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GW And What 40k Should Be @ 2022/02/05 17:21:35


Post by: JNAProductions


So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?


GW And What 40k Should Be @ 2022/02/05 17:27:52


Post by: Backspacehacker


I mean yes, i 100% agree.
I think the best thing you can do, and players like us, is basically fall back to older editions.
My group of friends basically play HH, or 7th (Which is honestly just the same thing) And because 7th is "dead" you have a lot more flexibility to alter rules and house rule things.

Modern GW and 40k, is 100% designed to be plated in a vacuum that is the tournament table top. Its very sanitary, and every game is basically a clean room scenario. Standard table, standard terrain set up, standard LoS blocking terrain and objectives ect ect, there is no more room for thematic or interesting outcomes. Every "casual game" in local stores i find is just getting ready for the next tournament.

The room to make "Your dudes" in the idea of customization and kitting out is very much by the wayside, because there is no room for errors in modern 40k else you get stomped.

Best thing like i said, fall back to older editions, and play the games that are more fun and interesting and have a few wild cards rather then the cookie cutter table/ matches we have now.


GW And What 40k Should Be @ 2022/02/05 17:49:04


Post by: Unit1126PLL


Yeah. Friends and I went back to 4th to get that flavor.


GW And What 40k Should Be @ 2022/02/05 17:55:26


Post by: Backspacehacker


9th is just very unthematic, and thats why I and a lot of people i play with, got into 40k, we like the thematics of it all, like swooping in from behind on a heavy tank, massive blasts taking out buildings, vehicles getting flipped into squads, crazy psyker powers going off.

HH has a LOT more of that.


GW And What 40k Should Be @ 2022/02/05 18:03:55


Post by: Daedalus81


Mildly disagree to strongly disagree -- depending certain factors.

Art of War battle reports ( at least those with Siegler and Lennon ) do a superb job explaining their thought process during a game. Sometimes the other guy just rolls hot and you're on the back foot, but you still have choices even against DE.

Players with less experience will think it's more about the list or that you have no agency and to a small degree it has been depending on the period, but as books roll out that window narrows.

9th is better than 8th in this regard where lists wound up pretty much the same...

Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
ad nauseum

Now lists are hardly ever the same. Someone at LVO went 5-1 with 40+ DA terminators. The top four Drukhari all had different lists and three of them did not share a concept at all. An Ork player went 6-0 with ( gasp ) 3x10 Snaggas. Something that the forum is certain are useless. Likewise the top Thousand Sons ( 5-1 ) player had 14 Tzaangors, because we all know they're useless, too.

Old books ( nids ) or books with limited options ( GK ) will see more parity, but as things get tweaked it will be hard for people to come to the same conclusion.

And the more varied the lists are the less you can come to the tables and say you solved the meta, which means you actually need to be good. This is made possible in large part due to the missions, which only became more interactive than they've ever been.

Problems still exist. If the new books roll out hot we have lots of repair to do to get back to a suitable position. So here's hoping 6 month points and 3 month slates keep things from going off the rails.


GW And What 40k Should Be @ 2022/02/05 18:06:47


Post by: AnomanderRake


To my mind "balance" as in "player skill is the main determining factor in victory" is a distraction. The main thing I expect of balance in a minis game is that "I can use models I like and have a good time," so I tend to frame "balance" in the discussion about what 40k should be as "there should be a good reason to use every Codex, every model, and every option" rather than "all Codexes, models, and options must have equal value in all circumstances," because it's less likely to lead us down the rabbit hole of arguing about whether all things in the game should be the same and wouldn't I be happier just playing chess, which I wouldn't, I don't like chess.

I'm also often less concerned with the top of the roster than the bottom; it's great that there's a tournament netlist for every Codex these days, yay, woo, but there's still a huge pile of models that are utterly worthless even in casual games because of decisions GW made without considering the consequences, and I think telling people "stop whining about your models being crap, there is a netlist you could play in your Codex if you bought entirely different models you may or may not like" is just as bad as telling people "stop whining about your Codex being crap, if you bought a different Codex you could play."


GW And What 40k Should Be @ 2022/02/05 18:10:38


Post by: Backspacehacker


I assume though that with the idea of "I can use models i like and have a good time" We still operate under the guise of you still need to bring the right tool to the job.

Like, if i love running hordes of cheap gaunts and what not, if my oponent runs things that are specifically designed to gun down hordes like taht because they are the models he likes, then thats kosher.

Your not speaking in terms of balance like, 400 points of rubrics should be able to reasonably stand up to 400 points of a knight that has MEQ clearing weapons?
Or you should bring anti armor weapons to deal with armor, things like that.


GW And What 40k Should Be @ 2022/02/05 18:12:10


Post by: Sim-Life


 Backspacehacker wrote:
9th is just very unthematic, and thats why I and a lot of people i play with, got into 40k, we like the thematics of it all, like swooping in from behind on a heavy tank, massive blasts taking out buildings, vehicles getting flipped into squads, crazy psyker powers going off.

HH has a LOT more of that.


This is where I'm at. I don't feel any thematic engagement with 9th, its just two armies standing opposite each other and rolling dice to see what order you pack away models, but with a bunch of extra steps and book keeping.


GW And What 40k Should Be @ 2022/02/05 18:14:42


Post by: Backspacehacker


Thats why i say its super sterile now, its got not flavor or life, its very robotic.
To me it reminds me of card games, yeah you can build your deck that has crazy wombo combos, but ultimately, your left up to the deck playing the game and hopfully the cards you need are stacked better then your opponents. for the most part you are just along for the ride.
8th and 9th feels like im just along for the ride of a game.


GW And What 40k Should Be @ 2022/02/05 19:07:22


Post by: Daedalus81


Maybe people should try this mission. If you show up and the only thing you're doing is rolling dice to remove models...and I don't mean this in an insulting manner at all...you're doing it wrong.

Maybe we don't agree on what terrain should look like, but 40K absolutely offers a engaging game when facing a good opponent.



GW And What 40k Should Be @ 2022/02/05 19:25:20


Post by: Eldarsif


 Daedalus81 wrote:
Mildly disagree to strongly disagree -- depending certain factors.

Art of War battle reports ( at least those with Siegler and Lennon ) do a superb job explaining their thought process during a game. Sometimes the other guy just rolls hot and you're on the back foot, but you still have choices even against DE.

Players with less experience will think it's more about the list or that you have no agency and to a small degree it has been depending on the period, but as books roll out that window narrows.

9th is better than 8th in this regard where lists wound up pretty much the same...

Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
ad nauseum

Now lists are hardly ever the same. Someone at LVO went 5-1 with 40+ DA terminators. The top four Drukhari all had different lists and three of them did not share a concept at all. An Ork player went 6-0 with ( gasp ) 3x10 Snaggas. Something that the forum is certain are useless. Likewise the top Thousand Sons ( 5-1 ) player had 14 Tzaangors, because we all know they're useless, too.

Old books ( nids ) or books with limited options ( GK ) will see more parity, but as things get tweaked it will be hard for people to come to the same conclusion.

And the more varied the lists are the less you can come to the tables and say you solved the meta, which means you actually need to be good. This is made possible in large part due to the missions, which only became more interactive than they've ever been.

Problems still exist. If the new books roll out hot we have lots of repair to do to get back to a suitable position. So here's hoping 6 month points and 3 month slates keep things from going off the rails.


I do agree with you, and I do feel a lot of people tend to look at the top players in certain regions and see nothing but doom and gloom when they are in fact looking at top players. A bit like an amateur golfer looking at the top players in the world and thinking: "I don't have a chance. I shouldn't bother." Have a friend who is a really good player in AoS, but then he saw the top lists in the beginning of 3.0 meta and just thought "I can't be bothered with this" and left to play MCP non-stop. He had at best one game in 3.0 and every other opinion was formed from watching online coverage, even if no one where I live was going to be close to performing at those levels.

Now, that is not to say that there aren't issues and problems. GW, for one, needs a much more hands on and frequent updates for the game, and the points should just be free at this point. Yet, overall the scene is exciting despite the over performing aspects. Even despite the hammer to the knees GW gave my Death Guard I am still excited about the overall scene and currently working on new lists. Yet I fear that GW will resist what needs to be done to sell more books.


GW And What 40k Should Be @ 2022/02/05 19:37:38


Post by: Sgt. Cortez


I'm a little in between, because on the one hand I think 8th/9th edition basic rules are the best 40K has ever had, they're straightforward and got rid of a lot of bloat. Refinements of points and rules are also okay and I feel for the first time Codizes really seem to be pretty coherent in Design. Crusade is also great.
On the other hand abominations like the Plague Marine datasheet, Grots and Squigs being reduced to mere tokens, a pretty uninspired, samey mission design, 9th being far too soon and yet far too slow in bringing 8th Edition Codizes in line really drives me away towards 1page40k or made me decide that, unless 10th finally brings some alternating activations it'll be the last edition to buy for now.
I also have to add that due to Corona and interest in other games like Oathmark and Stargrave there have been few actual 9th edition games (about 12 I think) so far.


GW And What 40k Should Be @ 2022/02/05 20:59:27


Post by: SideSwipe


I feel like there's been a concerted effort in 40k to remove important unplanned events[such as an important squad failing a morale test and fleeing] from the game.

Don't like it, as is I feel a game is currently about two players pitting plans against each other, but relatively little happening in the game to force players to readjust on the fly to win. Understandable for tournament players, but boring for me.

Just my thoughts though, given 40k is more popular than ever in my area, I don't think many would agree with me, and that's fine.


GW And What 40k Should Be @ 2022/02/05 21:11:34


Post by: nou


 Backspacehacker wrote:
I mean yes, i 100% agree.
I think the best thing you can do, and players like us, is basically fall back to older editions.
My group of friends basically play HH, or 7th (Which is honestly just the same thing) And because 7th is "dead" you have a lot more flexibility to alter rules and house rule things.

