also, creating a rule that prevents S2 from wounding T5+ goes against another mechanic of allowing anything to wound on a 6+, in 8th edition.

Not that it's a bad idea, but it breaks two key game mechanics.



Guardsmen 5 pts per model. @ 2018/08/06 14:38:12


Post by: Galas


 SHUPPET wrote:
This thread is starting to feel like a contest of who can downplay their top 5 army the hardest.


Yeah, this is bananas.

But at least something positive has come out of this. It wasn't something about "Tau players" or "Eldar players" as a group, like many people claimed during 7th edition. When presented with the dilema of admiting that the faction they play is unbalanced/OP/etc..., many, many players will become apologists for their faction.


Guardsmen 5 pts per model. @ 2018/08/06 14:55:23


Post by: Trollbert


 greatbigtree wrote:
From a game mechanic perspective, GW has moved away from ignoring a given save value, and instead prefers modifiers.

Also, creating a rule that prevents S2 from wounding T5+ goes against another mechanic of allowing anything to wound on a 6+, in 8th edition.

Not that it's a bad idea, but it breaks two key game mechanics.



That's true, but why should GW keep it if it doesn't work properly?


Guardsmen 5 pts per model. @ 2018/08/06 15:03:16


Post by: Irbis


Trollbert wrote:
Against GEQ, S2 should be the way to go, since T3 models are wounded twice as much as T4 models. Maybe even ignoring armor saves of 5+ or worse but no AP against other models.

Simpler idea - S4 gun that deals two hits per shot if the target is T3 or lower. That way it wouldn't affect as much T5 people complain above, though IMO that's really non-issue.


Guardsmen 5 pts per model. @ 2018/08/06 15:23:42


Post by: greatbigtree


@ Trollbert:

Don't get me wrong, I'm not a traditionalist for tradition's sake, but the solution I presented works without special rules that break overall design philosophy... other than adding the rules for resolving 1+ saves, which I think should be universal. Good reason for Terminators to be in cover, to improve their survival against small arms in general. I propose my solution resolves the issue of creating a weapon profile that is more efficient ( in terms of points killed) at killing chaff infantry than it is at killing elite infantry, while maintaining overall game design features.

@ Irbis:

That profile ignores chaff infantry like Orks. Not that Orks particularly need to be shat upon any more than they have been, the goal I perceived was to create a profile suitable for efficiently clearing all hordes.


Guardsmen 5 pts per model. @ 2018/08/06 15:42:38


Post by: Xenomancers


Just make infantry 5 points. A conscript cost 4 points and has bs 5+. It's obvious. There is no point in debate. Just make it happen GW.

Also - while your at it GW. Why don't you just make it so every army capable of generation the number of command points they need to function. Allies should be a cool option - not a requirement for competitive play.


Guardsmen 5 pts per model. @ 2018/08/06 16:05:37


Post by: gbghg


kurhanik wrote:
JimOnMars wrote:Anti-horde weapons could get 1 shot for every 10 models in a target unit, round up. Kind of a kludge but it would do the trick.



I dunno, I always feel a horde is "more than 10 models", not 10 exactly. Too many units start at 5 and buy up to 10, with taking the 10 often seeing only a small payout, for 10 to be the number. Who would ever take a full unit of Skitarii, or a full Tactical Squad if they knew that by doing that, they are subject to an extra d6 shots or the like. 11+ means that Combined Infantry Squads, Conscripts, Cultists, and bricks of Boyz get the extra hits, but not a full squad of elite or semi-elite infantry.


Personally I'd favour something along the lines of "Gains d3 shots for every 5 models in the unit" this would limit their usage against low model count unit's (which also tend to be quite expensive) but would make them increasingly useful the larger the unit it's fired against is for example a 5 man unit of tac's would only receive d3 shots whereas a 30 man unit of conscripts would receive 6d3 shots. Player's could or course get around it by taking smaller unit's or by buying upgrades that reduce the size of the unit etc (Heavy weapons in infantry squads for example) but things like that come with disadvantages of their own.

 Xenomancers wrote:
Just make infantry 5 points. A conscript cost 4 points and has bs 5+. It's obvious. There is no point in debate. Just make it happen GW.

Also - while your at it GW. Why don't you just make it so every army capable of generation the number of command points they need to function. Allies should be a cool option - not a requirement for competitive play.


I'm all for guardsmen being 5 points per model, gives a nice gradient from conscripts to vets and makes both a little more appealing. There's also the fact that I don't think it'll really change anything, it'll hurt pure guard lists because it'll cut down on our firepower by a fair bit but the CP batteries everyone complains about? it'll add what, 30 points to the cost of one? The CP those provides are still worth the increase in points, it'll hurt those lists a bit for sure but I doubt it'll change anything massively. Bumping guardsmen up a point might solve some issues but it doesn't change the fact that allies are still busted and that the CP system could probably use some improvements. Fix those first then we'll be in a better place to evaluate guardsmen's value.


Guardsmen 5 pts per model. @ 2018/08/06 16:05:52


Post by: Marmatag


Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.


Guardsmen 5 pts per model. @ 2018/08/06 16:06:21


Post by: Unit1126PLL


I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Guardsmen 5 pts per model. @ 2018/08/06 16:08:31


Post by: Xenomancers


 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.


Guardsmen 5 pts per model. @ 2018/08/06 16:12:13


Post by: Stux


 Xenomancers wrote:
 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.


I think instead of nerfing orders, just get rid of regimental doctrines. Give Regiments an extra unique order to make up for it, but it's still limited by how many orders can be issued so would be a lot fairer!


Guardsmen 5 pts per model. @ 2018/08/06 16:12:20


Post by: Marmatag


 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Option 1: Nebulous plan involving total rebalancing of the game.
Option 2: Increase cost of guardsmen 1-2 points per model.

hmm


Guardsmen 5 pts per model. @ 2018/08/06 16:20:12


Post by: Asmodios


Stux wrote:
 Xenomancers wrote:
 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.


I think instead of nerfing orders, just get rid of regimental doctrines. Give Regiments an extra unique order to make up for it, but it's still limited by how many orders can be issued so would be a lot fairer!

So now that every codex in the game is getting a form of "regimental doctrines" IG should be stript of theirs.... This thread is becoming more laughable by the day


Guardsmen 5 pts per model. @ 2018/08/06 16:21:21


Post by: bananathug


I love the idea of +1 to armor save weapons.

I think that should be the profile of flamers. Up the range to 12", d3 shots per 5 models in the unit.

S3-4, +1 ap. Makes them work against hordes, actually some defense to getting charged and won't totally destroy elite units.

Could also change a couple weapon profiles to fit this anti-horde niche (s3, +1 ap and hella shots).

I feel like this is the best weapon profile. Even if guard go to 5-6 points (should be 5) and grand strat + kuvo's get nerfed to the ground (1 roll per strat, no stacking) there needs to be a weapon that can deal with hordes (especially once Orks get their dex and we are overrun by the green tide WWWWAAAAAGGGGHHHH!!!!)


Guardsmen 5 pts per model. @ 2018/08/06 16:21:59


Post by: Galas


 Marmatag wrote:
 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Option 1: Nebulous plan involving total rebalancing of the game.
Option 2: Increase cost of guardsmen 1-2 points per model.

hmm


To be honest I agree with Unit116. But as you point out they are different issues, and one is much more complex than the other. You can both make Guadsmen 1 point more expensive and try to achieve a less letal game.


Guardsmen 5 pts per model. @ 2018/08/06 16:22:26


Post by: Asmodios


 Marmatag wrote:
 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Option 1: Nebulous plan involving total rebalancing of the game.
Option 2: Increase cost of guardsmen 1-2 points per model.

hmm

Option 3: Look at actual statistics being gathered from tournaments like the BAO and recognize that armies that were primary IG did not even make the top 5 for win % or points earned per round and that pure IG is considered so bad nobody even attempts to take it


Guardsmen 5 pts per model. @ 2018/08/06 16:40:44


Post by: Colonel Cross


Xenomancers wrote:
 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.


Stux wrote:
 Xenomancers wrote:
 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.


I think instead of nerfing orders, just get rid of regimental doctrines. Give Regiments an extra unique order to make up for it, but it's still limited by how many orders can be issued so would be a lot fairer!


Are you two both being serious right now?!


Guardsmen 5 pts per model. @ 2018/08/06 16:44:33


Post by: Kanluwen


 Xenomancers wrote:
 Marmatag wrote:
Guardsmen should be at least 6 points. Mortar Teams should also be more expensive.

Their HQs are also deserving of a price increase.

At 5 they are still great. The real problem outside of being undercosted base is orders. Orders are absolutely too powerful and need to be brought down. Their effects should be random/limmited to infantry squads/ the hq's should also be more expensive or - maybe their hq's should be 1 wound.

You should have to pay points for Chapter Tactics and Psyker spells then.


Guardsmen 5 pts per model. @ 2018/08/06 16:48:29


Post by: Galas


Asmodios wrote:
 Marmatag wrote:
 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Option 1: Nebulous plan involving total rebalancing of the game.
Option 2: Increase cost of guardsmen 1-2 points per model.

hmm

Option 3: Look at actual statistics being gathered from tournaments like the BAO and recognize that armies that were primary IG did not even make the top 5 for win % or points earned per round and that pure IG is considered so bad nobody even attempts to take it


Really? "Pure IG is considered so bad nobody even attemps to take it"?

Man. Wow.


Guardsmen 5 pts per model. @ 2018/08/06 16:52:18


Post by: Asmodios


 Galas wrote:
Asmodios wrote:
 Marmatag wrote:
 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Option 1: Nebulous plan involving total rebalancing of the game.
Option 2: Increase cost of guardsmen 1-2 points per model.

hmm

Option 3: Look at actual statistics being gathered from tournaments like the BAO and recognize that armies that were primary IG did not even make the top 5 for win % or points earned per round and that pure IG is considered so bad nobody even attempts to take it


Really? "Pure IG is considered so bad nobody even attemps to take it"?

Man. Wow.

why "WoW"?
Show me the pure guard lists at the BAO they don't exist.... at least not in the top 40.
Look at the win percentages by primary detachment..... guard don't even make the top list
Look at points per round by primary detachment.... guard doesn't make it.

Why is every response to actual statistics and data either ignored or met by a sarcastic answer like "wow" without ever being addressed?


Guardsmen 5 pts per model. @ 2018/08/06 16:59:12


Post by: Galas


Because you totally miss-present and your analisis of the data is absolutely wrong and twisted, as Shuppet has made clear again and again.

You pick the data and then pass it trought your own personal criteria to warp it and support your point, like ignoring the three primary imperial guard armies in the top 10 because reasons.

Theres no pure guard List because why play pure guard when you can play Imperial Soup. But then you jump and say that Imperial Guard is not used, even being in the top 3 of monofactions of the game, because it is SO bad.

Mono guard it is not used just like mono-eldar or mono-chaos are not used. Because soup exists. That does not mean Dark Eldar aren't a problem by themselves without help from Ynnari an CWE.


Guardsmen 5 pts per model. @ 2018/08/06 17:05:38


Post by: Martel732


 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!


Don't forget the dissy cannon. Overall, I'd agree with this statement. The guardsmen wouldn't be as bad if I wasn't in a mad rush to get the double-fire russes and manticores. Because their lethality is so high.


Guardsmen 5 pts per model. @ 2018/08/06 17:10:27


Post by: Asmodios


 Galas wrote:
Because you totally miss-present and your analisis of the data is absolutely wrong and twisted, as Shuppet has made clear again and again.

You pick the data and then pass it trought your own personal criteria to warp it and support your point, like ignoring the three primary imperial guard armies in the top 10 because reasons.

Theres no pure guard List because why play pure guard when you can play Imperial Soup. But then you jump and say that Imperial Guard is not used, even being in the top 3 of monofactions of the game, because it is SO bad.

Mono guard it is not used just like mono-eldar or mono-chaos are not used. Because soup exists. That does not mean Dark Eldar aren't a problem by themselves without help from Ynnari an CWE.

No, I present actual data...... You provide zero data but make claims as "common sense"

I present actual data over and over and your response over and over is to simply press on with "IG is broken" well provide some actual data and people might change their mind
If we are going on top finishes alone then we need to be talking about nuking blight lord terminators and knights
But win percentage and points per round is a much better statistical analysis that you don't have a counterpoint for


Guardsmen 5 pts per model. @ 2018/08/06 17:18:33


Post by: Crimson


 Unit1126PLL wrote:
I still maintain that the real problem is lethality.

The lethality of Warhammer 40k has escalated to the point where the only way to survive is to say "I literally have more wounds than you have bullets."

Baneblades/Knights getting deleted in a single turn is a symptom of a game that has a huge lethality problem. Hordes are strong only because they do not die quickly, since there is a cap on the number of shots that can be fired at them.

If, like AOS, damage spilled over (so a Lascannon hit could kill d6 guardsmen), you'd see even Hordes evaporate. So perhaps we could start by reducing the lethality of big guns, which makes elite units tougher, while keeping the same lethality of currently "useless" guns (e.g. bolters). That way, the typical guns fired at Guardsmen would kill them just as dead, but the typical guns fired at Space Marines would not kill Marines as dead.

Double-firing on the Leman Russ is bad. 24 Str 6 shots from a Hive Tyrant is bad. Captain Smash one-rounding a Knight is bad. 500 attacks in the Fight Phase is bad. There are so many units that fire a bazillionty shots that hit like a truck that the only way to survive is to have a bazillionty-and-one wounds on the board, which is best accomplished by buying the cheapest wounds possible.

I'm not surprised to see a forum where Castellans are getting one-shot complain about Guard. The amount of sheer lethality in 40k is Too Damn High!

You're not wrong. I pretty much agree with everything, except I think wounds not spilling is ultimately a good thing as it makes different weapons effective versus differnt targets. But yes, there are too much high lethality weapons in the game. As redesigning half of the weapons in the game probably is not realistic, the easy solution would be to increase the point costs of some of those weapons. Though double shooting Russes probably need to go. Get rid of that ability and perhaps give them a small point decrease to compensate.