[...]

The room to make "Your dudes" in the idea of customization and kitting out is very much by the wayside, because there is no room for errors in modern 40k else you get stomped.

Best thing like i said, fall back to older editions, and play the games that are more fun and interesting and have a few wild cards rather then the cookie cutter table/ matches we have now.


The best thing about falling back to old edition is that since you are already stepping out of "the meta" and "only official and most current rules" attitude, all sorts of gentleman agreements and experiments are possible. My group stayed with 7th, we had it heavily houseruled already when 8th hit, but then we just went crazy with throwing ideas for further customisation and in the end we now play an AA, d12 spinoff.

And while having "your dudes" is great, having "your dudes in the game you own" is even greater. But it hinges on having actual hobby friends instead of hobby acquiantances, so I understand that it is not an avenue everyone can take.


GW And What 40k Should Be @ 2022/02/05 21:13:36


Post by: Sim-Life


 Daedalus81 wrote:
Maybe people should try this mission. If you show up and the only thing you're doing is rolling dice to remove models...and I don't mean this in an insulting manner at all...you're doing it wrong.

Maybe we don't agree on what terrain should look like, but 40K absolutely offers a engaging game when facing a good opponent.



Okay, putting aside the usual "blame the player/you're playing wrong" crap, lets just pretend we argued about that for a few pages already. Though that you went STRAIGHT to that without really understanding what I said or mention the lethality of the game speaks volumes.

When I say "it feels like you're rolling dice to put models away" I don't mean things die too quickly. I mean when I play tyranids I don't feel like I'm playing an endless swarm of utterly alien creatures trying to consume everything. When I play necrons I don't feel like I'm playing an impossibly advanced race that has been asleep for countless millenia that imprisons literal gods. I feel like I'm playing slight variations of the same armies with guns that cap out at around S10 and do d6 damage with a smattering of rerolls and +/-1 rerolls thrown in. I never feel like I've pulled off clever movement shenanigans or lured enemies into a trap or really engaged with the game beside prefunctory "move, shoot, maybe charge" actions.


GW And What 40k Should Be @ 2022/02/05 21:58:51


Post by: jeff white


Agreed. Backspace said it best, above … deck aka list building is the game.

Imho, the word “build” does not belong in a 40k related sentence, unless it is followed by the word “model”…

Oh and edit cuz nou makes a great point too…


GW And What 40k Should Be @ 2022/02/05 22:37:09


Post by: Daedalus81


 Sim-Life wrote:
When I say "it feels like you're rolling dice to put models away" I don't mean things die too quickly. I mean when I play tyranids I don't feel like I'm playing an endless swarm of utterly alien creatures trying to consume everything. When I play necrons I don't feel like I'm playing an impossibly advanced race that has been asleep for countless millenia that imprisons literal gods. I feel like I'm playing slight variations of the same armies with guns that cap out at around S10 and do d6 damage with a smattering of rerolls and +/-1 rerolls thrown in. I never feel like I've pulled off clever movement shenanigans or lured enemies into a trap or really engaged with the game beside prefunctory "move, shoot, maybe charge" actions.


Last I knew you still hadn't played in 9th? Has that changed?

I absolutely feel like I am piloting automatons with piles of sorcerers. GSC absolutely feels like the lore. Crusher Stampede absolutely feels like it should and is just disconnected, because the codex should have been out by now, but the new synapse rules encompass what that should feel like. Necrons stand back up like bosses and C'Tan can absolutely murder. Custodes feel like an army unto each model.

GW has done a fantastic job of defining armies beyond 'this army has super cheap bugs'.

There's tons of positional play and you can see it all the time on bat reps where the players talk through their moves.


Automatically Appended Next Post:
 jeff white wrote:
Agreed. Backspace said it best, above … deck aka list building is the game.

Imho, the word “build” does not belong in a 40k related sentence, unless it is followed by the word “model”…

Oh and edit cuz nou makes a great point too…


There's a real easy way to determine if this is true by just proxying a winning list and playing several games and see if you can win five games in a row against an experienced opponent by simply having a "better" list.

If it were true we'd see more replication of lists that were surefire winners, but we don't. Even the heavily meme'd Thicc City isn't the defacto list for DE.


GW And What 40k Should Be @ 2022/02/05 23:25:40


Post by: Afrodactyl


The issue with the game at large is the same with any other game that can be made into a competition: WAAC meta chasers will always exist.

As long as the game is designed to have a winner and a loser at the end of it, there will always be the people that hyper-tune their lists, which forces others to tend towards the same in order to stay relevant.

The game will never be perfectly balanced, and there will always be something better then everything else, even if only slightly.

GW just need to work on lowering that ceiling.


GW And What 40k Should Be @ 2022/02/05 23:31:29


Post by: JNAProductions


I feel like part of the point of my OP was missed-40k is badly balanced, by pretty much any reasonable definition of balance.

But, while I'd like it to be otherwise, I'm fully capable of realizing that it will probably never be balanced.

However, what I'd like if that's the case is customization-Dark Eldar, again, are strong. But there's very minimal customization options.
Necrons-they're weak. And they have minimal customization.


GW And What 40k Should Be @ 2022/02/05 23:55:56


Post by: Togusa


 Daedalus81 wrote:
Mildly disagree to strongly disagree -- depending certain factors.

Art of War battle reports ( at least those with Siegler and Lennon ) do a superb job explaining their thought process during a game. Sometimes the other guy just rolls hot and you're on the back foot, but you still have choices even against DE.

Players with less experience will think it's more about the list or that you have no agency and to a small degree it has been depending on the period, but as books roll out that window narrows.

9th is better than 8th in this regard where lists wound up pretty much the same...

Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
Castellan, Loyal 32, Smash Captain
ad nauseum

Now lists are hardly ever the same. Someone at LVO went 5-1 with 40+ DA terminators. The top four Drukhari all had different lists and three of them did not share a concept at all. An Ork player went 6-0 with ( gasp ) 3x10 Snaggas. Something that the forum is certain are useless. Likewise the top Thousand Sons ( 5-1 ) player had 14 Tzaangors, because we all know they're useless, too.

Old books ( nids ) or books with limited options ( GK ) will see more parity, but as things get tweaked it will be hard for people to come to the same conclusion.

And the more varied the lists are the less you can come to the tables and say you solved the meta, which means you actually need to be good. This is made possible in large part due to the missions, which only became more interactive than they've ever been.

Problems still exist. If the new books roll out hot we have lots of repair to do to get back to a suitable position. So here's hoping 6 month points and 3 month slates keep things from going off the rails.


I wish I could exalt you twice.

The diversity of lists I'm seeing in my local group is higher than I've ever seen before. Stuff the internet says is awful, I'm seeing on tables nearly every week. I have only played since the very end of 6th. So my experience is not that long compared with others, but I've never seen this much list diversity.


GW And What 40k Should Be @ 2022/02/06 00:58:40


Post by: vipoid


 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?


Completely agree.

I think one of the biggest draws of 40k has always been the 'your dudes' aspect, where you can customise your figures and still have them represented.

I think it's a tremendous shame that this has all but fallen by the wayside, with more and more wargear options being consolidated, turned into stratagems or just removed outright.

For those less familiar with Dark Eldar, I have a couple of visual examples to illustrate this.

In 5th, the Archon's wargear options looked like this:


In 9th, it looks like this:


In 5th, the Haemonculus' wargear options looked like this:


In 9th, it looks like this:


It's rather disheartening when 1000-year-old mad scientists who perform all manner of perverted experiments (including on themselves) and utilise a vast array of exotic wargear and arcane artefacts . . . yet appear to have rolled right off an assembly line.


GW And What 40k Should Be @ 2022/02/06 01:32:51


Post by: oni


 Daedalus81 wrote:
Maybe people should try this mission. If you show up and the only thing you're doing is rolling dice to remove models...and I don't mean this in an insulting manner at all...you're doing it wrong.

Maybe we don't agree on what terrain should look like, but 40K absolutely offers a engaging game when facing a good opponent.


The missions are the problem. Bland, soulless, favoring specific types of armies and rewarding specific types of play. And your comment about needing a good opponent (read as good opponent = good player) for the game to be enjoyable comes off as insulting.

Mike Brandt = The new Matt Ward.


Automatically Appended Next Post:
Mark my words. GW pandering so heavily to competitive play will not end well for any of us.

The LVO and Nova have fractured the W40K community, split it into two camps… and their toxic tendrils have crept too far in. The disease of competitive play needs cut out lest the whole organism die.


GW And What 40k Should Be @ 2022/02/06 02:13:36


Post by: Daedalus81


Spoiler:
 vipoid wrote:
 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?


Completely agree.

I think one of the biggest draws of 40k has always been the 'your dudes' aspect, where you can customise your figures and still have them represented.

I think it's a tremendous shame that this has all but fallen by the wayside, with more and more wargear options being consolidated, turned into stratagems or just removed outright.

For those less familiar with Dark Eldar, I have a couple of visual examples to illustrate this.

In 5th, the Archon's wargear options looked like this:


In 9th, it looks like this:


In 5th, the Haemonculus' wargear options looked like this:


In 9th, it looks like this:


It's rather disheartening when 1000-year-old mad scientists who perform all manner of perverted experiments (including on themselves) and utilise a vast array of exotic wargear and arcane artefacts . . . yet appear to have rolled right off an assembly line.


That's rather misleading.

An Archon comes with a Shadowfield and can take:

Agoniser - ( used to be poison, no armor ) - still poison and removes most armor
Huskblade - ( instant death ) - a dead concept
Venom Blade - ( poison 2+ ) - still the same
Blast Pistol

He can also take:

Animus Vitae - MW grenade and temp PfP buff
Djinn Blade - +2A; 1s hit bearer
Helm of Spite - deny
Parasite's Kiss - healing pistol
Soul-Seeker - sniper pistol
Writ of the Living Muse - reroll wounds of 1 aura
The Obsidian Veil - 4++
Armor of Misery - 3+ save and -1 to be hit in melee

The old stuff did:

Ghostplate - 4+/6++
Soul-trap - double S if you kill a character
Djin Blade - +2A and doubles hit weilder
Clone Field - Ignore D3 attacks
Shadow Field - exactly the same as it is now
Webway Portal - put units into portal, which is a strat now

If anything the options have more variety and interaction. And THEN on top of that you have WL traits, which include rerolls, healing when killing, fight last, +1S to weapons, +1S/+1A, FNP and ignore attrition, and steal CP.

If paying points is the only thing that makes you think you have choice I'm not sure what to tell you.








GW And What 40k Should Be @ 2022/02/06 02:37:17


Post by: Unit1126PLL


Compare the customization of 3.5ed. guard with 9th Ed guard in the "your guys" department


GW And What 40k Should Be @ 2022/02/06 03:17:32


Post by: the_scotsman


 Daedalus81 wrote:
[spoiler]
If paying points is the only thing that makes you think you have choice I'm not sure what to tell you.




Points are the balancing factor in the fething game, is the problem. GW deciding that all character customization options all need to cost the same (i.e., free, Relics/Warlord traits) means that there IS actually no choice, because you do actually have basically 95% of those options being non-options

The archon CAN take

-Roll 1d6 for each stratagem your opponent uses, on a 6 gain a CP
-+1S +1A
-+1S to non-relic weapons
-5+FNP vs Mortals and allies within 6" ignore attrition modifiers
-+1A and regain 1 wound for each model killed within 3"

but he will never do that. Why? because all those things compete with, and cost THE SAME AS

-reroll all failed to-hit and to-wound rolls.

Just, mathematically, you can INSTANTLY rule out ever taking 50% of the warlord traits available to the archon, because RR hits and RR wounds is ALWAYS superior to ALL of them.

So sure. Options, in theory, do still exist for characters. but they don't actually...do anything, because GW has completely 100% abdicated the responsibility to balance any of them, at all.


GW And What 40k Should Be @ 2022/02/06 03:59:57


Post by: catbarf


 Daedalus81 wrote:
Maybe people should try this mission. If you show up and the only thing you're doing is rolling dice to remove models...and I don't mean this in an insulting manner at all...you're doing it wrong.

Maybe we don't agree on what terrain should look like, but 40K absolutely offers a engaging game when facing a good opponent.



For me, the idea of the new missions providing a radically different play experience falls flat when I look closely and find that it's the exact same progressive scoring multiple-objective take-and-hold (feat. ITC secondaries) as all the other 9th Ed missions, just with different side objectives on top.

You could rename 'Prime Explosives' to 'Nail Up Flyers For Your Lost Dog' and it wouldn't make an iota of difference, because all the objective does is give you bonus VP at the end. And despite the intro blurb describing it as a 'decisive strike', both players have the exact same objectives.

Remember when missions had attackers and defenders? Or could take place at night? Or involved sentries? Or were about retreating from a superior foe, or holding out to the last man? Those are the kind of missions I miss; where the mission shaped the gameplay (and narrative!) in a fundamental way rather than just providing side objectives.


GW And What 40k Should Be @ 2022/02/06 04:03:23


Post by: The Red Hobbit


 AnomanderRake wrote:
To my mind "balance" as in "player skill is the main determining factor in victory" is a distraction. The main thing I expect of balance in a minis game is that "I can use models I like and have a good time," so I tend to frame "balance" in the discussion about what 40k should be as "there should be a good reason to use every Codex, every model, and every option" rather than "all Codexes, models, and options must have equal value in all circumstances," because it's less likely to lead us down the rabbit hole of arguing about whether all things in the game should be the same and wouldn't I be happier just playing chess, which I wouldn't, I don't like chess.


I share the same sentiment. Except for the Chess part, I like Chess quite a bit.


GW And What 40k Should Be @ 2022/02/06 04:04:01


Post by: catbarf


 the_scotsman wrote:
 Daedalus81 wrote:
[spoiler]
If paying points is the only thing that makes you think you have choice I'm not sure what to tell you.




Points are the balancing factor in the fething game, is the problem. GW deciding that all character customization options all need to cost the same (i.e., free, Relics/Warlord traits) means that there IS actually no choice, because you do actually have basically 95% of those options being non-options

The archon CAN take

-Roll 1d6 for each stratagem your opponent uses, on a 6 gain a CP
-+1S +1A
-+1S to non-relic weapons
-5+FNP vs Mortals and allies within 6" ignore attrition modifiers
-+1A and regain 1 wound for each model killed within 3"

but he will never do that. Why? because all those things compete with, and cost THE SAME AS

-reroll all failed to-hit and to-wound rolls.

Just, mathematically, you can INSTANTLY rule out ever taking 50% of the warlord traits available to the archon, because RR hits and RR wounds is ALWAYS superior to ALL of them.

So sure. Options, in theory, do still exist for characters. but they don't actually...do anything, because GW has completely 100% abdicated the responsibility to balance any of them, at all.


Also, maybe even more important, you only get one relic by default. You can pick one character to do one thing, or spend CP to have a second character also do one thing.

Meanwhile in Horus Heresy I can choose to give one Tech-Priest Dominus an Abeyant and Machinator array to make him into something like a quadrupedal robot-fixing Doctor Octopus with an inferno pistol up his sleeve, and another Dominus an Eradication Ray, Power Axe, and... whatever the scanner array is called, and have him be a combat assistant to the close combat robots. The amount of wargear you have to remember is complex, no doubt, but it allows me to personalize my characters in a way 9th Ed really doesn't.


GW And What 40k Should Be @ 2022/02/06 04:39:57


Post by: Unit1126PLL


Even in the background armies department, GW"s older editions were more flavorful. I mean compare the Armageddon doctrines between editions:

Mechanized, Conscript platoons, Ratlings, Xeno-Fighters (Orks), Storm Trooper squads

Even just the Doctrine names say you get an army of hive-conscripts mounted in transports, who are accompanied by elite warriors, aren't afraid to fight alongside abhumans, and kick Ork ass.

"industrial efficiency" - vehicles ignore an AP of -1, and infantry rapid fire at 18".

This tells me that my men prefer to fight on foot at medium range, and my vehicles have thicker armor but only against AP -1 I guess. ????


GW And What 40k Should Be @ 2022/02/06 05:22:42


Post by: Daedalus81


 the_scotsman wrote:
 Daedalus81 wrote:
[spoiler]
If paying points is the only thing that makes you think you have choice I'm not sure what to tell you.




Points are the balancing factor in the fething game, is the problem. GW deciding that all character customization options all need to cost the same (i.e., free, Relics/Warlord traits) means that there IS actually no choice, because you do actually have basically 95% of those options being non-options

The archon CAN take

-Roll 1d6 for each stratagem your opponent uses, on a 6 gain a CP
-+1S +1A
-+1S to non-relic weapons
-5+FNP vs Mortals and allies within 6" ignore attrition modifiers
-+1A and regain 1 wound for each model killed within 3"

but he will never do that. Why? because all those things compete with, and cost THE SAME AS

-reroll all failed to-hit and to-wound rolls.

Just, mathematically, you can INSTANTLY rule out ever taking 50% of the warlord traits available to the archon, because RR hits and RR wounds is ALWAYS superior to ALL of them.

So sure. Options, in theory, do still exist for characters. but they don't actually...do anything, because GW has completely 100% abdicated the responsibility to balance any of them, at all.


Fair point, but if they're dropping the idea of things being balance then they can pick whatever they like the most, really.

I don't think you'd pick much of the old stuff, either. There's plenty of false choice there.


Automatically Appended Next Post:
 catbarf wrote:
For me, the idea of the new missions providing a radically different play experience falls flat when I look closely and find that it's the exact same progressive scoring multiple-objective take-and-hold (feat. ITC secondaries) as all the other 9th Ed missions, just with different side objectives on top.

You could rename 'Prime Explosives' to 'Nail Up Flyers For Your Lost Dog' and it wouldn't make an iota of difference, because all the objective does is give you bonus VP at the end. And despite the intro blurb describing it as a 'decisive strike', both players have the exact same objectives.

Remember when missions had attackers and defenders? Or could take place at night? Or involved sentries? Or were about retreating from a superior foe, or holding out to the last man? Those are the kind of missions I miss; where the mission shaped the gameplay (and narrative!) in a fundamental way rather than just providing side objectives.


The dynamic I am most interested in personally is where I interact with the other player and their decisions.

The asymmetric sort of stuff is valuable to people and I enjoyed them, but they're not really what I like these days - and I think it fits better in Crusade anyway ( like below ). GW put out beta Maelstrom and the community really dropped the ball. The people who valued that mode should have been pushing hard to get GW to tweak and make that part of the release schedule.





GW And What 40k Should Be @ 2022/02/06 07:30:47


Post by: vict0988


WL Trait and Relic imbalance is the least of issues and not something that can be fully fixed without assigning points to each one. As long as every model in your case/cabinet are useful I'll be happy (Relics are not models), it's more important that Traits and Relics are thematic and exciting to use than exactly balanced. At the end of the day you're missing out on at most 20 pts by taking a bad Relic, that's not the end of the world. What is the end of the world is if you trade a fun relic that lets you teleport with a unit once per game for a once per game flamer that deals 1 wimpy mortal wound, where is the power fantasy in that? If a faction is overperforming and every list in that faction uses the same 1-2 relics like 8th edition Ironstone and Killa Klaw then I think it'd be a good nerf target. Part of the problem is where do you change relics? In each new codex? That's a rather rare opportunity. I think all Relics and Traits should go in Chapter Approved instead, that'd mean two chances each year to update and rebalance Relics without new players being bamboozled by half their relics having gotten online Errata, GW could just make a small note of which Relics are new, changed or removed.
 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?