Guardsmen 5 pts per model. @ 2018/08/06 17:19:26


Post by: Ice_can


Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


Guardsmen 5 pts per model. @ 2018/08/06 17:25:11


Post by: Asmodios


Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same


Guardsmen 5 pts per model. @ 2018/08/06 17:28:47


Post by: Galas


See Asmodios?

"This armies were 90% Imperial Guard and they ended uup all in the top 10"

-"B-b-bu they aren't pure guard so that means Imperial Guard sucks!"

If you fix the sharing of CP (I'm not saying you shouldn't fix that problem) youll destroy soups, custodes, imperial knights, BA. But not Imperial Guard. You'll only make Eldar even more dominant.


Guardsmen 5 pts per model. @ 2018/08/06 17:30:19


Post by: Quickjager


If you want to make an anti-horde weapon you must pass three criteria

1. The weapon is not useful against vehicles
2. The weapon is not useful against 4+ save targets
3. The weapon must not be cost effective on units that are <=5 men.

The only correct way of solving all of these issues is by introducing special rules on the weapons. One such special rule exists already on the Leviathan Dreadnoughts grav weapon that scales to the unit size.

Let us take that weapon rule and apply it to a flamer. Meanwhile let us make an entirely new flamer profile while we are at it.


For every five models in a target unit you gain an two additional auto-hits on the target unit in addition to the number of shots on the weapon's profile.

I imagine the base flamer would be something like this now.

Assault 1d6 Autohits
8 Inch Str 3 AP0 D1

This weapon may not target anything with the Airborne ability.
Units targeted with this weapon do not receive the benefits of cover.





Automatically Appended Next Post:
Quick math tells me this profile and ruleset actually makes it so that a min squad of guardsmen and marine compared side by side actually make it so that the guardsmen actually lose more points for the first time ever than the SM.


Guardsmen 5 pts per model. @ 2018/08/06 17:32:43


Post by: Asmodios


 Galas wrote:
See Asmodios?

"This armies were 90% Imperial Guard and they ended uup all in the top 10"

-"B-b-bu they aren't pure guard so that means Imperial Guard sucks!"

If you fix the sharing of CP (I'm not saying you shouldn't fix that problem) youll destroy soups, custodes, imperial knights, BA. But not Imperial Guard. You'll only make Eldar even more dominant.

You need to learn some reading comprehension. It's no different from the BAO. The frequency of guard being taken with x army souped in is very high. This raises the pure number entering tournaments and thus increases the percentage of top spots that will be claimed. Meanwhile, if you look at the weekly ITC stats of those of tournaments like BAO that collect them the actual win percentage of primary guard is actually very low on the power rankings as well as points earned per round.

Still waiting on you to post some actual statistics there buddy... im waiting


Guardsmen 5 pts per model. @ 2018/08/06 17:33:22


Post by: Xenomancers


Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.


Guardsmen 5 pts per model. @ 2018/08/06 17:34:22


Post by: LunarSol


 Xenomancers wrote:

Also - while your at it GW. Why don't you just make it so every army capable of generation the number of command points they need to function. Allies should be a cool option - not a requirement for competitive play.


I'm actually kind of coming around to the view that the way the Imperium is set up is actually superior to codexes that have what they need. Chaff is just kind of important to the game and in a lot of ways, the only real solution to a lot of armies is giving them their own cheap troop option. This really isn't a factor of CP or detachments or anything; its just kind of 40k. So one way to solve this is to give everyone what they need. Make an "Infantry" troop option for every army. The problem is, troops are one of those things that don't really make sense to diversify, which is why your best troop is essentially your only. I consider this the "scout" option and on the whole I don't think it actually works.

The current setup seems to do it right, even if players are screaming tooth and nail to stop it. It gives a bunch of armies the chaff they need to function, but it doesn't invalidate more specialized troop options. That's.... honestly kind of cool and I like how it breaks up armies and makes them more interesting. I can see the benefits of dividing other areas up similarly. Orks are always the one that springs to mind as an army that would really thrive if the boyz were kind of their own thing with a lot of their variety broken up into smaller subfactions that supported more specialized rules. I think the 8th edition Imperium is a template for a better, more expandable game; GW just needs to throw out some serious Xenos support to make it more widely available.


Guardsmen 5 pts per model. @ 2018/08/06 17:38:49


Post by: Xenomancers


 LunarSol wrote:
 Xenomancers wrote:

Also - while your at it GW. Why don't you just make it so every army capable of generation the number of command points they need to function. Allies should be a cool option - not a requirement for competitive play.


I'm actually kind of coming around to the view that the way the Imperium is set up is actually superior to codexes that have what they need. Chaff is just kind of important to the game and in a lot of ways, the only real solution to a lot of armies is giving them their own cheap troop option. This really isn't a factor of CP or detachments or anything; its just kind of 40k. So one way to solve this is to give everyone what they need. Make an "Infantry" troop option for every army. The problem is, troops are one of those things that don't really make sense to diversify, which is why your best troop is essentially your only. I consider this the "scout" option and on the whole I don't think it actually works.

The current setup seems to do it right, even if players are screaming tooth and nail to stop it. It gives a bunch of armies the chaff they need to function, but it doesn't invalidate more specialized troop options. That's.... honestly kind of cool and I like how it breaks up armies and makes them more interesting. I can see the benefits of dividing other areas up similarly. Orks are always the one that springs to mind as an army that would really thrive if the boyz were kind of their own thing with a lot of their variety broken up into smaller subfactions that supported more specialized rules. I think the 8th edition Imperium is a template for a better, more expandable game; GW just needs to throw out some serious Xenos support to make it more widely available.


I really don't think expanding on the problem is a good solution.

Armies should not have to go to other codex to get command points. Period. Just remake the way command points are generated.


Guardsmen 5 pts per model. @ 2018/08/06 17:40:45


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


Guardsmen 5 pts per model. @ 2018/08/06 17:41:29


Post by: Kanluwen


 Xenomancers wrote:

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing).

Cadians have a +1 to Hit stratagem. It allows for other Cadian units to get +1 to hit versus an enemy unit that you have caused an unsaved Wound to with Cadians.

+1 armor stratagem.

"Take Cover!" gives a +1 to your saving throws but it has to be done during your opponent's Shooting phase and has to be declared on a unit that your enemy has chosen as the target of a shooting attack

Over-watch on 5+

"Defensive Gunners" is strictly on Astra Militarum vehicles and has to be used when you are charged.

Hit on 2+ witch vehicles.

"Crush Them!" is used at the start of the Charge phase and it is used on a vehicle that you have charge, it then gets to hit during the following Fight phase.

Overall gaurd can spam these abilities.

This kind of silly lack of understanding is why we cannot have productive conversations. None of those can be "spammed", they're all conditional.


Guardsmen 5 pts per model. @ 2018/08/06 17:42:10


Post by: Asmodios


 Xenomancers wrote:
 LunarSol wrote:
 Xenomancers wrote:

Also - while your at it GW. Why don't you just make it so every army capable of generation the number of command points they need to function. Allies should be a cool option - not a requirement for competitive play.


I'm actually kind of coming around to the view that the way the Imperium is set up is actually superior to codexes that have what they need. Chaff is just kind of important to the game and in a lot of ways, the only real solution to a lot of armies is giving them their own cheap troop option. This really isn't a factor of CP or detachments or anything; its just kind of 40k. So one way to solve this is to give everyone what they need. Make an "Infantry" troop option for every army. The problem is, troops are one of those things that don't really make sense to diversify, which is why your best troop is essentially your only. I consider this the "scout" option and on the whole I don't think it actually works.

The current setup seems to do it right, even if players are screaming tooth and nail to stop it. It gives a bunch of armies the chaff they need to function, but it doesn't invalidate more specialized troop options. That's.... honestly kind of cool and I like how it breaks up armies and makes them more interesting. I can see the benefits of dividing other areas up similarly. Orks are always the one that springs to mind as an army that would really thrive if the boyz were kind of their own thing with a lot of their variety broken up into smaller subfactions that supported more specialized rules. I think the 8th edition Imperium is a template for a better, more expandable game; GW just needs to throw out some serious Xenos support to make it more widely available.


I really don't think expanding on the problem is a good solution.

Armies should not have to go to other codex to get command points. Period. Just remake the way command points are generated.

This I 100% agree with command points need a good looking at


Guardsmen 5 pts per model. @ 2018/08/06 17:43:57


Post by: Marmatag


Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.


Guardsmen 5 pts per model. @ 2018/08/06 17:46:28


Post by: Ice_can


So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


Guardsmen 5 pts per model. @ 2018/08/06 17:51:34


Post by: Asmodios


 Marmatag wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.

So your argument is if
1. Eldar didn't exist
2. if you couldn't add in soup
Then guard would be number 1
yup you really proved to me with that statement that IG is broken
Did you also know that if you remove the rest of the armies from the game then necrons are broken?


Guardsmen 5 pts per model. @ 2018/08/06 17:53:37


Post by: Unit1126PLL


Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.


Guardsmen 5 pts per model. @ 2018/08/06 17:54:17


Post by: Asmodios


Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes


Guardsmen 5 pts per model. @ 2018/08/06 17:56:23


Post by: ValentineGames


This is all hilarious nonsense.


Guardsmen 5 pts per model. @ 2018/08/06 18:05:32


Post by: Ice_can


 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.


Guardsmen 5 pts per model. @ 2018/08/06 18:10:46


Post by: Unit1126PLL


Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Oh, I admit that AM would be fairer with 5pt infantry.

But I think the better game-state is achieved by everyone having fun, rather than making the people having fun have less fun because it's fair for everyone to live in equal amounts of squalor.


Guardsmen 5 pts per model. @ 2018/08/06 18:11:55


Post by: DrGiggles


Asmodios wrote:
 Marmatag wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.

So your argument is if
1. Eldar didn't exist
2. if you couldn't add in soup
Then guard would be number 1
yup you really proved to me with that statement that IG is broken
Did you also know that if you remove the rest of the armies from the game then necrons are broken?



And putting guardsmen at 5ppm would help with #2 and bring IG more in line as a mono faction. Eldar still need point adjustments but that is a different discussion.


Guardsmen 5 pts per model. @ 2018/08/06 18:16:35


Post by: Xenomancers


Eldar problems are much more simple -

-1 to hit stratagem should only be able to be used in shooting phase.

removal of -1 to hit army traits game wide in favor of something less broken.

spears go up 5-7 points.


Guardsmen 5 pts per model. @ 2018/08/06 18:39:06


Post by: A.T.


Ice_can wrote:
Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.
The LVO always springs to mind - Michael Brandt (54% BA), and Mark Wright (pure BA).
But as more imperial factions comes out it becomes more attractive to soup. Even if wolves were to come out tomorrow and be the runaway strongest army of the lot tourney players would still look to add to it.


Guardsmen 5 pts per model. @ 2018/08/06 18:44:12


Post by: bananathug


Knights and BA are significantly improved by the endless CP battery. Remove that and that BA detachment disappears from competitive builds.

Knights probably come down from god-tier to IG tier (they probably need further nerfs).

5 pt guardsmen is the tip of the iceburg. Those FW hellhounds need a price hike and that d6 MW on blow-up needs to be reduced to d3 (hell all hellhounds probably need a 5-10 point hike). There are a lot of under-costed units in that codex (hell shadowswords would be a problem if knights weren't so busted).

The only thing holding guard in check right now is they run into some pretty hard auto-loss matchups. Anything that can stack neg to hit. Those altoric flyer lists are pretty much auto win vs most tourney level guard lists.

While I do agree that Guard seem to be getting piled onto a lot recently. I just don't see those players yelling at the top of their lungs "NO MY ARMY IS JUST FINE!!!!" for the most part.

DE, Eldar, knights and some chaos builds (fearless cultists, TSons princes) need adjusting just as much if not more (they have bad units which need some love but some really good units that need nerfs for sure).

Some of the lower tier armies (power armor, necrons outside of vaults, AdMech feel close) need buffing and a couple outlier units (hive guard, custode bikes, PBCs, tau suits on the opposite end of the spectrum) need adjusting.

I'd say if they could get the codexes near Nids (less hive guard and flyrants) the game would be in good shape. Bring down the big ones and boost the worst ones. Caveat is they should wait a couple months after the last dex's drop so we have a total picture of where we really are.


Guardsmen 5 pts per model. @ 2018/08/06 18:45:25


Post by: Asmodios


Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

So having to include another faction in order to play your faction makes your faction broken.... got it


Automatically Appended Next Post:
 DrGiggles wrote:
Asmodios wrote:
 Marmatag wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.

So your argument is if
1. Eldar didn't exist
2. if you couldn't add in soup
Then guard would be number 1
yup you really proved to me with that statement that IG is broken
Did you also know that if you remove the rest of the armies from the game then necrons are broken?



And putting guardsmen at 5ppm would help with #2 and bring IG more in line as a mono faction. Eldar still need point adjustments but that is a different discussion.

Doing number 2 will just deacrease the percentage of IG taken in soup to only include the CP battery and completely screw over mono guard players



Automatically Appended Next Post:
Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

2 over 50% BA armies placed during LVO


Guardsmen 5 pts per model. @ 2018/08/06 18:52:12


Post by: Marmatag


bananathug wrote:
Knights and BA are significantly improved by the endless CP battery. Remove that and that BA detachment disappears from competitive builds.

Knights probably come down from god-tier to IG tier (they probably need further nerfs).

5 pt guardsmen is the tip of the iceburg. Those FW hellhounds need a price hike and that d6 MW on blow-up needs to be reduced to d3 (hell all hellhounds probably need a 5-10 point hike). There are a lot of under-costed units in that codex (hell shadowswords would be a problem if knights weren't so busted).

The only thing holding guard in check right now is they run into some pretty hard auto-loss matchups. Anything that can stack neg to hit. Those altoric flyer lists are pretty much auto win vs most tourney level guard lists.

While I do agree that Guard seem to be getting piled onto a lot recently. I just don't see those players yelling at the top of their lungs "NO MY ARMY IS JUST FINE!!!!" for the most part.