I'm still hoping they'll learn to balance the game, that doesn't mean I don't also want customization, but maybe a bit less than you. I think every single unit being a unique snowflake is too much because it'll slow the game down, a few unique snowflakes is fine and spamming one particular melee or ranged weapon in a unit is fine as long as each variant is decent.


GW And What 40k Should Be @ 2022/02/06 09:38:12


Post by: Sim-Life


If we're being generous they've had 20 years and 5 edition revision with which to learn how to balance the game (assuming balance only really started being a major issue when the internet allowed people worldwide to complain about it together, instead of just playing casual lists with the odd That Guy in the group).

If they haven't learned by now they never will.


GW And What 40k Should Be @ 2022/02/06 10:58:07


Post by: kodos


there are those that have learned, they are just not working for GW any more

so each time you have new people, with new ideas that need to learn from scratch, and as soon they have, they leave for different reasons

for OPs question

One Page Rules is the game, 8th Edition wanted to be but was not executed well and changed mid-edition to be something different
(the minimum core rules with additional army rules etc), so for this kind of game, just stick with the original idea (OPR) GW failed to copy

for the current version of the game, GW just don't know what the game should be, they just know what they want from the game

they want it to be something that sells models and books
they want it to be a strong IP all people recognize even if they don't play or read the books
they want it to be casual and fun with "winning" being not important
they want to control the event/tournament scene to avoid that those do their own thing (as "we don't need GW to play 40k tournaments and make our own version of the game" during 5th-7th)
they want it to be a skirmish game so new people can start small, but also large so people can use they whole collection (or buy more to play against people with large armies)

and the current version of 40k is the result of trying to achieve everything at once


GW And What 40k Should Be @ 2022/02/06 12:24:37


Post by: vipoid


 Daedalus81 wrote:


That's rather misleading.

An Archon comes with a Shadowfield [What if I don't want the bloody Shadowfield? What if, instead, I want a Clone Field?] and can take:

Agoniser - ( used to be poison, no armor ) - still poison and removes most armor [And is utter garbage because wounds have multiplied drastically yet it remains D1]
Huskblade - ( instant death ) - a dead concept [And yet, hilariously, the most expensive weapon.]
Venom Blade - ( poison 2+ ) - still the same [No, no it isn't. Even aside from the fact that the game has changed around it, the Venom Blade used to be the cheap weapon - it was 1/4th of the cost of the Agoniser and 1/6th the cost of the Huskblade. Now it's just 5pts cheaper than the Huskblade and exactly the same price as the Agoniser.
Blast Pistol [Whoop-de-doo.]

[What you're also ignoring is that these weapons used to fulfil actual niches. The Venom Blade, as mentioned, was a very cheap option for an Archon who wanted to focus on, for example, shooting. Then you had the Agoniser, which was the 'standard' weapon. It ignored armour and always wounded on a 4+. It was more expensive than the Venom Blade but was more effective and also largely self-contained. And at the highest end you had the Huskblade - which was intended to hunt characters and monsters. It was riskier, due to S3, but deadly if if it got even a single wound through. What's more, it could be combined with other wargear like the Soul Trap and Combat Drugs Dispenser to mitigate some of its weaknesses (albeit at even greater cost). Now, however, Soul Trap and CDD are gone completely and the weapons have been so homogenised in both cost and function that it barely even constitutes a choice anymore.]

He can also take:
[Hang on, we're not finished yet. Where is the Blaster? This was a vital part of the Archon's arsenal and now it's just gone outright with no replacement whatsoever. Why are you just glossing over that like it's no big deal?]

Animus Vitae - MW grenade and temp PfP buff
Djinn Blade - +2A; 1s hit bearer
Helm of Spite - deny
Parasite's Kiss - healing pistol
Soul-Seeker - sniper pistol
Writ of the Living Muse - reroll wounds of 1 aura
The Obsidian Veil - 4++
Armor of Misery - 3+ save and -1 to be hit in melee

The old stuff did:

Ghostplate - 4+/6++
Soul-trap - double S if you kill a character
Djin Blade - +2A and doubles hit weilder
Clone Field - Ignore D3 attacks
Shadow Field - exactly the same as it is now
Webway Portal - put units into portal, which is a strat now

If anything the options have more variety and interaction. And THEN on top of that you have WL traits, which include rerolls, healing when killing, fight last, +1S to weapons, +1S/+1A, FNP and ignore attrition, and steal CP.

If paying points is the only thing that makes you think you have choice I'm not sure what to tell you.


I've given some of my thoughts in Red above but this is completely disingenuous.

Firstly, you are ignoring both the loss of options (e.g. the Blaster) and the homogenisation of what options the Archon has left.

Second, you are being completely dishonest by both pretending that standard wargear is equivalent to artefacts (hint: it isn't) and also ignoring the restrictions that go with said artefacts.

With the old Archon, you had the same wargear selection regardless of what Kabal you were playing him as. Now, however, you're automatically locked out of several artefact and WLT choices just from that choice alone. e.g. if I take any Kabal other than Poison Tongue then I'm automatically locked out of the only weapon with more than 12" of range.

Moreover, the restriction on one-artefact-per-character means most of the choices that used to work together now can't be taken together. If I take the Soul-Seeker in lieu of a Blaster then I'm now locked out of the Archon's only worthwhile melee weapon (because that, too, is now an artefact). I used to be able to take a Clone Field and Ghostplate. Now I have to pick between the two equivalents and, in addition to also being locked out of both a ranged weapon and a worthwhile melee weapon, I'm still left paying for a Shadowfield that I didn't want in the first place.


Also also, I notice you didn't even try to address the Haemonculus. Want to tell me where my artefact equivalent of the Hexrifle is? Or even the humble Liquifier Gun? Or, you know, their entire melee arsenal? How about the Shattershard or the Orb of Despair or the Soul Trap (yeah, Haemonculi could take those as well)?

I notice, too, that you don't seem to apply this standard to other armies. I certainly haven't seen you complaining that the Autarch has retained his ranged weapons and non-artefact wargear, and saying instead that the former should be removed and the latter only available as an artefact. I haven't heard people say that SM characters should be reduced to a Power Sword, Chainsword and Plasma Pistol, that bikes and jump packs should be removed outright, and that wargear such as Power Fists and Relic Blades should be available only as artefacts.

Why is this standard only ever applied to Dark Eldar? It's hard to see it as anything other than people arguing in bad faith where any amount of wargear loss is apparently justified, provided it's inflicted on this specific army.


GW And What 40k Should Be @ 2022/02/06 15:26:53


Post by: Daedalus81


I didn't bother with the Haemonculus, because I don't really have time to run through every single thing. It wasn't an attempt to be misleading.

As noted above - I guarantee you those old options weren't all good picks. Huskblade is either incredible or trash depending on when Eternal Warrior came out and what people used.

The initial problem was customization of characters if they no longer care about balance. If they don't care about balance then they're free to go into whatever kabal, cult, etc that makes them happy.

I don't agree with the notion that adding every weapon under the sun as the only path to making bespoke characters.


GW And What 40k Should Be @ 2022/02/06 15:50:06


Post by: vipoid


 Daedalus81 wrote:

As noted above - I guarantee you those old options weren't all good picks. Huskblade is either incredible or trash depending on when Eternal Warrior came out and what people used.


I never once claimed that every past option was a good one. Hell, I'm pretty sure I specifically referenced that there were duds among them.

I just think that 'okay, let's see if we can make some of these dud items better' is a better response than 'okay, let's just remove all these options entirely, whether they're duds or not'.


 Daedalus81 wrote:

The initial problem was customization of characters if they no longer care about balance. If they don't care about balance then they're free to go into whatever kabal, cult, etc that makes them happy.


That addresses literally none of the points I raised.


 Daedalus81 wrote:

I don't agree with the notion that adding every weapon under the sun as the only path to making bespoke characters.


I appreciate your confirming here that you're simply not prepared to argue in good faith.


GW And What 40k Should Be @ 2022/02/06 16:13:09


Post by: Unit1126PLL


It's not just weapon options. There are other wargear options as well. Consider the following two IG HQ characters custom made from 3.5:

"Colonel Ivan Belinski, Commander of the 53rd Chortaxi Vanguard"
- Heroic Senior Officer
- Trademark Item (Golden Skull-Cane)
- Bionics
- Plasma Pistol (Master Crafted)
- Storm Bolter
- Refractor Field
- Carapace Armor
- Medallion Crimson

"Captain Tomas van Lourd of the 267th Armageddon Steel Legion"
- Senior Officer
- Refractor Field
- Plasma Pistol
- Power Sword
- Frag Grenades

Ivan holds the line rather than preferring to enter close-combat himself, positioned in the center of his defensive works likely with a company - or regimental - standard. He is a hero, a decorated veteran whose wounds have been patched by bionic replacement. His staff is a symbol to his men, held high and waving as he bellows orders to those around him.

Tomas, meanwhile, is a competent but unexceptional company captain, finding most of his time issuing orders from within his Armageddon Chimera. He doesn't wear bulky carapace armor, and carries close-combat equipment to see a mechanized assault home. He only disembarks when necessary however, and dispenses with the typical flair and flash of some of his more heroic and inspiring peers.

Consider them in 9th:
Colonel Ivan:
Company Commander with Bolter, Plasma Pistol

Captain Thomas: company Commander with power sword, plasma pistol

Woo, so distinct and different!


GW And What 40k Should Be @ 2022/02/06 16:24:23


Post by: Toofast


 oni wrote:
 Daedalus81 wrote:
Maybe people should try this mission. If you show up and the only thing you're doing is rolling dice to remove models...and I don't mean this in an insulting manner at all...you're doing it wrong.

Maybe we don't agree on what terrain should look like, but 40K absolutely offers a engaging game when facing a good opponent.


The missions are the problem. Bland, soulless, favoring specific types of armies and rewarding specific types of play. And your comment about needing a good opponent (read as good opponent = good player) for the game to be enjoyable comes off as insulting.

Mike Brandt = The new Matt Ward.


Automatically Appended Next Post:
Mark my words. GW pandering so heavily to competitive play will not end well for any of us.

The LVO and Nova have fractured the W40K community, split it into two camps… and their toxic tendrils have crept too far in. The disease of competitive play needs cut out lest the whole organism die.


The "tiny, vocal minority" of competitive players is not as small as the fluffhammer advocates would like to believe or GW wouldn't be building their game to cater to the competitive players. Also I'm not sure why fluffhammer players care as they can just play another edition or houserule. If you aren't playing in tournaments, why does the tournament meta affect your garagehammer games?


GW And What 40k Should Be @ 2022/02/06 16:29:05


Post by: Unit1126PLL


Telling "fluff hammer" players to feth off and find another game (or edition) to play is peak DakkaDakka.


GW And What 40k Should Be @ 2022/02/06 16:53:25


Post by: warhead01


I'm not really enjoying 9th. No idea what GW is trying to do aside from drive some of us out. I'm at the point where staying home and painting models is 100% more entertaining and more exciting than trying to play a game. I have no expectations that I will play any future editions. I miss looking forward to having a game. I constantly think about selling my 9th edition army, cards and books and that really bothers me.


GW And What 40k Should Be @ 2022/02/06 17:00:19


Post by: Sim-Life


 oni wrote:


Mike Brandt = The new Matt Ward.



I sincerely wish GW had a rules writer as passionate about the game and writing rules for it as Ward. His armies had power level issues but they were fun, dynamic, had imaginative and fluffy special rules and were actually interesting to build different lists for. If GW made the surprise announcement that Ward wrote the new Tyranid codex I'd be back to the game in a heartbeat.


GW And What 40k Should Be @ 2022/02/06 17:01:31


Post by: Stormonu


40K's balance has been "meh, good enough" for editions now.

You can have a bit of fun with the game if it isn't taken too seriously, but once one side or the other decides they want to play to win, the whole thing goes into a flaming dumpster pile.

And GW doesn't care enough to fix it, because that'd take resources better spent drafting up new models and selling them by the fistful.


GW And What 40k Should Be @ 2022/02/06 17:03:29


Post by: Gert


Spoiler:
 Unit1126PLL wrote:
It's not just weapon options. There are other wargear options as well. Consider the following two IG HQ characters custom made from 3.5:

"Colonel Ivan Belinski, Commander of the 53rd Chortaxi Vanguard"
- Heroic Senior Officer
- Trademark Item (Golden Skull-Cane)
- Bionics
- Plasma Pistol (Master Crafted)
- Storm Bolter
- Refractor Field
- Carapace Armor
- Medallion Crimson

"Captain Tomas van Lourd of the 267th Armageddon Steel Legion"
- Senior Officer
- Refractor Field
- Plasma Pistol
- Power Sword
- Frag Grenades

Ivan holds the line rather than preferring to enter close-combat himself, positioned in the center of his defensive works likely with a company - or regimental - standard. He is a hero, a decorated veteran whose wounds have been patched by bionic replacement. His staff is a symbol to his men, held high and waving as he bellows orders to those around him.

Tomas, meanwhile, is a competent but unexceptional company captain, finding most of his time issuing orders from within his Armageddon Chimera. He doesn't wear bulky carapace armor, and carries close-combat equipment to see a mechanized assault home. He only disembarks when necessary however, and dispenses with the typical flair and flash of some of his more heroic and inspiring peers.

Consider them in 9th:
Colonel Ivan:
Company Commander with Bolter, Plasma Pistol

Captain Thomas: company Commander with power sword, plasma pistol

Woo, so distinct and different!

Talk about disingenuous arguments. You have deliberately just ignored half the stuff for the 8th Ed profiles and added the extra "lore" section to your 3.5 Ed example to make it sound better.
So let's do it properly this time.
9th Ed
Colonel Noa Fise, Mordian 87th: Company Commander
- Senior Officer
- Voice of Command
- Refractor Field
- Chainsword
- Plasma Pistol
- Order of the Iron Star of Mordian (Relic)
- Iron Discipline (Warlord Trait)

Colonel Fise is a hardened veteran of the Mordian 87th, having been promoted from a Lieutenant in a support company all the way to Regimental Command. His many decades of service have earned him the most prestigious Order of the Iron Star, an honour that both serves as recognition of his talents and is rumoured to have been blessed by the Emperor to ensure His loyal servants do not fall in battle. Fise has the respect and admiration of the entire 87th, so much so that they will not flee under his watchful eye, keen to ensure the Regiment lives up to the glorious standards set by its commanding officer.

Major Kylan Jakson, Catachan 22nd "The Yellow Snakes": Company Commander
- Senior Officer
- Voice of Command
- Refractor Field
- Power Sword
- Bolt Pistol
- Mamorph Tuskblade (Relic)
- Old Grudges (Warlord Trait)

Major Jakson is a typical Imperial Hero. Dashing, brave, and with a habit of getting stuck into the dirt alongside his soldiers. As a youth, Jakson hunted a famous Shambling Mamorph and wet his Catachan fang in its blood, an act which is rumoured to bring great strength to the bearer. This ritual did not bring Jakson luck, however, and on his first deployment two-thirds of his Company were annihilated by a rampaging Ork Waaaagh, earning him a nasty scar and a deep seated hatred of the Xenos. This hatred lives on to this day, with Jakson volunteering his Regiment for the dangerous duty of hunting Orks in the jungles of Armageddon, ever looking to show the Xenos the meaning of the phrase "an eye for an eye".

Of course, you could always do this magical thing of using Crusade rules to beef up your army's "fluff factor" because Crusade forces are not limited to Crusade Campaigns, all you need is to ask your opponent if they're cool with it.


GW And What 40k Should Be @ 2022/02/06 17:04:39


Post by: Daedalus81


 vipoid wrote:
I appreciate your confirming here that you're simply not prepared to argue in good faith.


Umm, no. I just disagree that a blaster adds a meaningful choice. Sometimes you have to pull off the nostalgia glasses.


GW And What 40k Should Be @ 2022/02/06 17:07:57


Post by: kodos


 Unit1126PLL wrote:
Telling "fluff hammer" players to feth off and find another game (or edition) to play is peak DakkaDakka.


Maybe we should do it, lets all the fluff-hammer players move to another game and see how long it takes for the rest to follow


GW And What 40k Should Be @ 2022/02/06 17:27:27


Post by: auticus


Well Battletech has had quite a resurgence


GW And What 40k Should Be @ 2022/02/06 17:54:10


Post by: Platuan4th


 auticus wrote:
Well Battletech has had quite a resurgence


Yeah, but I have a feeling that's more due to increase of accessibility than any other reason.


GW And What 40k Should Be @ 2022/02/06 17:56:05


Post by: auticus


Dunno without a poll, but the groups I am in that regularly get new 40k players switching over give a lot of other reasons for enjoying the game as well!


GW And What 40k Should Be @ 2022/02/06 17:56:36


Post by: Sim-Life


 kodos wrote:
 Unit1126PLL wrote:
Telling "fluff hammer" players to feth off and find another game (or edition) to play is peak DakkaDakka.


Maybe we should do it, lets all the fluff-hammer players move to another game and see how long it takes for the rest to follow


If all the fluff-hammer players left GW would tank and maybe 40k would get bought by a company that actually wants to design a good game.


GW And What 40k Should Be @ 2022/02/06 18:11:46


Post by: waefre_1


 Gert wrote:
Spoiler:
 Unit1126PLL wrote:
It's not just weapon options. There are other wargear options as well. Consider the following two IG HQ characters custom made from 3.5:

"Colonel Ivan Belinski, Commander of the 53rd Chortaxi Vanguard"
- Heroic Senior Officer
- Trademark Item (Golden Skull-Cane)
- Bionics
- Plasma Pistol (Master Crafted)
- Storm Bolter
- Refractor Field
- Carapace Armor
- Medallion Crimson

"Captain Tomas van Lourd of the 267th Armageddon Steel Legion"
- Senior Officer
- Refractor Field
- Plasma Pistol
- Power Sword
- Frag Grenades

Ivan holds the line rather than preferring to enter close-combat himself, positioned in the center of his defensive works likely with a company - or regimental - standard. He is a hero, a decorated veteran whose wounds have been patched by bionic replacement. His staff is a symbol to his men, held high and waving as he bellows orders to those around him.

Tomas, meanwhile, is a competent but unexceptional company captain, finding most of his time issuing orders from within his Armageddon Chimera. He doesn't wear bulky carapace armor, and carries close-combat equipment to see a mechanized assault home. He only disembarks when necessary however, and dispenses with the typical flair and flash of some of his more heroic and inspiring peers.

Consider them in 9th:
Colonel Ivan:
Company Commander with Bolter, Plasma Pistol

Captain Thomas: company Commander with power sword, plasma pistol

Woo, so distinct and different!