DE, Eldar, knights and some chaos builds (fearless cultists, TSons princes) need adjusting just as much if not more (they have bad units which need some love but some really good units that need nerfs for sure).

Some of the lower tier armies (power armor, necrons outside of vaults, AdMech feel close) need buffing and a couple outlier units (hive guard, custode bikes, PBCs, tau suits on the opposite end of the spectrum) need adjusting.

I'd say if they could get the codexes near Nids (less hive guard and flyrants) the game would be in good shape. Bring down the big ones and boost the worst ones. Caveat is they should wait a couple months after the last dex's drop so we have a total picture of where we really are.


Hive Guard and Tyrants are honestly carrying the Nids codex.

Without them it would be trivial to crush Nids.


Guardsmen 5 pts per model. @ 2018/08/06 19:11:56


Post by: chrispy1991


I say let them go up to 5 PPM. It won't ruin the mono IG lists, but it will shut everyone else up because they'll see how little difference it ends up making in tournaments.


Guardsmen 5 pts per model. @ 2018/08/06 19:21:36


Post by: Ice_can


A.T. wrote:
Ice_can wrote:
Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.
The LVO always springs to mind - Michael Brandt (54% BA), and Mark Wright (pure BA).
But as more imperial factions comes out it becomes more attractive to soup. Even if wolves were to come out tomorrow and be the runaway strongest army of the lot tourney players would still look to add to it.

The LVO was pre FAQ so pre rule of 3 and deepstrike nerf. So basically a totally difftent game.
Those FAQ changes took a lot of power out of those lists as they haven't placed anything similar since. It's like saying flyrents are still good, the FAQ changed the game fundamentally. That your having to reach to pre FAQ results says they probably were broken but arn't now.


Guardsmen 5 pts per model. @ 2018/08/06 19:31:20


Post by: Xenomancers


Spoiler:
Asmodios wrote:
Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

So having to include another faction in order to play your faction makes your faction broken.... got it


Automatically Appended Next Post:
 DrGiggles wrote:
Asmodios wrote:
 Marmatag wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.

So your argument is if
1. Eldar didn't exist
2. if you couldn't add in soup
Then guard would be number 1
yup you really proved to me with that statement that IG is broken
Did you also know that if you remove the rest of the armies from the game then necrons are broken?



And putting guardsmen at 5ppm would help with #2 and bring IG more in line as a mono faction. Eldar still need point adjustments but that is a different discussion.

Doing number 2 will just deacrease the percentage of IG taken in soup to only include the CP battery and completely screw over mono guard players



Automatically Appended Next Post:
Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

2 over 50% BA armies placed during LVO

I think you are missing the point. AM players need to be screwed a little bit. Their army is too powerful.


Automatically Appended Next Post:
 chrispy1991 wrote:
I say let them go up to 5 PPM. It won't ruin the mono IG lists, but it will shut everyone else up because they'll see how little difference it ends up making in tournaments.

5ppm still leaves them as the best troop in the game IMO - It won't hurt IG players one bit. If the cheap HQ's went up 10 points as well (as they should) Command point battery would go up 50 points. That would make it close to unplayable in a lot of lists that barely manage to fit it in. The IG player though. Loses a scout sentinel....


Automatically Appended Next Post:
 Marmatag wrote:
bananathug wrote:
Knights and BA are significantly improved by the endless CP battery. Remove that and that BA detachment disappears from competitive builds.

Knights probably come down from god-tier to IG tier (they probably need further nerfs).

5 pt guardsmen is the tip of the iceburg. Those FW hellhounds need a price hike and that d6 MW on blow-up needs to be reduced to d3 (hell all hellhounds probably need a 5-10 point hike). There are a lot of under-costed units in that codex (hell shadowswords would be a problem if knights weren't so busted).

The only thing holding guard in check right now is they run into some pretty hard auto-loss matchups. Anything that can stack neg to hit. Those altoric flyer lists are pretty much auto win vs most tourney level guard lists.

While I do agree that Guard seem to be getting piled onto a lot recently. I just don't see those players yelling at the top of their lungs "NO MY ARMY IS JUST FINE!!!!" for the most part.

DE, Eldar, knights and some chaos builds (fearless cultists, TSons princes) need adjusting just as much if not more (they have bad units which need some love but some really good units that need nerfs for sure).

Some of the lower tier armies (power armor, necrons outside of vaults, AdMech feel close) need buffing and a couple outlier units (hive guard, custode bikes, PBCs, tau suits on the opposite end of the spectrum) need adjusting.

I'd say if they could get the codexes near Nids (less hive guard and flyrants) the game would be in good shape. Bring down the big ones and boost the worst ones. Caveat is they should wait a couple months after the last dex's drop so we have a total picture of where we really are.


Hive Guard and Tyrants are honestly carrying the Nids codex.

Without them it would be trivial to crush Nids.

Add in carnifex and we are in complete agreement.


Guardsmen 5 pts per model. @ 2018/08/06 19:40:02


Post by: Asmodios


 Xenomancers wrote:
Spoiler:
Asmodios wrote:
Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

So having to include another faction in order to play your faction makes your faction broken.... got it


Automatically Appended Next Post:
 DrGiggles wrote:
Asmodios wrote:
 Marmatag wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?

Listen to his youtube video again
Not a single one of those lists is pure guard

Guard need another army to funnel CP into because of weak strategems

Everyones issue should be the sharing of CP between detachments as this lets armies like IG to super charge armies like Knights BA and custodes while xeno armies have no option to do the same

No - they don't.
First they stratagems aren't weak. They have +1 to hit stratagem (Amazing). +1 armor stratagem. Over-watch on 5+. Hit on 2+ witch vehicles. Overall gaurd can spam these abilities.

Second - they don't have to take a CP funnel. They just do because they can. It's really not clear how much more powerful IG taking allies is compared to mono gaurd. Ultimately 3 sheild captains could just be 3 manticores or russes...Yeah - if you don't understand that. I know what I would fear a lot more if I was playing Imperial knights.

Its easy to see how much more powerful soup is then mono guard....... mono guard don't win, don't place and don't even get taken. The only success mono guard has had this edition was pre earthshaker and conscript nerf


You've been repeating this over and over and it is obviously wrong. You can't just call tournament results fake news and be done with it.


Automatically Appended Next Post:
Ice_can wrote:
Also guard did win not one but Two tournaments with an infantry heavy Catachan list in July.
They also gained the most top 3 places in events in the month of July.

Or so says Almost Pro

Top lists where

1 Astra Millicheese
2 Drukari
3 Knight's
4 Craftworld
5 Alpha Legion
6 Thousand sons
7 Yannari
8 Death Guard
9 Tyranids
10 Necrons

Not really seeing how Astra Copyright are a weak faction being punished by soup?


They aren't, AM is one of the strongest factions in the game. If it weren't for Eldar, and how easy it is to add custodes to guard (making it soup) they would be undisputed number 1.

So your argument is if
1. Eldar didn't exist
2. if you couldn't add in soup
Then guard would be number 1
yup you really proved to me with that statement that IG is broken
Did you also know that if you remove the rest of the armies from the game then necrons are broken?



And putting guardsmen at 5ppm would help with #2 and bring IG more in line as a mono faction. Eldar still need point adjustments but that is a different discussion.

Doing number 2 will just deacrease the percentage of IG taken in soup to only include the CP battery and completely screw over mono guard players



Automatically Appended Next Post:
Ice_can wrote:
 Unit1126PLL wrote:
Ice_can wrote:

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.


It does, however, mean that those 5-9 lads should probably be in the 10-13 range, rather than asking for anyone to be 5-9.

The IG have one of the best codexes out there in terms of crunch, competitiveness, fluff, and army composition options. The Grey Knights are the worst in all those categories. If I was a Space Marine player and looking at my options: would I rather my army be buffed to match Guard, with a variety of playstyles and interactions, or nerfed to match GK, with mono-build constructions and hardly any good options?

The worst codexes should be improved to match the best, not the other way around.

Except of the say 20 codex's
About 2 of them are at the 13 range 1 maybe 2 in the 11's
About 10 in the 5-10 range and 3/4 in the sub 5 range you don't give out buffs to 10 codex's to match the 1 or 2 you move thr outliers into the 5-10 range.

Your basically proposing buffing BA, DA, DG,Demons, Tau, Necrons, SM, GK, DW etc to Astra Militarum levels rather than admit Astra Militarum might be fairer with 5 point Infantry.


Automatically Appended Next Post:
Asmodios wrote:
Ice_can wrote:
So a list with over 1k of point worth of guardsmen doesn't show guard a strong its the 3 blood angles captains carrying the list?

Not the 12 mortors 6 infantry squads 3 hellhounds.

Pure blood angles arn't exactlly rofl stomping everyone.
Its having those 100 bodies to hide behind that makes those charictors survive long enough to be able to jump out and smash.

Also by your definition of Pure the onlu pure factions in competitive settings right now are Tau, Necrons and Orks as they have no allies.
Only Crons made the top ten with trip teract vaults which is a pretty weak gimic list.

So far your possition has been Guard arn't the problem soup is, no-one has said soup isn't an issue but thats not what this thread was about.

Guardsmen are better than every other 4ppm unit and better than some more expensive units.

Drukari and Alitoc being brokwn was used as an excuse that guard arn't OP. Just because something else is at 13 and your only at 11 while everyone else is in a 5-9 range doesn't make you not OP.

Yeah so going by your argument because BA are good when souped with guard we should nuke BA to really F over all those mono faction players
Same for Knights
Same for custodes

Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.

I'm saying having over 50%of your points in one faction says that faction is definataly not uncompetitive, especially in imperial soup lists.

2 over 50% BA armies placed during LVO

I think you are missing the point. AM players need to be screwed a little bit. Their army is too powerful.


Automatically Appended Next Post:
 chrispy1991 wrote:
I say let them go up to 5 PPM. It won't ruin the mono IG lists, but it will shut everyone else up because they'll see how little difference it ends up making in tournaments.

5ppm still leaves them as the best troop in the game IMO - It won't hurt IG players one bit. If the cheap HQ's went up 10 points as well (as they should) Command point battery would go up 50 points. That would make it close to unplayable in a lot of lists that barely manage to fit it in. The IG player though. Loses a scout sentinel....


Automatically Appended Next Post:
 Marmatag wrote:
bananathug wrote:
Knights and BA are significantly improved by the endless CP battery. Remove that and that BA detachment disappears from competitive builds.

Knights probably come down from god-tier to IG tier (they probably need further nerfs).

5 pt guardsmen is the tip of the iceburg. Those FW hellhounds need a price hike and that d6 MW on blow-up needs to be reduced to d3 (hell all hellhounds probably need a 5-10 point hike). There are a lot of under-costed units in that codex (hell shadowswords would be a problem if knights weren't so busted).

The only thing holding guard in check right now is they run into some pretty hard auto-loss matchups. Anything that can stack neg to hit. Those altoric flyer lists are pretty much auto win vs most tourney level guard lists.

While I do agree that Guard seem to be getting piled onto a lot recently. I just don't see those players yelling at the top of their lungs "NO MY ARMY IS JUST FINE!!!!" for the most part.

DE, Eldar, knights and some chaos builds (fearless cultists, TSons princes) need adjusting just as much if not more (they have bad units which need some love but some really good units that need nerfs for sure).

Some of the lower tier armies (power armor, necrons outside of vaults, AdMech feel close) need buffing and a couple outlier units (hive guard, custode bikes, PBCs, tau suits on the opposite end of the spectrum) need adjusting.

I'd say if they could get the codexes near Nids (less hive guard and flyrants) the game would be in good shape. Bring down the big ones and boost the worst ones. Caveat is they should wait a couple months after the last dex's drop so we have a total picture of where we really are.


Hive Guard and Tyrants are honestly carrying the Nids codex.

Without them it would be trivial to crush Nids.

Add in carnifex and we are in complete agreement.

So Mono IG players need to get screwed a bit because soup is too good... got it


Guardsmen 5 pts per model. @ 2018/08/06 19:47:36


Post by: Xenomancers


No man. You are in complete denial. AM is extremely powerful by itself.

There are a lot of factors that makes them seem weaker than they really are.

#1 tournament games do not go the distance and are called on time - I think something like 50% of games don't finish is the accepted number. This means less tabling for AM (this is how this army wins games)

#2 -1 to hit army traits completely dominate the arena. Plus they affect gaurd more than other armies because base 4+ instead of 3+ (being an able to hurt enemies is broken - it needs to be fixed - it even makes OP undercosted things useless because they are hitting on 6's most of the time.)



Guardsmen 5 pts per model. @ 2018/08/06 19:48:11


Post by: Marmatag


No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

Eldar also need nerfs. But that is a different discussion. Eldar have always needed nerfs except for a brief period of pre-codex bliss.


Guardsmen 5 pts per model. @ 2018/08/06 19:57:44


Post by: A.T.


Ice_can wrote:
A.T. wrote:
Ice_can wrote:
Find me a tournament placing list with over 50% of it's points in Blood angles and I'll look at it.
The LVO always springs to mind - Michael Brandt (54% BA), and Mark Wright (pure BA).
But as more imperial factions comes out it becomes more attractive to soup. Even if wolves were to come out tomorrow and be the runaway strongest army of the lot tourney players would still look to add to it.

The LVO was pre FAQ so pre rule of 3 and deepstrike nerf. So basically a totally difftent game.
Well Mark Wright (above) won the Chaotic Imperium RTT event in July playing BA - though I have no idea if he is still running the same kind of pure BA list from the LVO though.


Guardsmen 5 pts per model. @ 2018/08/06 19:59:40


Post by: Asmodios


 Xenomancers wrote:
No man. You are in complete denial. AM is extremely powerful by itself.

There are a lot of factors that makes them seem weaker than they really are.

#1 tournament games do not go the distance and are called on time - I think something like 50% of games don't finish is the accepted number. This means less tabling for AM (this is how this army wins games)

#2 -1 to hit army traits completely dominate the arena. Plus they affect gaurd more than other armies because base 4+ instead of 3+ (being an able to hurt enemies is broken - it needs to be fixed - it even makes OP undercosted things useless because they are hitting on 6's most of the time.)


1. So some games not finishing are benefiting the mono IG lists that aren't being brought to tournaments.... Got it you really opened my eyes
2. so -1 to hit really hurt guard and are a clear and obvious counter and there are a lot of -1 to hit and this somehow makes guard better because if that counter didn't exist then guard would be better.... glad you could clear this up for me


Automatically Appended Next Post:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

Eldar also need nerfs. But that is a different discussion. Eldar have always needed nerfs except for a brief period of pre-codex bliss.

yup the top tier army all by itself that we for some reason never see taken all by itself because its so good all by itself


Guardsmen 5 pts per model. @ 2018/08/06 20:02:55


Post by: Xenomancers


Pure BA is garbage. BA is basically garbage completely minus a single unit that requires endless CP to be useful but is made useless by the existence of costodes jet-biker captains.


Guardsmen 5 pts per model. @ 2018/08/06 20:07:24


Post by: FezzikDaBullgryn


Weird question - but as an AM solo player (Extremely weak player, not army) Why don't we fix the soup issue by issuing restrictions on the play style of the soup? If you add in a soup units to your AM List, it somehow negates Strategems specific to your faction. No more Cadian, Catachan, or Tempestus specific bonuses if everything in the list isn't that.

I really like how they did it with Scions. You don't get Scion buffs if you use that extremely oddly placed Commissar in your list. All AM lists should be that way. Don't get Cadian buffs if that Catachan tanks are in the list.


Guardsmen 5 pts per model. @ 2018/08/06 20:07:49


Post by: Xenomancers


Asmodios wrote:
 Xenomancers wrote:
No man. You are in complete denial. AM is extremely powerful by itself.

There are a lot of factors that makes them seem weaker than they really are.

#1 tournament games do not go the distance and are called on time - I think something like 50% of games don't finish is the accepted number. This means less tabling for AM (this is how this army wins games)

#2 -1 to hit army traits completely dominate the arena. Plus they affect gaurd more than other armies because base 4+ instead of 3+ (being an able to hurt enemies is broken - it needs to be fixed - it even makes OP undercosted things useless because they are hitting on 6's most of the time.)


1. So some games not finishing are benefiting the mono IG lists that aren't being brought to tournaments.... Got it you really opened my eyes
2. so -1 to hit really hurt guard and are a clear and obvious counter and there are a lot of -1 to hit and this somehow makes guard better because if that counter didn't exist then guard would be better.... glad you could clear this up for me


Automatically Appended Next Post:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

Eldar also need nerfs. But that is a different discussion. Eldar have always needed nerfs except for a brief period of pre-codex bliss.

yup the top tier army all by itself that we for some reason never see taken all by itself because its so good all by itself

The problem is -1 to hit - don't you see it? IG table every army without it but are useless against it. Remove -1 to hit and IG table everyone.

It's kind of like 7th eddition tau. Rolled everything that wasn't a super psychic deathstar (which was also broken beyond belief). We need to get away from things being viable because they are indestructible and everything needs to pay a fair cost for it's abilities. GW learns nothing per usual.


Automatically Appended Next Post:
 FezzikDaBullgryn wrote:
Weird question - but as an AM solo player (Extremely weak player, not army) Why don't we fix the soup issue by issuing restrictions on the play style of the soup? If you add in a soup units to your AM List, it somehow negates Strategems specific to your faction. No more Cadian, Catachan, or Tempestus specific bonuses if everything in the list isn't that.

I really like how they did it with Scions. You don't get Scion buffs if you use that extremely oddly placed Commissar in your list. All AM lists should be that way. Don't get Cadian buffs if that Catachan tanks are in the list.

A fair question. Mostly because the most vocal part of the community are the tournament players and they don't want their tournament lists nerfed.


Guardsmen 5 pts per model. @ 2018/08/06 20:14:02


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
No man. You are in complete denial. AM is extremely powerful by itself.

There are a lot of factors that makes them seem weaker than they really are.

#1 tournament games do not go the distance and are called on time - I think something like 50% of games don't finish is the accepted number. This means less tabling for AM (this is how this army wins games)

#2 -1 to hit army traits completely dominate the arena. Plus they affect gaurd more than other armies because base 4+ instead of 3+ (being an able to hurt enemies is broken - it needs to be fixed - it even makes OP undercosted things useless because they are hitting on 6's most of the time.)


1. So some games not finishing are benefiting the mono IG lists that aren't being brought to tournaments.... Got it you really opened my eyes
2. so -1 to hit really hurt guard and are a clear and obvious counter and there are a lot of -1 to hit and this somehow makes guard better because if that counter didn't exist then guard would be better.... glad you could clear this up for me


Automatically Appended Next Post:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

Eldar also need nerfs. But that is a different discussion. Eldar have always needed nerfs except for a brief period of pre-codex bliss.

yup the top tier army all by itself that we for some reason never see taken all by itself because its so good all by itself

The problem is -1 to hit - don't you see it? IG table every army without it but are useless against it. Remove -1 to hit and IG table everyone.

It's kind of like 7th eddition tau. Rolled everything that wasn't a super psychic deathstar (which was also broken beyond belief). We need to get away from things being viable because they are indestructible and everything needs to pay a fair cost for it's abilities. GW learns nothing per usual.


Automatically Appended Next Post:
 FezzikDaBullgryn wrote:
Weird question - but as an AM solo player (Extremely weak player, not army) Why don't we fix the soup issue by issuing restrictions on the play style of the soup? If you add in a soup units to your AM List, it somehow negates Strategems specific to your faction. No more Cadian, Catachan, or Tempestus specific bonuses if everything in the list isn't that.

I really like how they did it with Scions. You don't get Scion buffs if you use that extremely oddly placed Commissar in your list. All AM lists should be that way. Don't get Cadian buffs if that Catachan tanks are in the list.

A fair question. Mostly because the most vocal part of the community are the tournament players and they don't want their tournament lists nerfed.

So once again there is an obvious counter that exists across multiple factions and this somehow makes guard too good?
Not to mention mono guard isnt auto tabling any opponent without -1 to hit or we would see them occasionally winning GTs just buy getting lucky list dogging especially with the previlence of knights right now


Automatically Appended Next Post:
 FezzikDaBullgryn wrote:
Weird question - but as an AM solo player (Extremely weak player, not army) Why don't we fix the soup issue by issuing restrictions on the play style of the soup? If you add in a soup units to your AM List, it somehow negates Strategems specific to your faction. No more Cadian, Catachan, or Tempestus specific bonuses if everything in the list isn't that.

I really like how they did it with Scions. You don't get Scion buffs if you use that extremely oddly placed Commissar in your list. All AM lists should be that way. Don't get Cadian buffs if that Catachan tanks are in the list.

Yup..... hell why not even raise the cost of a guardsman to 5-6 points if your army included a detachment of non IG. I simply hate the idea of hurting an entire codex that on its own is not dominating the scene all because tournament players abuse soup


Guardsmen 5 pts per model. @ 2018/08/06 20:18:30


Post by: Trollbert


Even Alpha Legion/Raven Guard list don't counter IG because most affected units are so bad -1 to hit doesn't make them better than IG units.

For Eldar, Alaitoc is just one of many things that makes them better than IG.


Guardsmen 5 pts per model. @ 2018/08/06 20:20:11


Post by: w1zard


IG don't need nerfed. In my mind they are where EVERY army should be in terms of fluff and competitiveness.

SM, and GK are the two codices that need major buffs. Some of the other codices might need minor buffs but they are in a pretty good spot TBH.

It's true that IG is one of the better codices this edition... But it's kind of funny that IG seems to be the "standout" when DE, Eldar, Knights, Custodes, and a few others can all go toe to toe with them and are up with IG at the "top".

It makes more sense to lift the bottom up then knock the top down.


Guardsmen 5 pts per model. @ 2018/08/06 20:23:02


Post by: Trollbert


If each army was adjusted to IG level, wouldn't getting first turn matter too much?

Wouldn't it be better for the game if tabling was rarer than it is now?


Guardsmen 5 pts per model. @ 2018/08/06 20:35:42


Post by: kurhanik


w1zard wrote:
IG don't need nerfed. In my mind they are where EVERY army should be in terms of fluff and competitiveness.

SM, and GK are the two codices that need major buffs. Some of the other codices might need minor buffs but they are in a pretty good spot TBH.

It's true that IG is one of the better codices this edition... But it's kind of funny that IG seems to be the "standout" when DE, Eldar, Knights, Custodes, and a few others can all go toe to toe with them and are up with IG at the "top".

It makes more sense to lift the bottom up then knock the top down.


Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Of the others you list - DE - they are another of the low cost units that need to be looked at. Eldar - its the -1 to hit army wide rule mostly, then both Knights and Custodes require CP batteries in order to get to broken levels. You could argue that a balancing feature of their codices is a low CP limit, but if soup itself is nerfed without seeing some bone tossed to them to generate their own CP, you'll just see those units disappear entirely from the meta.

A better option for that later point would be to combine the mild nerf to Guardsmen to some sort of bonus CP generation to other factions. The CP battery becomes slightly more expensive, and a new source of CP means that it is slightly less needed. That way you'd see an actual decision to be made.

I think I mentioned earlier in this thread, but if more elite Troop options (10+ ppm) generated CP on their own, it would help justify their costs and reduce the need for a battery. A be all, end all solution - probably not, but CP generation does need to be looked at.


Guardsmen 5 pts per model. @ 2018/08/06 20:38:42


Post by: Xenomancers


Trollbert wrote:
If each army was adjusted to IG level, wouldn't getting first turn matter too much?

Wouldn't it be better for the game if tabling was rarer than it is now?

Thats an Igougo problem. It's always the most important factor in a situation like this. Or there is too much LOS terrain and going first is actually really bad. You could tone this down by decreasing DPP by 50% on all units. Even then there would still be an obvious advantage for going first.

The idea here is to make games go quicker though - 40k games take freaking forever.


Guardsmen 5 pts per model. @ 2018/08/06 20:47:53


Post by: Trollbert


 Xenomancers wrote:
Trollbert wrote:
If each army was adjusted to IG level, wouldn't getting first turn matter too much?

Wouldn't it be better for the game if tabling was rarer than it is now?

Thats an Igougo problem. It's always the most important factor in a situation like this. Or there is too much LOS terrain and going first is actually really bad. You could tone this down by decreasing DPP by 50% on all units. Even then there would still be an obvious advantage for going first.


Of couse, but isn't it also a problem of damage potential being much cheaper than tanking potential? I think someone posted that a 3 Dissie Ravager has a 50% point return rate against primaris on average rolls. If there are other units that can be this effective against the right targets, it is theoretically possbile to table an army by the end of turn 2.

IMO this can't be the level the game should evolve towards.


Guardsmen 5 pts per model. @ 2018/08/06 20:49:51


Post by: Kanluwen


 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.


Guardsmen 5 pts per model. @ 2018/08/06 20:56:45


Post by: Xenomancers


 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.


Guardsmen 5 pts per model. @ 2018/08/06 21:02:40


Post by: Martel732


IG players are this edition's Eldar players. Plain and simple. The whole codex is undercosted for the most part. The fact that soup lists can find a few units in other codices to fill some niche with still more undercosted units is irrelevant to the fact that IG is undercosted across the board.

And yes, time limits hurt IG a LOT. But come to our FLGS, and I bet by turn 6/7, you'll have very few models left, if any, vs IG. Tournies don't get to turn 6/7, tainting that data, imo.


Guardsmen 5 pts per model. @ 2018/08/06 21:04:12


Post by: KurtAngle2


 Galas wrote:
See Asmodios?

"This armies were 90% Imperial Guard and they ended uup all in the top 10"

-"B-b-bu they aren't pure guard so that means Imperial Guard sucks!"

If you fix the sharing of CP (I'm not saying you shouldn't fix that problem) youll destroy soups, custodes, imperial knights, BA. But not Imperial Guard. You'll only make Eldar even more dominant.


Or we could just fix Guard without destroying souping options like Tyr + GSC that aren't only good but even necessary since many factions are not designed to be played STANDALONE (Knights, GK, Harlequins, Custodes, GSC and so on)


Guardsmen 5 pts per model. @ 2018/08/06 21:09:52


Post by: Asmodios


 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

It's amazing that none of the top players have thought of this yet. You should let them know..... Or better yet go win the next major GT super easily.... Hell why not win the entire ITC super easily and the LVO and make an easy like 5 grand in prizes and cash


Automatically Appended Next Post:
Martel732 wrote:
IG players are this edition's Eldar players. Plain and simple. The whole codex is undercosted for the most part. The fact that soup lists can find a few units in other codices to fill some niche with still more undercosted units is irrelevant to the fact that IG is undercosted across the board.

And yes, time limits hurt IG a LOT. But come to our FLGS, and I bet by turn 6/7, you'll have very few models left, if any, vs IG. Tournies don't get to turn 6/7, tainting that data, imo.

Every top table game at the BAO went to the natural conclusion of the game with only one player running out of time on their clock...... But yup data tainted because... reasons


Guardsmen 5 pts per model. @ 2018/08/06 21:15:27


Post by: Martel732


I'm talking in general, not BAO specifically. I've personally witnessed many tables that IG could steamrolled with an extra hour. So don't lecture me.


Guardsmen 5 pts per model. @ 2018/08/06 21:23:30


Post by: gbghg


 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

If that army could win any tournament without even using command points then why isn't it?


Guardsmen 5 pts per model. @ 2018/08/06 21:50:58


Post by: Kanluwen


 Xenomancers wrote:

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

So that you reply to, but my deconstructing your whines about Guard stratagems you ignore? Interesting.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

Has anyone actually seen any nonsense list like this out there?


Guardsmen 5 pts per model. @ 2018/08/06 21:52:51


Post by: Tyel


Trollbert wrote:

IMO this can't be the level the game should evolve towards.


It can get much more fun than that. Point your Dissies towards Aggressors and watch the salt flow. I think you can push 100%.