Talk about disingenuous arguments. You have deliberately just ignored half the stuff for the 8th Ed profiles and added the extra "lore" section to your 3.5 Ed example to make it sound better.
So let's do it properly this time.
9th Ed
Colonel Noa Fise, Mordian 87th: Company Commander
- Senior Officer
- Voice of Command
- Refractor Field
- Chainsword
- Plasma Pistol
- Order of the Iron Star of Mordian (Relic)
- Iron Discipline (Warlord Trait)

Colonel Fise is a hardened veteran of the Mordian 87th, having been promoted from a Lieutenant in a support company all the way to Regimental Command. His many decades of service have earned him the most prestigious Order of the Iron Star, an honour that both serves as recognition of his talents and is rumoured to have been blessed by the Emperor to ensure His loyal servants do not fall in battle. Fise has the respect and admiration of the entire 87th, so much so that they will not flee under his watchful eye, keen to ensure the Regiment lives up to the glorious standards set by its commanding officer.

Major Kylan Jakson, Catachan 22nd "The Yellow Snakes": Company Commander
- Senior Officer
- Voice of Command
- Refractor Field
- Power Sword
- Bolt Pistol
- Mamorph Tuskblade (Relic)
- Old Grudges (Warlord Trait)

Major Jakson is a typical Imperial Hero. Dashing, brave, and with a habit of getting stuck into the dirt alongside his soldiers. As a youth, Jakson hunted a famous Shambling Mamorph and wet his Catachan fang in its blood, an act which is rumoured to bring great strength to the bearer. This ritual did not bring Jakson luck, however, and on his first deployment two-thirds of his Company were annihilated by a rampaging Ork Waaaagh, earning him a nasty scar and a deep seated hatred of the Xenos. This hatred lives on to this day, with Jakson volunteering his Regiment for the dangerous duty of hunting Orks in the jungles of Armageddon, ever looking to show the Xenos the meaning of the phrase "an eye for an eye".

Of course, you could always do this magical thing of using Crusade rules to beef up your army's "fluff factor" because Crusade forces are not limited to Crusade Campaigns, all you need is to ask your opponent if they're cool with it.

Let's dig in a little on this, shall we?

- Heroic Senior Officer Optional upgrade
- Trademark Item (Golden Skull-Cane) Optional wargear purchase
- Bionics Optional wargear purchase
- Plasma Pistol (Master Crafted) Optional wargear purchase with additional optional upgrade
- Storm Bolter Optional wargear purchase
- Refractor Field Optional wargear purchase
- Carapace Armor Optional wargear purchase
- Medallion Crimson Optional wargear purchase

- Senior Officer Possibly optional upgrade - technically, the 3.5 Command Squad only requires an Officer, which could be Junior/Senior/Heroic Senior. I can't recall off the top of my head if there was a requirement to have an HQ Command Squad be Senior/Heroic Senior as opposed to Junior.
- Refractor Field Optional wargear purchase
- Plasma Pistol Optional wargear purchase
- Power Sword Optional wargear purchase
- Frag Grenades Optional wargear purchase

Officers, per the 3.5 'dex, only come with a laspistol and close combat weapon. Their only native special rules are being an Independent Character who can let nearby units use his Ld score for relevant tests (so long as the Officer isn't Pinned/in CC/Falling Back). Anything extra, literally anything at all, is something paid for using points and chosen deliberately by the player. Also, the armory allows for ~100pts of upgrades for Senior Officers and ~50pts of upgrades for any other model that has access, and some of the options are locked into specific units (Force Weapons can only be taken by Sanctioned Psykers, but Power Weapons can be taken by Officers/Storm Trooper Sgts/Priests/Rough Rider Sgts, and a Bolt Pistol can be taken by anyone). Thus, there are some limitations, but generally you are free to take whatever you please (or not, if you'd rather save the points). I'll post screenshots of the 3.5 armory/unit sheet in a spoiler below for reference.

Now, your examples:

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit, cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Chainsword Technically optional wargear purchase, though it is free
- Plasma Pistol Optional wargear purchase
- Order of the Iron Star of Mordian (Relic) Technically optional wargear purchase, though it is free
- Iron Discipline (Warlord Trait) Optional choice, though it is free

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit; cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Power Sword Optional wargear purchase
- Bolt Pistol Optional wargear purchase
- Mamorph Tuskblade (Relic) Technically optional wargear upgrade, though it is free
- Old Grudges (Warlord Trait) Optional choice, though it is free

So a little under half of the things you listed for your choices aren't actually choices - you get them whether you want them or not, and you can't give them up for something else. I think you're right to chide Unit for ignoring Warlord Traits, but I'm not sure those are exactly 1:1 since you get them for free and I don't think you can choose not to take one. Also, outside of Relics/Warlord traits, you don't have any wargear choices that aren't weapons, and a good number of the Relics/Warlord Traits are locked behind <Regiment> keywords (ie. you can't have your Mordian or Armageddon CC wear not!Terminator Armor regardless of what yourdude's headcanon is, only Vostroyans get that). That, I think, is the crux of the matter - a lot of what you choose is either "must take 1 of: ..." or just a weapon. You can't give your Platoon Commander an Honorifica Imperialis to commemorate that time he fought a Daemon Prince to a standstill for that crucial turn you needed to bring up reinforcements - that option does not exist.

PS - I'm not in the camp that all upgrades MUST be paid for with points, I'm fine with certain choices being limited in other ways (ie. Relics being 0-1 outside of Stratagems/Special Characters). The point (fnar fnar) is that the 3.5 dex allows you to choose to pay those points to make the character as you want them to be - you have to actively choose to make them a Heroic Senior Officer as opposed to them just being a Heroic Senior Officer, same as everyone else's.

Edit: forgot the last few descriptions
Spoiler:




GW And What 40k Should Be @ 2022/02/06 18:14:42


Post by: Platuan4th


 auticus wrote:
Dunno without a poll, but the groups I am in that regularly get new 40k players switching over give a lot of other reasons for enjoying the game as well!


Oh, it's a great game, but it's historically been one of those that the responses I got until the KS were all about how either everything needed to be special ordered because it was hard to find stores with regular stock and/ or complaints about how everything was metal.


GW And What 40k Should Be @ 2022/02/06 18:31:52


Post by: aphyon


nou wrote:
 Backspacehacker wrote:
I mean yes, i 100% agree.
I think the best thing you can do, and players like us, is basically fall back to older editions.
My group of friends basically play HH, or 7th (Which is honestly just the same thing) And because 7th is "dead" you have a lot more flexibility to alter rules and house rule things.

[...]

The room to make "Your dudes" in the idea of customization and kitting out is very much by the wayside, because there is no room for errors in modern 40k else you get stomped.

Best thing like i said, fall back to older editions, and play the games that are more fun and interesting and have a few wild cards rather then the cookie cutter table/ matches we have now.


The best thing about falling back to old edition is that since you are already stepping out of "the meta" and "only official and most current rules" attitude, all sorts of gentleman agreements and experiments are possible. My group stayed with 7th, we had it heavily houseruled already when 8th hit, but then we just went crazy with throwing ideas for further customisation and in the end we now play an AA, d12 spinoff.

And while having "your dudes" is great, having "your dudes in the game you own" is even greater. But it hinges on having actual hobby friends instead of hobby acquiantances, so I understand that it is not an avenue everyone can take.



Indeed, that is what our group did-we use 5th as the core rules set with a few house rules imported from other compatible editions and players use their favorite dex from 3rd-7th so the games are FUN. that is the most important part.

kodos wrote:there are those that have learned, they are just not working for GW any more

so each time you have new people, with new ideas that need to learn from scratch, and as soon they have, they leave for different reasons

for OPs question

One Page Rules is the game, 8th Edition wanted to be but was not executed well and changed mid-edition to be something different
(the minimum core rules with additional army rules etc), so for this kind of game, just stick with the original idea (OPR) GW failed to copy

for the current version of the game, GW just don't know what the game should be, they just know what they want from the game

they want it to be something that sells models and books
they want it to be a strong IP all people recognize even if they don't play or read the books
they want it to be casual and fun with "winning" being not important
they want to control the event/tournament scene to avoid that those do their own thing (as "we don't need GW to play 40k tournaments and make our own version of the game" during 5th-7th)
they want it to be a skirmish game so new people can start small, but also large so people can use they whole collection (or buy more to play against people with large armies)

and the current version of 40k is the result of trying to achieve everything at once


GWs current staff do not even understand the 40K universe or have the passion the original designers had, and especially not their humor (orks were originally modeled after football hooligans after all). Andy chambers went freelance a long time ago (after 5th ed) and it shows both by what has happened to GW and what he has made for other companies in that time. then there is Rick Priestley, "Rick left Games Workshop in 2009, complaining that the corporate culture had grown too focused on sales and no longer cared about innovation in game design. He is now co-owner of Warlord Games"

ETC...





Sim-Life wrote:
 oni wrote:


Mike Brandt = The new Matt Ward.



I sincerely wish GW had a rules writer as passionate about the game and writing rules for it as Ward. His armies had power level issues but they were fun, dynamic, had imaginative and fluffy special rules and were actually interesting to build different lists for. If GW made the surprise announcement that Ward wrote the new Tyranid codex I'd be back to the game in a heartbeat.


So, you miss George Lucas yet? LOL it is kind of like they warned the Star Wars fans that complained about the prequal movies when Disney bought the franchise (and then destroyed it).

auticus wrote:Dunno without a poll, but the groups I am in that regularly get new 40k players switching over give a lot of other reasons for enjoying the game as well!


We are also getting people jumping ship to other games who are sick of what GW is doing. we are enjoying a surge in battletech players, and warmachine players in a very positive direction.




GW And What 40k Should Be @ 2022/02/06 19:09:49


Post by: Gert


Spoiler:
 waefre_1 wrote:

Let's dig in a little on this, shall we?