I can vaguely sympathize with the idea that 40k games shouldn't go on and on forever - but the shorter they are, the more it comes down to gimmicks.
"I go first, I kill 40% of your army."
"Aha, I put almost everything important in deepstrike, and try to LOS block the rest, so I effectively go first."
"Well then I guess I'll do the same."
Well isn't this fun.

If things did less damage - or at least there were more specializations and counters - you might see more cat and mouse play, more clever maneuvering (as against gimmicky assault abuse imported from AoS).
I think this would be better - but its a bit late now.

DE being overpowered is kind of fun after many editions of hard mode, but its pretty obvious many things are too cheap. Its far too easy.

Which is sort of why I don't get this whole "my IG are fine, its soup that's the problem." Are you really saying at your FLGS you don't mop Marine players off the table more or less with impunity because you have comfortably double or more the firepower for their points? I don't believe you.


Guardsmen 5 pts per model. @ 2018/08/06 21:59:02


Post by: Asmodios


Martel732 wrote:
I'm talking in general, not BAO specifically. I've personally witnessed many tables that IG could steamrolled with an extra hour. So don't lecture me.

Yup your personal experience counters some actual statistical analysis of a major GT thanks for your input


Automatically Appended Next Post:
 Kanluwen wrote:
 Xenomancers wrote:

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

So that you reply to, but my deconstructing your whines about Guard stratagems you ignore? Interesting.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

Has anyone actually seen any nonsense list like this out there?

No all these "doomsday" all guard lists that are brought up weekly in some "nuke guard" thread don't actually exist. It's just as ridiculous as him stating he could make an all IG list that would "win any tournament" yet nobody in the entire ITC has figured this out yet.


Guardsmen 5 pts per model. @ 2018/08/06 22:07:11


Post by: Kanluwen


Tyel wrote:

Which is sort of why I don't get this whole "my IG are fine, its soup that's the problem." Are you really saying at your FLGS you don't mop Marine players off the table more or less with impunity because you have comfortably double or more the firepower for their points? I don't believe you.

And here's where the problem exists.

Against people just playing super casual, someone bringing an optimized Guard list is going to wreck face. There's no ifs ands or buts about it.
But then when you start seeing similarly "optimized" lists...the game shifts.

Just like when you see the super casual Guard hodgepodge lists, they're (shock! horror!) not just guaranteed a win.


Guardsmen 5 pts per model. @ 2018/08/06 22:07:48


Post by: Xenomancers


 gbghg wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

If that army could win any tournament without even using command points then why isn't it?

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Another example is nids with flying hives. With those units nerfed people started spamming carnifexes and or hive gaurd instead - and winning some big tournaments too. Just because there is a better option that is OP doesn't make the next option obsolete if it is also OP. It really is very simple. IG/Nids/Eldar can win in a lot of ways. Some are soup - some are not. Soup is obviously good if you can combine the best of 2 armies you can probably have an overall better force more likely to win a tournament. The things that IG brings to soup are usually also OP and even more OP when taken with guard.


Guardsmen 5 pts per model. @ 2018/08/06 22:16:15


Post by: Asmodios


 Xenomancers wrote:
 gbghg wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

If that army could win any tournament without even using command points then why isn't it?

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Another example is nids with flying hives. With those units nerfed people started spamming carnifexes and or hive gaurd instead - and winning some big tournaments too. Just because there is a better option that is OP doesn't make the next option obsolete if it is also OP. It really is very simple. IG/Nids/Eldar can win in a lot of ways. Some are soup - some are not. Soup is obviously good if you can combine the best of 2 armies you can probably have an overall better force more likely to win a tournament. The things that IG brings to soup are usually also OP and even more OP when taken with guard.

Except IG cant win non-soup that's why you had to go all the way back to warzone Atlanta.... which correct me if I'm wrong was when 8th first dropped.... its every November


Guardsmen 5 pts per model. @ 2018/08/06 22:18:02


Post by: Xenomancers


Asmodios wrote:
Martel732 wrote:
I'm talking in general, not BAO specifically. I've personally witnessed many tables that IG could steamrolled with an extra hour. So don't lecture me.

Yup your personal experience counters some actual statistical analysis of a major GT thanks for your input


Automatically Appended Next Post:
 Kanluwen wrote:
 Xenomancers wrote:

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

So that you reply to, but my deconstructing your whines about Guard stratagems you ignore? Interesting.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

Has anyone actually seen any nonsense list like this out there?

No all these "doomsday" all guard lists that are brought up weekly in some "nuke guard" thread don't actually exist. It's just as ridiculous as him stating he could make an all IG list that would "win any tournament" yet nobody in the entire ITC has figured this out yet.

They did think about it - they figured they have better chances with IG plus custodes bikers because they aren't hard countered by eldar. They probably do stand a better chance. More or less you are comparing apple to apples with these kinds of lists. At tournaments you can expect to see a lot of eldar - because they are also OP. Eldar matches up really well against guard - in fact they match up well with everyone because of -1 to hit stacking.

Thought experiment. If each player before the game started could remove 1 army triat from the opponents arsenal. Do you really think it would affect guard in a bad way? All their traits are good. Eldar go down in power significantly without -1 to hit trait. It's easy to identify the problem here.

-1 to hit traits are broken and need to be removed in favor of something less powerfull.

Lots of units - including IG units need points adjustments.


Automatically Appended Next Post:
Asmodios wrote:
 Xenomancers wrote:
 gbghg wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

If that army could win any tournament without even using command points then why isn't it?

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Another example is nids with flying hives. With those units nerfed people started spamming carnifexes and or hive gaurd instead - and winning some big tournaments too. Just because there is a better option that is OP doesn't make the next option obsolete if it is also OP. It really is very simple. IG/Nids/Eldar can win in a lot of ways. Some are soup - some are not. Soup is obviously good if you can combine the best of 2 armies you can probably have an overall better force more likely to win a tournament. The things that IG brings to soup are usually also OP and even more OP when taken with guard.

Except IG cant win non-soup that's why you had to go all the way back to warzone Atlanta.... which correct me if I'm wrong was when 8th first dropped.... its every November

That is absolute nonsense.


Guardsmen 5 pts per model. @ 2018/08/06 22:23:42


Post by: Kanluwen


 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.


Guardsmen 5 pts per model. @ 2018/08/06 22:28:47


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
Martel732 wrote:
I'm talking in general, not BAO specifically. I've personally witnessed many tables that IG could steamrolled with an extra hour. So don't lecture me.

Yup your personal experience counters some actual statistical analysis of a major GT thanks for your input


Automatically Appended Next Post:
 Kanluwen wrote:
 Xenomancers wrote:

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

So that you reply to, but my deconstructing your whines about Guard stratagems you ignore? Interesting.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

Has anyone actually seen any nonsense list like this out there?

No all these "doomsday" all guard lists that are brought up weekly in some "nuke guard" thread don't actually exist. It's just as ridiculous as him stating he could make an all IG list that would "win any tournament" yet nobody in the entire ITC has figured this out yet.

They did think about it - they figured they have better chances with IG plus custodes bikers because they aren't hard countered by eldar. They probably do stand a better chance. More or less you are comparing apple to apples with these kinds of lists. At tournaments you can expect to see a lot of eldar - because they are also OP. Eldar matches up really well against guard - in fact they match up well with everyone because of -1 to hit stacking.

Thought experiment. If each player before the game started could remove 1 army triat from the opponents arsenal. Do you really think it would affect guard in a bad way? All their traits are good. Eldar go down in power significantly without -1 to hit trait. It's easy to identify the problem here.

-1 to hit traits are broken and need to be removed in favor of something less powerfull.

Lots of units - including IG units need points adjustments.


Automatically Appended Next Post:
Asmodios wrote:
 Xenomancers wrote:
 gbghg wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Marmatag wrote:
No, AM need to see nerfs because:

1. It is an overpowered top-tier army by itself.
2. It creates a lot of imbalance due to the Imperium keyword and command point generation, as well as cheap chaff, and all the reasons in #1.

When the two of you cite things and aren't even remotely right or providing context, it demolishes your arguments.

Additionally, I'm still waiting to see full "overpowered top-tier" army lists where there are 0 allies present at all.


Automatically Appended Next Post:
kurhanik wrote:

Meh, 5 point Guardsmen won't kill the codex. A lot of the lowest cost units in the game need a looking over on their points, not just Guard, but doing this will A) give Conscripts a reason to exist again and B) give a mild nerf to Guard armies and CP batteries without completely invalidating them.

Conscripts don't "need a reason to exist again". They're the reason we're in this stupid mess in the first place.

You want a fix to CP batteries? Too bad. People whined they didn't want formations anymore. That's how you get additional CPs in AoS. Battalions give you a one-time boost, in addition to the 1 CP you generate per turn or from a Relic.

I'd post you an IG army that could easily win tournaments but a bunch of crap arguments would be presented.

3 command russ/ 3 manticores/ 3 basalisk and a ton of infantry and maybe scout sentinels. That army could win any tournament. It doesn't even need command points really ether. Probably works best with catachans and straken.

If that army could win any tournament without even using command points then why isn't it?

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Another example is nids with flying hives. With those units nerfed people started spamming carnifexes and or hive gaurd instead - and winning some big tournaments too. Just because there is a better option that is OP doesn't make the next option obsolete if it is also OP. It really is very simple. IG/Nids/Eldar can win in a lot of ways. Some are soup - some are not. Soup is obviously good if you can combine the best of 2 armies you can probably have an overall better force more likely to win a tournament. The things that IG brings to soup are usually also OP and even more OP when taken with guard.

Except IG cant win non-soup that's why you had to go all the way back to warzone Atlanta.... which correct me if I'm wrong was when 8th first dropped.... its every November

That is absolute nonsense.

So let me get this straight....... Pure IG is broken and better than soup IG, but cant be Eldar so people dont take it..... But Knights, IG + Knights, and Nurgle + Knights are all not broken and able to beat eldar

And why was it nonsense? Warzone Atlanta was not only almost year ago but wasn't the IG list that won illegal as well now that i think of it?

Either way hopefully some of the top tournament players can read this thread because they are all missing out on the unstoppable 3 russ 3 manticore list


Guardsmen 5 pts per model. @ 2018/08/06 22:32:24


Post by: Xenomancers


 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.


Guardsmen 5 pts per model. @ 2018/08/06 22:36:58


Post by: Asmodios


 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.

Yeah for crying out loud it was an only slightly illegal list almost a year ago when almost no armies had their codexes yet..... golly how are you not seeing that pure guard is broken from this example!


Guardsmen 5 pts per model. @ 2018/08/06 22:42:52


Post by: Xenomancers


Asmodios wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.

Yeah for crying out loud it was an only slightly illegal list almost a year ago when almost no armies had their codexes yet..... golly how are you not seeing that pure guard is broken from this example!

If the list couldn't be made legal - simply by switching the detachment 2 units were in - you would have a point. This tournament was in the age of unnerfed reapers...turn 1 deep strike legal anywhere...-1 to hit daemon primarch in changling aura. It was arguably harder for a mono guard list to win in this era. The game constantly is changing. Lets be clear here though - nothing really changed about how this guard army would play today - except the fact that they have custodes and knights to soup into their brigades and it's harder for them to get charged turn 1.


Guardsmen 5 pts per model. @ 2018/08/06 22:43:27


Post by: Kanluwen


 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment.

Except he didn't. I pointed out at the time that he could have just taken a Master of Ordnance and gotten a free artillery strike too, while still having points to bring a cheapo Psyker.

The point of bringing the Primaris was for him to cast "Nightshroud"(-1 to be hit) more reliably than the cheaper Psykers could.
He armed a unit of vets with grenade launchers for crying out loud

He had almost every squad with Lascannons and Grenade Launchers. There were some claims that he was giving the Vostroyan benefit(bonus range) to his Grenade Launchers--which isn't how it works. It's +6" to range for any Heavy or Rapid Fire weapons with 24" range or higher to start with.
and took a bunch of FW Calvary too. He could have made the list even better.

Death Riders are pretty fricking great, so I don't know what he could have done there to "make the list even better". They get a 5+ FNP against attacks with S4 or less. They're also sitting on a 4+ save and suffer no penalty to their move when charging into terrain features.

That's in addition to "Cult of Sacrifice"(ignore models slain in the Shooting phase when taking morale tests) and the Orders that DKoK get. "Duty Unto Death" makes it so that those Death Riders get to fight in the Fight phase if they're killed.


Guardsmen 5 pts per model. @ 2018/08/06 22:45:32


Post by: bananathug


Just because soup is better than IG doesn't mean that IG isn't good on it's own.

Its the same as the guy arguing that DE aren't OP because Eldar soup is better...

The top couple dexes are Knights, IG, CWE, DE. They all need to come down in power. The mid tier dexes need to have their power level smoothed out (nids, custodes [minus guard CP battery], tau, chaos, Tsons, ?DG?) and the bottom tier ones need to be raised to the mid tier level (power armor, AM, crons).


Guardsmen 5 pts per model. @ 2018/08/06 22:48:15


Post by: Xenomancers


 Kanluwen wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment.

Except he didn't. I pointed out at the time that he could have just taken a Master of Ordnance and gotten a free artillery strike too, while still having points to bring a cheapo Psyker.

The point of bringing the Primaris was for him to cast "Nightshroud"(-1 to be hit) more reliably than the cheaper Psykers could.
He armed a unit of vets with grenade launchers for crying out loud

He had almost every squad with Lascannons and Grenade Launchers. The Vostroyan perk doesn't affect Assault weapons.
and took a bunch of FW Calvary too. He could have made the list even better.

Death Riders are pretty fricking great, so I don't know what he could have done there to "make the list even better". They get a 5+ FNP against attacks with S4 or less. They're also sitting on a 4+ save and suffer no penalty to their move when charging into terrain features.

That's in addition to "Cult of Sacrifice"(ignore models slain in the Shooting phase when taking morale tests) and the Orders that DKoK get. "Duty Unto Death" makes it so that those Death Riders get to fight in the Fight phase if they're killed.

They aren't an optimal unit. Nifty - maybe - but for their points he could have taken something better. Plus today with dessie spam those horse would just get merced.

Point remains - calling the list "invalid" is very intelectually dishonest. You pointed out a simple fix that would have just made the list better.


Guardsmen 5 pts per model. @ 2018/08/06 22:51:10


Post by: Kanluwen


Was the list valid? No?

Then it's invalid. It also wasn't the first time that particular issue had cropped up. Tournament players should be held to a higher standard, and I'm always going to assume that it's cheating at this point when someone fails that miserably at writing up an army list.

Also, if someone's devoting that much firepower to kill the Death Riders...they've done their jobs.


Guardsmen 5 pts per model. @ 2018/08/06 22:53:41


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.

Yeah for crying out loud it was an only slightly illegal list almost a year ago when almost no armies had their codexes yet..... golly how are you not seeing that pure guard is broken from this example!

If the list couldn't be made legal - simply by switching the detachment 2 units were in - you would have a point. This tournament was in the age of unnerfed reapers...turn 1 deep strike legal anywhere...-1 to hit daemon primarch in changling aura. It was arguably harder for a mono guard list to win in this era. The game constantly is changing. Lets be clear here though - nothing really changed about how this guard army would play today - except the fact that they have custodes and knights to soup into their brigades and it's harder for them to get charged turn 1.

So the meta was harder but people forgot an easy auto win list.... Yup this sounds reasonable


Guardsmen 5 pts per model. @ 2018/08/06 23:05:15


Post by: Xenomancers


Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.

Yeah for crying out loud it was an only slightly illegal list almost a year ago when almost no armies had their codexes yet..... golly how are you not seeing that pure guard is broken from this example!

If the list couldn't be made legal - simply by switching the detachment 2 units were in - you would have a point. This tournament was in the age of unnerfed reapers...turn 1 deep strike legal anywhere...-1 to hit daemon primarch in changling aura. It was arguably harder for a mono guard list to win in this era. The game constantly is changing. Lets be clear here though - nothing really changed about how this guard army would play today - except the fact that they have custodes and knights to soup into their brigades and it's harder for them to get charged turn 1.

So the meta was harder but people forgot an easy auto win list.... Yup this sounds reasonable

They didn't - AM place high at every event. Plus no list is autowin - considering this is a dice game.


Automatically Appended Next Post:
 Kanluwen wrote:
Was the list valid? No?

Then it's invalid. It also wasn't the first time that particular issue had cropped up. Tournament players should be held to a higher standard, and I'm always going to assume that it's cheating at this point when someone fails that miserably at writing up an army list.

Also, if someone's devoting that much firepower to kill the Death Riders...they've done their jobs.

Did the lists invalidity play any part in how it performed? No - this fix you thought of would actually make the list better. Were talking about a technicality. I am not arguing that he shouldn't be scolded for it. All lists SHOULD be legal. In this discussion though - calling it "invalid" does not play any part in how the list performed.


Guardsmen 5 pts per model. @ 2018/08/06 23:18:37


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
 Kanluwen wrote:
 Xenomancers wrote:

There have been a lot of examples of pure guard winning tournaments with a list much like I described. Warzone Atlanta was won by an IG batallion and spearhead. The game has changed a bunch since then and it seems IG players would rather soup now than take full IG. Mainly due to the fact that with IG command point gen they can supercharge a lot of imperium units.

Warzone Atlanta, if I remember correctly, had an invalid list. The Spearhead was Cadian(Manticores x3 IIRC) with a Primaris Psyker and the Relic of Lost Cadia(which isn't valid as Primaris Psykers can't be given Regimental Keywords)...which I mean, kind of disproves your statements.

And the Battalion was a Vostroyan one with some very questionable loadout choices as well.

The invalidity was a clear oversight that wouldn't have affected the list in the slightest. He could have taken the psyker in the voyst detachment and taken cheapo HQ with the relic in the cadian detachment. He armed a unit of vets with grenade launchers for crying out loud and took a bunch of FW Calvary too. He could have made the list even better.

Yeah for crying out loud it was an only slightly illegal list almost a year ago when almost no armies had their codexes yet..... golly how are you not seeing that pure guard is broken from this example!

If the list couldn't be made legal - simply by switching the detachment 2 units were in - you would have a point. This tournament was in the age of unnerfed reapers...turn 1 deep strike legal anywhere...-1 to hit daemon primarch in changling aura. It was arguably harder for a mono guard list to win in this era. The game constantly is changing. Lets be clear here though - nothing really changed about how this guard army would play today - except the fact that they have custodes and knights to soup into their brigades and it's harder for them to get charged turn 1.

So the meta was harder but people forgot an easy auto win list.... Yup this sounds reasonable

They didn't - AM place high at every event. Plus no list is autowin - considering this is a dice game.


Automatically Appended Next Post:
 Kanluwen wrote:
Was the list valid? No?

Then it's invalid. It also wasn't the first time that particular issue had cropped up. Tournament players should be held to a higher standard, and I'm always going to assume that it's cheating at this point when someone fails that miserably at writing up an army list.

Also, if someone's devoting that much firepower to kill the Death Riders...they've done their jobs.

Did the lists invalidity play any part in how it performed? No - this fix you thought of would actually make the list better. Were talking about a technicality. I am not arguing that he shouldn't be scolded for it. All lists SHOULD be legal. In this discussion though - calling it "invalid" does not play any part in how the list performed.

You literally said "that would win any tournament"
Once again... no pure IG armies are not placing you had to go back to November to find an example and that list was illegal


Guardsmen 5 pts per model. @ 2018/08/06 23:22:56


Post by: Xenomancers


I said I could make a list - the COULD win any tournament with mono guard. Not that it would be auto win. I wouldn't consider it a disadvantage at all. Manitcores/Russ/Basalisks/infantry/CC are all significantly undercosted.

A soup list probably has a better chance. It doesn't make the undercostings of other AM units less important.

I guess we could keep following the current line of GW logic. Not nerf eldar/ not nerf AM - and keep nerfing space marines.


Guardsmen 5 pts per model. @ 2018/08/06 23:49:55


Post by: Kanluwen


 Xenomancers wrote:

Automatically Appended Next Post:
 Kanluwen wrote:
Was the list valid? No?

Then it's invalid. It also wasn't the first time that particular issue had cropped up. Tournament players should be held to a higher standard, and I'm always going to assume that it's cheating at this point when someone fails that miserably at writing up an army list.

Also, if someone's devoting that much firepower to kill the Death Riders...they've done their jobs.

Did the lists invalidity play any part in how it performed? No - this fix you thought of would actually make the list better. Were talking about a technicality. I am not arguing that he shouldn't be scolded for it. All lists SHOULD be legal. In this discussion though - calling it "invalid" does not play any part in how the list performed.

Of course it played a part in how it performed. Primaris Psykers in Guard are taken because they are cheap HQs, meaning you can toss a Relic on them. Relic of Lost Cadia was being heavily abused to grant rerolls of 1 and all rerolls vs Chaos multiple times during a game.


Guardsmen 5 pts per model. @ 2018/08/06 23:53:23


Post by: SHUPPET


Asmodios is literally in here arguing that Eldar, Chaos, and IG are all in an unplayably bad state, because if a codex isn't getting top tables without an ally then it must be because it sucks.

Let that sink in.




Do you think it's a coincidence that so many people are disagreeing with you right now? Just keep on fighting the good fight lil buddy.


Guardsmen 5 pts per model. @ 2018/08/06 23:54:46


Post by: jcd386


Didn't Brandon Grant play pure IG at the BAO? He got knocked out of the running early on by a DE/Eldar list but his list still seemed pretty solid.

And it doesn't make sense to say that pure guard is bad because almost no one runs pure armies unless they have to, and IG plus the best parts of other factions is always going to be good.


Guardsmen 5 pts per model. @ 2018/08/06 23:57:50


Post by: SHUPPET


Asmodios wrote:

You literally said "that would win any tournament"


No.... no, he literally did not. Here's what he said

"That army could win any tournament"

Bolded the key word.

The nuances of the English language may be difficult to grasp, but this isn't a tricky one. That single word makes a big difference between these two statements. Please drop the strawman arguments.


Automatically Appended Next Post:
jcd386 wrote:
Didn't Brandon Grant play pure IG at the BAO? He got knocked out of the running early on by a DE/Eldar list but his list still seemed pretty solid.

And it doesn't make sense to say that pure guard is bad because almost no one runs pure armies unless they have to, and IG plus the best parts of other factions is always going to be good.


Lol, I hadn't seen that, just checked. Yes. You are absolutely right. Brandon Grant placed #20 out of the #135 players to enter, with a 4/2 record, with pure a Guard list.

I believe making IG the second highest placing solo faction at the tournament after the Tau guy at #19.




Asmodios right now:









Guardsmen 5 pts per model. @ 2018/08/07 02:44:31


Post by: JNAProductions


You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.


Guardsmen 5 pts per model. @ 2018/08/07 02:46:52


Post by: Xenomancers


 Kanluwen wrote:
 Xenomancers wrote:

Automatically Appended Next Post:
 Kanluwen wrote:
Was the list valid? No?

Then it's invalid. It also wasn't the first time that particular issue had cropped up. Tournament players should be held to a higher standard, and I'm always going to assume that it's cheating at this point when someone fails that miserably at writing up an army list.

Also, if someone's devoting that much firepower to kill the Death Riders...they've done their jobs.

Did the lists invalidity play any part in how it performed? No - this fix you thought of would actually make the list better. Were talking about a technicality. I am not arguing that he shouldn't be scolded for it. All lists SHOULD be legal. In this discussion though - calling it "invalid" does not play any part in how the list performed.

Of course it played a part in how it performed. Primaris Psykers in Guard are taken because they are cheap HQs, meaning you can toss a Relic on them. Relic of Lost Cadia was being heavily abused to grant rerolls of 1 and all rerolls vs Chaos multiple times during a game.

yes but literally any character with regiment keyword can take it. It's not like he couldn't have just tossed another eligble HQ in it's place that costs less points. It's not a big deal at all...like - he cast -1 to hit on 1 out of 4 manticores...you shoot the one that doesn't have it up. It's almost certain that he was using it to smite 90% of the time. Which he could have done as vostroyan NP. Or maybe...drop a few LC to auto cannons and take a master of ordinance (I can think of a lot of other things he could have done without even altering his entries. just saying it was a minor mistake that was unintentional.


Automatically Appended Next Post:
 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

It is born out of facts - it's been done before against stronger opposition. (before beta rules took effect) and a lot of nerfs to powerful units like FHT/REAPERS/Changeling. I know for a fact - if I was playing imperial knights - the last thing I want to see on the other side of the table is 3 manitcores/ 3 basalisks / and 3 command russ. I could give a gak less about 3 biker captains that want to charge my knight. Please...Charge might knight. This is fun.


Seriously people. Mono guard is competitive. Much like pure CWE is competitive. It's just better by a little if you include DE cheese detachment. So is mono DE - it's just a little bit better when you add doom. Please people. Stop being stupid. These armies all have a lot of way you can play them that are competitive.


Guardsmen 5 pts per model. @ 2018/08/07 03:01:02


Post by: SHUPPET


 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

Yes - that's exactly the implication there.

Which is a massive difference to the response post implying he claims it autowins every tournament it enters.

You knew the first bit so you obviously knew the second too, don't play dumb.


Guardsmen 5 pts per model. @ 2018/08/07 03:13:53


Post by: JNAProductions


 SHUPPET wrote:
 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

Yes - that's exactly the implication there.

Which is a massive difference to the response post implying he claims it autowins every tournament it enters.

You knew the first bit so you obviously knew the second too, don't play dumb.


Except, if it has such good odds... Why aren't the top players playing it? Unless you're going to say that every single tourney player is playing down or too stupid to know that that list is the best...


Guardsmen 5 pts per model. @ 2018/08/07 03:27:59


Post by: Xenomancers


 JNAProductions wrote:
 SHUPPET wrote:
 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

Yes - that's exactly the implication there.

Which is a massive difference to the response post implying he claims it autowins every tournament it enters.

You knew the first bit so you obviously knew the second too, don't play dumb.


Except, if it has such good odds... Why aren't the top players playing it? Unless you're going to say that every single tourney player is playing down or too stupid to know that that list is the best...

I've never said that Mono guard is the best. Mostly because it has a hard counter. Eldar of all kinds with -1 to hit stacking. If you removed eldar from the equation - Mono guard can spank around any other army with relative ease. There is no other army in the game like that.

In terms of balance we have 2 large issues. Eldar are OP with -1 to hit stacking. AM are OP vs everything else. They are the kings of this game.


Guardsmen 5 pts per model. @ 2018/08/07 03:28:45


Post by: JNAProductions


 Xenomancers wrote:
 JNAProductions wrote:
 SHUPPET wrote:
 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

Yes - that's exactly the implication there.

Which is a massive difference to the response post implying he claims it autowins every tournament it enters.

You knew the first bit so you obviously knew the second too, don't play dumb.


Except, if it has such good odds... Why aren't the top players playing it? Unless you're going to say that every single tourney player is playing down or too stupid to know that that list is the best...

I've never said that Mono guard is the best. Mostly because it has a hard counter. Eldar of all kinds with -1 to hit stacking. If you removed eldar from the equation - Mono guard can spank around any other army with relative ease. There is no other army in the game like that.

In terms of balance we have 2 large issues. Eldar are OP with -1 to hit stacking. AM are OP vs everything else. They are the kings of this game.


Yeah, Chaos Soup never places in tournaments! And who plays Knights at tournaments, or brings in Blood Angels or Custodes? No one that's GOOD!


Guardsmen 5 pts per model. @ 2018/08/07 03:40:53


Post by: Asmodios


 Xenomancers wrote:
I said I could make a list - the COULD win any tournament with mono guard. Not that it would be auto win. I wouldn't consider it a disadvantage at all. Manitcores/Russ/Basalisks/infantry/CC are all significantly undercosted.

A soup list probably has a better chance. It doesn't make the undercostings of other AM units less important.

I guess we could keep following the current line of GW logic. Not nerf eldar/ not nerf AM - and keep nerfing space marines.