- Heroic Senior Officer Optional upgrade
- Trademark Item (Golden Skull-Cane) Optional wargear purchase
- Bionics Optional wargear purchase
- Plasma Pistol (Master Crafted) Optional wargear purchase with additional optional upgrade
- Storm Bolter Optional wargear purchase
- Refractor Field Optional wargear purchase
- Carapace Armor Optional wargear purchase
- Medallion Crimson Optional wargear purchase

- Senior Officer Possibly optional upgrade - technically, the 3.5 Command Squad only requires an Officer, which could be Junior/Senior/Heroic Senior. I can't recall off the top of my head if there was a requirement to have an HQ Command Squad be Senior/Heroic Senior as opposed to Junior.
- Refractor Field Optional wargear purchase
- Plasma Pistol Optional wargear purchase
- Power Sword Optional wargear purchase
- Frag Grenades Optional wargear purchase

Officers, per the 3.5 'dex, only come with a laspistol and close combat weapon. Their only native special rules are being an Independent Character who can let nearby units use his Ld score for relevant tests (so long as the Officer isn't Pinned/in CC/Falling Back). Anything extra, literally anything at all, is something paid for using points and chosen deliberately by the player. Also, the armory allows for ~100pts of upgrades for Senior Officers and ~50pts of upgrades for any other model that has access, and some of the options are locked into specific units (Force Weapons can only be taken by Sanctioned Psykers, but Power Weapons can be taken by Officers/Storm Trooper Sgts/Priests/Rough Rider Sgts, and a Bolt Pistol can be taken by anyone). Thus, there are some limitations, but generally you are free to take whatever you please (or not, if you'd rather save the points). I'll post screenshots of the 3.5 armory/unit sheet in a spoiler below for reference.

Now, your examples:

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit, cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Chainsword Technically optional wargear purchase, though it is free
- Plasma Pistol Optional wargear purchase
- Order of the Iron Star of Mordian (Relic) Technically optional wargear purchase, though it is free
- Iron Discipline (Warlord Trait) Optional choice, though it is free

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit; cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Power Sword Optional wargear purchase
- Bolt Pistol Optional wargear purchase
- Mamorph Tuskblade (Relic) Technically optional wargear upgrade, though it is free
- Old Grudges (Warlord Trait) Optional choice, though it is free

So a little under half of the things you listed for your choices aren't actually choices - you get them whether you want them or not, and you can't give them up for something else. I think you're right to chide Unit for ignoring Warlord Traits, but I'm not sure those are exactly 1:1 since you get them for free and I don't think you can choose not to take one. Also, outside of Relics/Warlord traits, you don't have any wargear choices that aren't weapons, and a good number of the Relics/Warlord Traits are locked behind <Regiment> keywords (ie. you can't have your Mordian or Armageddon CC wear not!Terminator Armor regardless of what yourdude's headcanon is, only Vostroyans get that). That, I think, is the crux of the matter - a lot of what you choose is either "must take 1 of: ..." or just a weapon. You can't give your Platoon Commander an Honorifica Imperialis to commemorate that time he fought a Daemon Prince to a standstill for that crucial turn you needed to bring up reinforcements - that option does not exist.

I agree that there are fewer options for Officers than in previous Editions but I do want to make a couple more points I had in hindsight.
As someone else said earlier, how many Wargear choices in previous Editions were actually a "choice"? I mean Unit put Refractor Fields on both their Officer examples and now they're not optional, it's suddenly a problem? But it's also not just about auto-selects, it's about redundancy. Take, for example, the Legion Astartes Praetor (I'm using a HH example because people seem to like using it as an example of "choice" and "narrative"). Praetors can take Power Weapons, Charnable Sabres, or a Paragon Blade as similar weapons. The Paragon Blade is so far ahead of the other two options in terms of use that I genuinely don't think I've ever seen people arm a Praetor with either, even at narrative events. Same with the Invuln save options. Nobody is taking a Combat Shield or a Refractor Field when an Iron Halo is just objectively the better option. At 150pts my Praetor has a 2+ save (Artificer Armour is auto-included btw), a 4+ Invuln, and a weapon that is +1 Strength, AP 2, and Instant Death on a wound roll of a 6. At best a Praetor is going to be taking something like a Thunder Hammer instead of the Blade or Terminator Armour instead of an Iron Halo, and even then it depends on the pattern of Terminator Armour. There are a lot of options to take but about 60% are just worthless for the unit in question.
Could certain units do with at least a couple more options? Maybe. But how many would be options just for the sake of options?
Also yeah, you can choose not to have Warlord Traits or Relics but it still falls into the illusion of choice thing. You can't escape the illusion.


GW And What 40k Should Be @ 2022/02/06 19:45:11


Post by: waefre_1


 Gert wrote:
Spoiler:
 waefre_1 wrote:

Let's dig in a little on this, shall we?

- Heroic Senior Officer Optional upgrade
- Trademark Item (Golden Skull-Cane) Optional wargear purchase
- Bionics Optional wargear purchase
- Plasma Pistol (Master Crafted) Optional wargear purchase with additional optional upgrade
- Storm Bolter Optional wargear purchase
- Refractor Field Optional wargear purchase
- Carapace Armor Optional wargear purchase
- Medallion Crimson Optional wargear purchase

- Senior Officer Possibly optional upgrade - technically, the 3.5 Command Squad only requires an Officer, which could be Junior/Senior/Heroic Senior. I can't recall off the top of my head if there was a requirement to have an HQ Command Squad be Senior/Heroic Senior as opposed to Junior.
- Refractor Field Optional wargear purchase
- Plasma Pistol Optional wargear purchase
- Power Sword Optional wargear purchase
- Frag Grenades Optional wargear purchase

Officers, per the 3.5 'dex, only come with a laspistol and close combat weapon. Their only native special rules are being an Independent Character who can let nearby units use his Ld score for relevant tests (so long as the Officer isn't Pinned/in CC/Falling Back). Anything extra, literally anything at all, is something paid for using points and chosen deliberately by the player. Also, the armory allows for ~100pts of upgrades for Senior Officers and ~50pts of upgrades for any other model that has access, and some of the options are locked into specific units (Force Weapons can only be taken by Sanctioned Psykers, but Power Weapons can be taken by Officers/Storm Trooper Sgts/Priests/Rough Rider Sgts, and a Bolt Pistol can be taken by anyone). Thus, there are some limitations, but generally you are free to take whatever you please (or not, if you'd rather save the points). I'll post screenshots of the 3.5 armory/unit sheet in a spoiler below for reference.

Now, your examples:

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit, cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Chainsword Technically optional wargear purchase, though it is free
- Plasma Pistol Optional wargear purchase
- Order of the Iron Star of Mordian (Relic) Technically optional wargear purchase, though it is free
- Iron Discipline (Warlord Trait) Optional choice, though it is free

- Senior Officer Baked into the unit, cannot be removed; also, only exists to modify VoC slightly and/or do keyword stuff
- Voice of Command Baked into the unit; cannot be removed
- Refractor Field Baked into the unit; cannot be removed
- Power Sword Optional wargear purchase
- Bolt Pistol Optional wargear purchase
- Mamorph Tuskblade (Relic) Technically optional wargear upgrade, though it is free
- Old Grudges (Warlord Trait) Optional choice, though it is free

So a little under half of the things you listed for your choices aren't actually choices - you get them whether you want them or not, and you can't give them up for something else. I think you're right to chide Unit for ignoring Warlord Traits, but I'm not sure those are exactly 1:1 since you get them for free and I don't think you can choose not to take one. Also, outside of Relics/Warlord traits, you don't have any wargear choices that aren't weapons, and a good number of the Relics/Warlord Traits are locked behind <Regiment> keywords (ie. you can't have your Mordian or Armageddon CC wear not!Terminator Armor regardless of what yourdude's headcanon is, only Vostroyans get that). That, I think, is the crux of the matter - a lot of what you choose is either "must take 1 of: ..." or just a weapon. You can't give your Platoon Commander an Honorifica Imperialis to commemorate that time he fought a Daemon Prince to a standstill for that crucial turn you needed to bring up reinforcements - that option does not exist.

I agree that there are fewer options for Officers than in previous Editions but I do want to make a couple more points I had in hindsight.
As someone else said earlier, how many Wargear choices in previous Editions were actually a "choice"? I mean Unit put Refractor Fields on both their Officer examples and now they're not optional, it's suddenly a problem? But it's also not just about auto-selects, it's about redundancy. Take, for example, the Legion Astartes Praetor (I'm using a HH example because people seem to like using it as an example of "choice" and "narrative"). Praetors can take Power Weapons, Charnable Sabres, or a Paragon Blade as similar weapons. The Paragon Blade is so far ahead of the other two options in terms of use that I genuinely don't think I've ever seen people arm a Praetor with either, even at narrative events. Same with the Invuln save options. Nobody is taking a Combat Shield or a Refractor Field when an Iron Halo is just objectively the better option. At 150pts my Praetor has a 2+ save (Artificer Armour is auto-included btw), a 4+ Invuln, and a weapon that is +1 Strength, AP 2, and Instant Death on a wound roll of a 6. At best a Praetor is going to be taking something like a Thunder Hammer instead of the Blade or Terminator Armour instead of an Iron Halo, and even then it depends on the pattern of Terminator Armour. There are a lot of options to take but about 60% are just worthless for the unit in question.
Could certain units do with at least a couple more options? Maybe. But how many would be options just for the sake of options?
Also yeah, you can choose not to have Warlord Traits or Relics but it still falls into the illusion of choice thing. You can't escape the illusion.

Well, I'd say that the illusion is specific to whether the choice is meaningful, and the argument is that the choice at least existed. As Vipoid mentioned upthread, yes, there were dud options that didn't get picked, but you can't fix an option that doesn't exist. Maybe a piece of wargear is pointless now, but that could change in the future. Flat removing it because the rules are bad strikes me as equivalent to demolishing a rarely-used building at a school - yes, that is a way to solve the problem, but you could have found a different use for the building (wargear) instead, and now that it's demolished even that is no longer a possibility. It feels...defeatist, or lazy, I guess. More of a "Let's not even bother trying to make this work", you know?