Ahhhh ok it “could” win... all those trash top ITC players just choose to not take it because it has a terrible chance to win.


Automatically Appended Next Post:
 SHUPPET wrote:
Asmodios wrote:

You literally said "that would win any tournament"


No.... no, he literally did not. Here's what he said

"That army could win any tournament"

Bolded the key word.

The nuances of the English language may be difficult to grasp, but this isn't a tricky one. That single word makes a big difference between these two statements. Please drop the strawman arguments.


Automatically Appended Next Post:
jcd386 wrote:
Didn't Brandon Grant play pure IG at the BAO? He got knocked out of the running early on by a DE/Eldar list but his list still seemed pretty solid.

And it doesn't make sense to say that pure guard is bad because almost no one runs pure armies unless they have to, and IG plus the best parts of other factions is always going to be good.


Lol, I hadn't seen that, just checked. Yes. You are absolutely right. Brandon Grant placed #20 out of the #135 players to enter, with a 4/2 record, with pure a Guard list.

I believe making IG the second highest placing solo faction at the tournament after the Tau guy at #19.




Asmodios right now:








No I’m dying laughing right now that finishing 20th is amazing and broken.... under that assumption we need to nuke Tau into the ground with that insane #19 finish.... how do those blue Zeno scum get away with it.


Automatically Appended Next Post:
 JNAProductions wrote:
You know, I could, in theory, win every single tournament ever with a list of literally nothing except Grots. Just 1,000 Grots.

Is it likely to? No, and I'd be stupid to say that it could, because the odds are so astronomically against it as to be basically impossible. But it could happen!

The way he said it, he made it clear that it was not a "Could, in theory, do it," he was talking about "Could, with a good chance, do it," which is not born out by facts.

^
Exactly this the context of his comment is important and I’m sure many of the people read it that way


Guardsmen 5 pts per model. @ 2018/08/07 03:47:21


Post by: Xenomancers


Asmodios wrote:
 Xenomancers wrote:
I said I could make a list - the COULD win any tournament with mono guard. Not that it would be auto win. I wouldn't consider it a disadvantage at all. Manitcores/Russ/Basalisks/infantry/CC are all significantly undercosted.

A soup list probably has a better chance. It doesn't make the undercostings of other AM units less important.

I guess we could keep following the current line of GW logic. Not nerf eldar/ not nerf AM - and keep nerfing space marines.

Ahhhh ok it “could” win... all those trash top ITC players just choose to not take it because it has a terrible chance to win.

You are just ignoring my arguments and misstating everything I am saying. Yeah...soup has a better chance to win. For obvious reasons. It doesn't make AM any less busted.


Automatically Appended Next Post:
No one read it that way. It was very clear what I was saying.

I could make an AM army that could win any tournament. As in it has a good chance.

Much like I could make a mono DE army that could too.

Id give the edge to my DE list because DE is just a little more broken than guard.


Guardsmen 5 pts per model. @ 2018/08/07 03:54:33


Post by: Asmodios


 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
I said I could make a list - the COULD win any tournament with mono guard. Not that it would be auto win. I wouldn't consider it a disadvantage at all. Manitcores/Russ/Basalisks/infantry/CC are all significantly undercosted.

A soup list probably has a better chance. It doesn't make the undercostings of other AM units less important.

I guess we could keep following the current line of GW logic. Not nerf eldar/ not nerf AM - and keep nerfing space marines.

Ahhhh ok it “could” win... all those trash top ITC players just choose to not take it because it has a terrible chance to win.

You are just ignoring my arguments and misstating everything I am saying. Yeah...soup has a better chance to win. For obvious reasons. It doesn't make AM any less busted.


Automatically Appended Next Post:
No one read it that way. It was very clear what I was saying.

I could make an AM army that could win any tournament. As in it has a good chance.

Much like I could make a mono DE army that could too.

Id give the edge to my DE list because DE is just a little more broken than guard.

I could make a SM black templars army hat “could win” every tournament.... I could also win the lottery tomorrow

Love the fact that when a top player takes AM pure they are rewarded with a 20th placed finish but the guy taking blightlord terminators and renigade knights finishes first. You just most be so much better then all these other people. You should go out there and prove me wrong. Please post pics of all your first place finishes I’d love to see them


Guardsmen 5 pts per model. @ 2018/08/07 03:58:47


Post by: Xenomancers


That is crazy talk. A black templars army will be tabled in 2 -3 turns.


Guardsmen 5 pts per model. @ 2018/08/07 04:03:45


Post by: JNAProductions


 Xenomancers wrote:
That is crazy talk. A black templars army will be tabled in 2 -3 turns.


But they COULD win! After all, it's a game of dice!


Guardsmen 5 pts per model. @ 2018/08/07 04:06:46


Post by: Xenomancers


Asmodios wrote:
 Xenomancers wrote:
Asmodios wrote:
 Xenomancers wrote:
I said I could make a list - the COULD win any tournament with mono guard. Not that it would be auto win. I wouldn't consider it a disadvantage at all. Manitcores/Russ/Basalisks/infantry/CC are all significantly undercosted.

A soup list probably has a better chance. It doesn't make the undercostings of other AM units less important.

I guess we could keep following the current line of GW logic. Not nerf eldar/ not nerf AM - and keep nerfing space marines.

Ahhhh ok it “could” win... all those trash top ITC players just choose to not take it because it has a terrible chance to win.

You are just ignoring my arguments and misstating everything I am saying. Yeah...soup has a better chance to win. For obvious reasons. It doesn't make AM any less busted.


Automatically Appended Next Post:
No one read it that way. It was very clear what I was saying.

I could make an AM army that could win any tournament. As in it has a good chance.

Much like I could make a mono DE army that could too.

Id give the edge to my DE list because DE is just a little more broken than guard.

I could make a SM black templars army hat “could win” every tournament.... I could also win the lottery tomorrow

Love the fact that when a top player takes AM pure they are rewarded with a 20th placed finish but the guy taking blightlord terminators and renigade knights finishes first. You just most be so much better then all these other people. You should go out there and prove me wrong. Please post pics of all your first place finishes I’d love to see them

plague crawers are OP too. Have you seen the unit? It's like a vidicator with a 5++ and 5+ FNP. 2 dark lances and an indirect fire battle cannon...yeah...that unit is better than every space marine vheical in both offense and defense. Plus it cost less about 40 points less than a predator.

Here we have another example of OP units winning. It is not a surprise.


Automatically Appended Next Post:
 JNAProductions wrote:
 Xenomancers wrote:
That is crazy talk. A black templars army will be tabled in 2 -3 turns.


But they COULD win! After all, it's a game of dice!

Yeah okay - you got me there. Black templars have an equal chance at victory to an optimized AM list.


Guardsmen 5 pts per model. @ 2018/08/07 04:11:01


Post by: jcd386


Not to take anything away from Don's list, but I also don't think he ran into any guard/knights/BA lists. I can't imagine how his list would survive something like Mitch Pelham's soup list.


Guardsmen 5 pts per model. @ 2018/08/07 04:34:53


Post by: Slayer-Fan123


 JNAProductions wrote:
 Xenomancers wrote:
That is crazy talk. A black templars army will be tabled in 2 -3 turns.


But they COULD win! After all, it's a game of dice!

Are you really implying that Black Templars can do as well as Mono Guard, Eldar, and Dark Eldar?


Guardsmen 5 pts per model. @ 2018/08/07 04:38:40


Post by: SHUPPET


Asmodios wrote:


Love the fact that when a top player takes AM pure they are rewarded with a 20th placed finish but the guy taking blightlord terminators and renigade knights finishes first. Please post pics of all your first place finishes I’d love to see them

Ho.

Lee.

gak.



You deserve to be banned for this post lol. At this point you are just deliberately disrupting productive conversation.

You just bitched and bitched and bitched about all lists you count as AM soup being an unfair representation of AM's power as a SOLO dex compared to other SOLO dexes, including disqualifying the AM list in the top 3 that took a single Knight and 1500 points of Guard infantry. And now you are complaining that under these restrictions that weren't even in place at a tournament, Guard only got #20, while complaining that a list that was almost an equal split points wise of different factions, got #1. This logic man.




Pick one, either you are including Soup lists in the discussion, in which case AM got top 3, and more places in the top 10 than any other race.

OR you are comparing pure solo armies at this tournament, in which case AM got top 2.


You can't have it both ways and act like Guard is a weak army because pure, Guard-only lists did not beat a bunch of triple-faction armies, while excluding armies that took 1500+ pts of Guard as their primary as not being Guard enough to qualify. That's beyond illogical.








It's time for you to stop trash posting like this.




Guardsmen 5 pts per model. @ 2018/08/07 06:36:08


Post by: w1zard


I think we are running into definition problems in this discussion. To me a "Mono-Guard" list isn't a "Mono-Guard" list unless it is totally 100% guard. Include 3 BA captains and the rest of the army is guard? Not mono-guard or even "guard" for that matter, it's soup at that point from my point of view.

I don't think anyone sane is claiming guard is weak this edition, however mono-guard (100% guard) is certainly not as insanely broken as people are making it out to be.

5ppm guardsmen aren't going to hurt lists with guard CP batteries. That is what? 30 more points onto their lists?

What 5ppm guardsmen WILL do is hurt mono-guard players, especially infantry heavy mono-guard players. My 2000 pt list has 8 infantry squads in it (which is actually only a middling amount for mono-guard) and it would tack on an extra 80 points onto my list, which makes me lose basically 20 guardsmen at current point levels, that is absolutely insane.

Not to mention that nobody here has mentioned the incongruity between 7 point rangers and 7 point fire warriors and 5 point guardsmen.

If rangers, fire warriors, and kabalites go up in price, and the -1 to hit shenanigans are removed from the game then we can talk about 5ppm guardsmen, not before.


Guardsmen 5 pts per model. @ 2018/08/07 06:54:25


Post by: A.T.


w1zard wrote:
If rangers, fire warriors, and kabalites go up in price, and the -1 to hit shenanigans are removed from the game then we can talk about 5ppm guardsmen, not before.
There are also other ways to approach it. Guardsmen (and cultist, etc) problems are CP farming and excessive durability - the latter due to the changes in wound rolls, armour saves, cover, and the cost/effectiveness of anti-horde weapons.

The CP system just needs to be fixed irrespective of the guard and weapons like flamers and other anti-infantry weapons (potentially even bolters) need to be improved against the small fry. At that point it would make no difference that guard are 4pts, against the correct kind of shooting at least.


Guardsmen 5 pts per model. @ 2018/08/07 06:58:38


Post by: Smirrors


Why are we complaining, I thought the diversification of winning lists is at a high as there ever was. Sure IG are strong soup/mono faction, but they don't appear to be broken. I can see BAO being used as a reason to bump up points for guardsmen but looking post FAQ in total we've had quite a few armies at the top. Am I missing something?


Guardsmen 5 pts per model. @ 2018/08/07 07:04:28


Post by: Amishprn86


 Smirrors wrote:
Why are we complaining, I thought the diversification of winning lists is at a high as there ever was. Sure IG are strong soup/mono faction, but they don't appear to be broken. I can see BAO being used as a reason to bump up points for guardsmen but looking post FAQ in total we've had quite a few armies at the top. Am I missing something?


People have to complain no matter what, everything ca be perfect and you will see this type of arguments, sadly when a company like GW fixes problems, and makes a better game all around and continues to fix things, you get more and more complaints.

IG and DE are fine and dont need any nerfs at all. Yes some other armies could use some buffs, but honestly before we fix anything else, i would say mix the soup points limited like how AoS is doing, 25%-33% would be fine.


Guardsmen 5 pts per model. @ 2018/08/07 08:53:43


Post by: Larks


 Smirrors wrote:
Why are we complaining, I thought the diversification of winning lists is at a high as there ever was. Sure IG are strong soup/mono faction, but they don't appear to be broken. I can see BAO being used as a reason to bump up points for guardsmen but looking post FAQ in total we've had quite a few armies at the top. Am I missing something?


If you're missing it, I am too.

As an alternative - how has no one thought that maybe Reece et al should adjust their ITC Missions Pack to make hordes of chaff infantry less dominant? If you want to see a game balanced based off of fething Tournament results (and that's exactly how this edition has gone, despite that oft-repeated line of "Tournaments don't dictate how you play at home."), maybe ensure the missions played in the Tournament actually don't give a distinct advantage to one faction or type of unit. Mortar teams for Reaper, anyone?


Guardsmen 5 pts per model. @ 2018/08/07 09:06:02


Post by: Ice_can


 Amishprn86 wrote:
 Smirrors wrote:
Why are we complaining, I thought the diversification of winning lists is at a high as there ever was. Sure IG are strong soup/mono faction, but they don't appear to be broken. I can see BAO being used as a reason to bump up points for guardsmen but looking post FAQ in total we've had quite a few armies at the top. Am I missing something?


People have to complain no matter what, everything ca be perfect and you will see this type of arguments, sadly when a company like GW fixes problems, and makes a better game all around and continues to fix things, you get more and more complaints.

IG and DE are fine and dont need any nerfs at all. Yes some other armies could use some buffs, but honestly before we fix anything else, i would say mix the soup points limited like how AoS is doing, 25%-33% would be fine.

Which wouldn't change most of the lists out there as it qould still be Alitoc plus AoV, as top dog as minus 2 to hit army wide is busted especially when it can be bumped to -3.

Guardsmen at 4ppm are a problem in that they are damn near impossible to remove from play efficently in a 5 turn game.

Now if they where just annoyingly durable that woukd be one thing, but with the flattened wounding chart low strength shooting got a buff. Who needs the right weapon when you can just throw 19 dice plus at a problem.

Board control with deepstike rules etc is valuable, cheaper models can just blanket the board.

In single digit points there is 4ppm or 5ppm. If we were talking 40ppm and 50ppm you could say 46ppm or 43ppm. Scale creep is a thing and buffing marines to 10ppm and so on to balance against Astra Militarum just means everyone plays with even more models.

If you took a 400 model guard horde list to an event with end of game scoring they would stand a good chance of winning most match ups.


Guardsmen 5 pts per model. @ 2018/08/07 09:15:03


Post by: Larks


Ice_can wrote:


Guardsmen at 4ppm are a problem in that they are damn near impossible to remove from play efficently in a 5 turn game.


I'm a little curious what the definition of "efficiently" is in this context? Do you want to be able to skew against infantry as well as reliably take down T8 3+ models?


Guardsmen 5 pts per model. @ 2018/08/07 09:28:53


Post by: An Actual Englishman


This thread has become absurd.

We have people arguing about the strength of a faction due to the ability and prevalence of soup. We have people citing tournament results from a year ago. We even have people throwing out comparisons to other units, that have absolutely nothing in common with an Infantry Squad as a measure of relative strength. Of course we have the standard "I would be happy to accept an increase in points, if unit x, y and z also had an increase".

To decide whether Guardsmen should be 5ppm or 4ppm you need only compare what they are capable of to other, similar costed units. You then need to look at why they are taken in a list and what their function is. If they do these things too well, they are too cheap. If they do them poorly, they are too expensive. If they're about in the middle they're about right.

A few points to consider -
1. It is possible more than one unit in the game is too cheap. Best to compare Guardsmen against a swathe of other units.
2. A soup list is always, always stronger than a mono list. Without question and by definition (assuming the person is actually trying to win).
3. Just because we mostly see a unit in a soup list, it doesn't mean it's broken only because it's taken in a soup list.
4. 'Buffing' what would be considered under-powered units and 'nerfing' what would be considered over-powered units achieve exactly the same thing in terms of a relative comparison. The problem here is it makes a particular type of unit stronger, relative to others (ie cheap, horde units over elite units).

Guardsmen, from my admittedly limited experience, are the most points efficient objective holders in the game. Their 5+ save is a problem for most anti-horde weaponry and their numbers are too vast. They are used to hold objectives which often grant cover so they are generally benefiting from a 4+ save. They can take cover if required (you really need to hold that objective, this turn). Throw in the fact that they want to engage at range and you have a unit that does it's job incredibly well.

Now, can someone more enlightened tell me how they fare compared to Gaunts and any other unit that costs 4ppm or thereabouts?


Guardsmen 5 pts per model. @ 2018/08/07 10:22:34


Post by: ValentineGames


 An Actual Englishman wrote:
This thread has become absurd.

No joke. No point even posting anything remotely constructive at this point. Certain people are just spouting utter bollocks.


Guardsmen 5 pts per model. @ 2018/08/07 10:28:03


Post by: Tyel


Cynically I don't think making guardsmen/kabs 1 point more would have a material impact on IG/DE power.

I guess it might screw with the guard infantry spam list.

But in some ways it would be a start.


Guardsmen 5 pts per model. @ 2018/08/07 10:55:54


Post by: Spoletta


 An Actual Englishman wrote:
This thread has become absurd.

We have people arguing about the strength of a faction due to the ability and prevalence of soup. We have people citing tournament results from a year ago. We even have people throwing out comparisons to other units, that have absolutely nothing in common with an Infantry Squad as a measure of relative strength. Of course we have the standard "I would be happy to accept an increase in points, if unit x, y and z also had an increase".

To decide whether Guardsmen should be 5ppm or 4ppm you need only compare what they are capable of to other, similar costed units. You then need to look at why they are taken in a list and what their function is. If they do these things too well, they are too cheap. If they do them poorly, they are too expensive. If they're about in the middle they're about right.

A few points to consider -
1. It is possible more than one unit in the game is too cheap. Best to compare Guardsmen against a swathe of other units.
2. A soup list is always, always stronger than a mono list. Without question and by definition (assuming the person is actually trying to win).
3. Just because we mostly see a unit in a soup list, it doesn't mean it's broken only because it's taken in a soup list.
4. 'Buffing' what would be considered under-powered units and 'nerfing' what would be considered over-powered units achieve exactly the same thing in terms of a relative comparison. The problem here is it makes a particular type of unit stronger, relative to others (ie cheap, horde units over elite units).

Guardsmen, from my admittedly limited experience, are the most points efficient objective holders in the game. Their 5+ save is a problem for most anti-horde weaponry and their numbers are too vast. They are used to hold objectives which often grant cover so they are generally benefiting from a 4+ save. They can take cover if required (you really need to hold that objective, this turn). Throw in the fact that they want to engage at range and you have a unit that does it's job incredibly well.

Now, can someone more enlightened tell me how they fare compared to Gaunts and any other unit that costs 4ppm or thereabouts?


Compared to the other 4 ppm models?

They are about on par with termagants, which have less offensive capabilties but are much better screens with the leviathan trait, higher squad numbers and immunity to morale. IG wins in cover though.

Cultists are worse in offence and defence, but have access to extremely good buffs and stratagems which makes them real threaths.

Out of the 3 i wouldn't say that stat wise one is better than the other, it's just that guards covers a role that comboes really well with the general playstyle of AM.


Guardsmen 5 pts per model. @ 2018/08/07 11:10:10


Post by: An Actual Englishman


Spoletta wrote:
Compared to the other 4 ppm models?

They are about on par with termagants, which have less offensive capabilties but are much better screens with the leviathan trait, higher squad numbers and immunity to morale. IG wins in cover though.


Is Leviathan the trait that gives a 6+++? That puts them still less durable than Guardsmen (though it's a lot closer, admittedly). I wouldn't say they're much better screens because offensive power can be a big part of screening. We've also assumed traits which we haven't done for the Guardsmen.

Spoletta wrote:
Cultists are worse in offence and defence, but have access to extremely good buffs and stratagems which makes them real threaths.

I thought Cultists were better in terms of offense generally but worse in defence? We can't assume stratagems and buffs are always present, otherwise we end up bringing in an army's worth of things that exist only to buff a meagre unit to god-levels of durability and attack power and the comparison is lost. Base stats Cultists are plain worse than Guardsmen?

Spoletta wrote:
Out of the 3 i wouldn't say that stat wise one is better than the other, it's just that guards covers a role that comboes really well with the general playstyle of AM.

Well really we need the stats of all to compare them against each other. It looks from what you've said above, that Guardsmen are better than both Gaunts and Cultists base without buffs/stratagems etc?


Guardsmen 5 pts per model. @ 2018/08/07 11:40:12


Post by: jcd386


I'd argue that no single model should be less than 5 points. A single wound is the most valuable defensive stat you can have, and anything else you add to it starts losing efficiency.

I think it's also much better to look at the overall usefulness of a unit at filling it's role within a faction than to compare it model to model against other units in other factions. Right now both cultists and guardsmen are excellent at what they do. You could move both of them to 5ppm and everyone would still take them without a second thought.


Guardsmen 5 pts per model. @ 2018/08/07 11:55:08


Post by: FezzikDaBullgryn


This reminds me a lot of when I used to play WoW, and I played a paladin. Everyone who wasn't claimed they needed to be nerfed. Everyone who did play them claimed that other's needed to be brought up to their level. But this argument is always ignoring the basic truth, a rookie with a bad army will always loose constantly. A Rookie with a great army will win a small amount of the time. But if you raise the skill level of the player, everything will "seem" overpowered.

It's player skill that dictates the largest portion of an army's effectiveness. And in this arena, most games are decided before the first turn, because one player is not as skilled, and will make mistakes that cause the game to be lost. Are AM better than other armies statistically? Yes. But that doesn't mean a good BA player didn't wipe the floor with me for weeks.


Guardsmen 5 pts per model. @ 2018/08/07 12:55:02


Post by: Galas


To say that hormagants are comparable with IG infantry... If you are gonna use their hive fleet trait and morale inmunity use the same for ig.


Guardsmen 5 pts per model. @ 2018/08/07 13:13:38


Post by: A.T.


 Galas wrote:
To say that hormagants are comparable with IG infantry... If you are gonna use their hive fleet trait and morale inmunity use the same for ig.
You have to really. Comparing units in isolation means nothing.


Guardsmen 5 pts per model. @ 2018/08/07 13:15:49


Post by: Kanluwen


 Galas wrote:
To say that hormagants are comparable with IG infantry... If you are gonna use their hive fleet trait and morale inmunity use the same for ig.

And what morale immunity does IG have now?

The answer, in case you didn't know, is "Mental Fortitude"--a Psyker power from their book. Commissars don't give you immunity nor does the Stratagem.


Guardsmen 5 pts per model. @ 2018/08/07 13:29:02


Post by: skchsan


 FezzikDaBullgryn wrote:
And in this arena, most games are decided before the first turn, because one player is not as skilled, and will make mistakes that cause the game to be lost..
No the game is won at list building level in this edition. Bad rolls lose you the game for a tourney winning lists. There's almost no strategy left in the game currently.


Guardsmen 5 pts per model. @ 2018/08/07 14:10:46


Post by: Tyel


 skchsan wrote:
 FezzikDaBullgryn wrote:
And in this arena, most games are decided before the first turn, because one player is not as skilled, and will make mistakes that cause the game to be lost..
No the game is won at list building level in this edition. Bad rolls lose you the game for a tourney winning lists. There's almost no strategy left in the game currently.


There is to hide or not hide behind LOS blocking blocks of polystyrene.
There is where to deep strike.
There is target priority.
There is how to abuse the assault rules optimally.
There is remembering the objectives and whether you push them, or don't.

People who consistently place highly in tournaments tend to be better at this than the guy who just googled Imperial soup.

The game is about stacking the odds in your favour. You can't escape this - no army can do well if you screw up every single dice roll and if you play enough this will happen some times. The hope is however it won't happen in a tournament game. List building is the first step to stacking the odds in your favour. This is why you take a lot of IG/Knights/DE/CWE etc rather than (if it were allowed) some soup of Grey Knights & Necrons.


Guardsmen 5 pts per model. @ 2018/08/07 14:14:30


Post by: Xenomancers


 Galas wrote:
To say that hormagants are comparable with IG infantry... If you are gonna use their hive fleet trait and morale inmunity use the same for ig.

They also don't get synapse for free ether. As the game goes on - it's totally possible to kill the synapse creature and then murderize the gants - which I think have base LD of 4.


Guardsmen 5 pts per model. @ 2018/08/07 14:31:00


Post by: Kanluwen


 Xenomancers wrote:
 Galas wrote:
To say that hormagants are comparable with IG infantry... If you are gonna use their hive fleet trait and morale inmunity use the same for ig.

They also don't get synapse for free ether. As the game goes on - it's totally possible to kill the synapse creature and then murderize the gants - which I think have base LD of 4.

Synapse absolutely is free. If you buy a unit that has Synapse, it's an "always on" ability.


Guardsmen 5 pts per model. @ 2018/08/07 14:33:48


Post by: Asmodios


 SHUPPET wrote:
Asmodios wrote:


Love the fact that when a top player takes AM pure they are rewarded with a 20th placed finish but the guy taking blightlord terminators and renigade knights finishes first. Please post pics of all your first place finishes I’d love to see them

Ho.

Lee.

gak.



You deserve to be banned for this post lol. At this point you are just deliberately disrupting productive conversation.

You just bitched and bitched and bitched about all lists you count as AM soup being an unfair representation of AM's power as a SOLO dex compared to other SOLO dexes, including disqualifying the AM list in the top 3 that took a single Knight and 1500 points of Guard infantry. And now you are complaining that under these restrictions that weren't even in place at a tournament, Guard only got #20, while complaining that a list that was almost an equal split points wise of different factions, got #1. This logic man.




Pick one, either you are including Soup lists in the discussion, in which case AM got top 3, and more places in the top 10 than any other race.

OR you are comparing pure solo armies at this tournament, in which case AM got top 2.


You can't have it both ways and act like Guard is a weak army because pure, Guard-only lists did not beat a bunch of triple-faction armies, while excluding armies that took 1500+ pts of Guard as their primary as not being Guard enough to qualify. That's beyond illogical.








It's time for you to stop trash posting like this.



Yeah, when I don't have good points I just start telling people they should be banned for disagreeing with me. You can't have it both ways you are in this thread claiming that pure IG is a broken top tier faction but the only examples you guys can come up with is a tournament from almost a year ago with an invalid list and 20 place finishes. If finishing 20th at a GT makes your army broken every army in the game is. Meanwhile, you still haven't addressed any of the actual statistics I've posted (that you have decided to ignore) on the actual win percentage and points earned per round at BAO. I absolutely can ignore armies that are nothing but guard dumping CP into 500 points that fill a massive gap in IG power level as well as the biggest one (guard don't have very good strategems to spend CP on). Continue to state over and over that IG are broken outside of soup.... but unless you start providing some real statistics and examples that aren't trash your not going to convince anyone. Pointing to soup builds does nothing but prove my point that soup is the true issue that that needs to be addressed not guardsman


Guardsmen 5 pts per model. @ 2018/08/07 14:34:26


Post by: Bharring


But those Synapse creatues themselves are free. It's as free as those reroll-1s auras, or the reroll-misses/fails auras SM love so much. Those HQs still cost.


Guardsmen 5 pts per model. @ 2018/08/07 14:40:36


Post by: Kanluwen


Bharring wrote:
But those Synapse creatues themselves are free. It's as free as those reroll-1s auras, or the reroll-misses/fails auras SM love so much. Those HQs still cost.

Yes, those Synapse creatures are not free. But Synapse is effectively free. You don't need to buy a Synapse Caster to improve the range or take a specific Hive Fleet to make it so that multiple units get Synapse or two types of Synapse perks happen.

Synapse is there. And not just on characters.


Guardsmen 5 pts per model. @ 2018/08/07 15:51:58


Post by: An Actual Englishman


I'm not saying it's the best way to do things but on here I think there's a habit of going wildly off topic and talking about Tyranid synapse or IG psychic powers and before long we are discussing something totally unrelated. Or, like I said earlier, the discussion devolves into who can bring the most brokenly buffed unit to the table for the lowest cost, ignoring the price of the buffing units/stratagems.

In a vacuum, which seems to be to be the fairest and most objective way to do things, for now at least, how to Guardsmen compare against their counterparts in the 3ppm, 4ppm, 5ppm etc space?

They seem pretty damn good to me.