Also, I wouldn't say that Refractor Fields no longer being an optional choice is a problem per se, just that it's emblematic of the loss of flavor that comes with the loss of options. I'm running a Kanak Skull Takers list and the Warchief wouldn't trust such techno-sorcery? Tough gak, here's a Refractor Field! I'm running an armored list where the "Platoon" commander doesn't need (and possibly wouldn't have earned) a Refractor Field since he's just an attachment of mechanized infantry subordinate to the Tank Commander? Feth off, he gets one anyways (and no, I can't give it up so I can buy extra pintle mounts or dozer blades, either)! There's something to be said for allowing people to make suboptimal choices, either as a means of challenging their skill on the tabletop or because they have a specific theme in mind and would rather stick to it even if it hurts them.

As for the redundancy, that's a fair point. However, a lot of those armory options weren't just "this sword has D2, this sword has AP-1, and this sword wins the game if you have it at deployment" - they offered special rules or exceptions to rules so that you could change how you played. Take the Medallion Crimson - you can be a bit more aggressive with the bearer since they can eat an Instant Death attack and not instantly die to it. The Macharian Cross has a cognate in the Dagger of Tu'Sakh, but you can take more than one Macharian Cross in an army, allowing you some more latitude in the redeployment special rule. Yes, not all of them are necessarily worth the points they cost, but again, you could at least take them and try to make them work.


GW And What 40k Should Be @ 2022/02/06 21:09:32


Post by: Gert


 waefre_1 wrote:

Well, I'd say that the illusion is specific to whether the choice is meaningful, and the argument is that the choice at least existed. As Vipoid mentioned upthread, yes, there were dud options that didn't get picked, but you can't fix an option that doesn't exist. Maybe a piece of wargear is pointless now, but that could change in the future. Flat removing it because the rules are bad strikes me as equivalent to demolishing a rarely-used building at a school - yes, that is a way to solve the problem, but you could have found a different use for the building (wargear) instead, and now that it's demolished even that is no longer a possibility. It feels...defeatist, or lazy, I guess. More of a "Let's not even bother trying to make this work", you know?

From the perspective of streamlining (I really don't care if people think 8th did or did not streamline 40k, that was very clearly the intention), why keep options that aren't seeing use or don't offer much in the way of bonuses? I don't see how it's lazy to look at a unit entry and go "hmm nobody is taking half of these, why do we even bother?". It's just common sense. And just as you argue it could be useful in the future, the crux of this specific discussion is based around a Codex from last Edition. We have no idea what changes are going to be made to Guard so I can just as easily use the much-hated "wait and see".

Also, I wouldn't say that Refractor Fields no longer being an optional choice is a problem per se, just that it's emblematic of the loss of flavor that comes with the loss of options. I'm running a Kanak Skull Takers list and the Warchief wouldn't trust such techno-sorcery? Tough gak, here's a Refractor Field! I'm running an armored list where the "Platoon" commander doesn't need (and possibly wouldn't have earned) a Refractor Field since he's just an attachment of mechanized infantry subordinate to the Tank Commander? Feth off, he gets one anyways (and no, I can't give it up so I can buy extra pintle mounts or dozer blades, either)! There's something to be said for allowing people to make suboptimal choices, either as a means of challenging their skill on the tabletop or because they have a specific theme in mind and would rather stick to it even if it hurts them.

They aren't Wargear though, it's a special rule. You can literally just choose to not use it. You're not paying for it or anything. Have you actually used the 8th Ed Guard Codex?

As for the redundancy, that's a fair point. However, a lot of those armory options weren't just "this sword has D2, this sword has AP-1, and this sword wins the game if you have it at deployment" - they offered special rules or exceptions to rules so that you could change how you played. Take the Medallion Crimson - you can be a bit more aggressive with the bearer since they can eat an Instant Death attack and not instantly die to it. The Macharian Cross has a cognate in the Dagger of Tu'Sakh, but you can take more than one Macharian Cross in an army, allowing you some more latitude in the redeployment special rule. Yes, not all of them are necessarily worth the points they cost, but again, you could at least take them and try to make them work.

And that's where Relics come in. All of those things you've described are filled by the Relic options. 9th Ed Codexes also seem to be getting a lot more Relics than their 8th counterparts with each Subfaction getting ine and there also being about 9/10 generic ones. Plus whatever else gets added in any Army Supplements. The only thing you need to worry about is that they might be locked to <Officer> models or <Commisar> models. Hell, Guard also have Tank Aces for Gods sake. There is plenty of customisation in the game.


GW And What 40k Should Be @ 2022/02/06 21:17:11


Post by: JNAProductions


 Gert wrote:
There is plenty of customisation in the game.
I disagree. Strenuously.

Not saying earlier editions were perfect about it, certainly, but they were BETTER. And the trends GW are following indicate it's getting worse, not better.


GW And What 40k Should Be @ 2022/02/06 21:37:09


Post by: Unit1126PLL


Gert wrote:
I agree that there are fewer options for Officers than in previous Editions but I do want to make a couple more points I had in hindsight.
As someone else said earlier, how many Wargear choices in previous Editions were actually a "choice"? I mean Unit put Refractor Fields on both their Officer examples and now they're not optional, it's suddenly a problem? But it's also not just about auto-selects, it's about redundancy. Take, for example, the Legion Astartes Praetor (I'm using a HH example because people seem to like using it as an example of "choice" and "narrative"). Praetors can take Power Weapons, Charnable Sabres, or a Paragon Blade as similar weapons. The Paragon Blade is so far ahead of the other two options in terms of use that I genuinely don't think I've ever seen people arm a Praetor with either, even at narrative events. Same with the Invuln save options. Nobody is taking a Combat Shield or a Refractor Field when an Iron Halo is just objectively the better option. At 150pts my Praetor has a 2+ save (Artificer Armour is auto-included btw), a 4+ Invuln, and a weapon that is +1 Strength, AP 2, and Instant Death on a wound roll of a 6. At best a Praetor is going to be taking something like a Thunder Hammer instead of the Blade or Terminator Armour instead of an Iron Halo, and even then it depends on the pattern of Terminator Armour. There are a lot of options to take but about 60% are just worthless for the unit in question.
Could certain units do with at least a couple more options? Maybe. But how many would be options just for the sake of options?
Also yeah, you can choose not to have Warlord Traits or Relics but it still falls into the illusion of choice thing. You can't escape the illusion.


I think you're pulling a "whatabout" here. Option redundancy sucks and should be streamlined, I agree, but there are meaningful choices in my illustration that each do something unique and different. And having ~6 different warlord trait choices (about 2 of which are useful) and about 7 different relic choices (once you've chosen your subfaction and with only about 3 or 4 useful ones) doesn't leave much diversity. One Praetorian army will look very similar to one Armageddon army in terms of the "your dudes" effect, compared to 3.5ed, and officer wargear is only the tip of the iceberg.

Gert wrote:
 waefre_1 wrote:

Well, I'd say that the illusion is specific to whether the choice is meaningful, and the argument is that the choice at least existed. As Vipoid mentioned upthread, yes, there were dud options that didn't get picked, but you can't fix an option that doesn't exist. Maybe a piece of wargear is pointless now, but that could change in the future. Flat removing it because the rules are bad strikes me as equivalent to demolishing a rarely-used building at a school - yes, that is a way to solve the problem, but you could have found a different use for the building (wargear) instead, and now that it's demolished even that is no longer a possibility. It feels...defeatist, or lazy, I guess. More of a "Let's not even bother trying to make this work", you know?

From the perspective of streamlining (I really don't care if people think 8th did or did not streamline 40k, that was very clearly the intention), why keep options that aren't seeing use or don't offer much in the way of bonuses? I don't see how it's lazy to look at a unit entry and go "hmm nobody is taking half of these, why do we even bother?". It's just common sense. And just as you argue it could be useful in the future, the crux of this specific discussion is based around a Codex from last Edition. We have no idea what changes are going to be made to Guard so I can just as easily use the much-hated "wait and see".

Also, I wouldn't say that Refractor Fields no longer being an optional choice is a problem per se, just that it's emblematic of the loss of flavor that comes with the loss of options. I'm running a Kanak Skull Takers list and the Warchief wouldn't trust such techno-sorcery? Tough gak, here's a Refractor Field! I'm running an armored list where the "Platoon" commander doesn't need (and possibly wouldn't have earned) a Refractor Field since he's just an attachment of mechanized infantry subordinate to the Tank Commander? Feth off, he gets one anyways (and no, I can't give it up so I can buy extra pintle mounts or dozer blades, either)! There's something to be said for allowing people to make suboptimal choices, either as a means of challenging their skill on the tabletop or because they have a specific theme in mind and would rather stick to it even if it hurts them.

They aren't Wargear though, it's a special rule. You can literally just choose to not use it. You're not paying for it or anything. Have you actually used the 8th Ed Guard Codex?

Presumably, it isn't Free though. If you wanted to use those 5-15 points elsewhere (say, to buy your troopers Warrior Weapons as they're Kanak Skull Takers - not that you can do THAT in 9th either, but not's let get facts get in the way of arguments). If you're literally saying a 5+ invulnerable save contributes 0pts to the officer's points cost, I hope you don't mind it being on all my men there either - obviously, it didn't change the officer's base cost so why would it change anyone's? The officers are more valuable than the men.

It's disingenuous to suggest it's "free" just because the cost is baked into the character.

Gert wrote:
As for the redundancy, that's a fair point. However, a lot of those armory options weren't just "this sword has D2, this sword has AP-1, and this sword wins the game if you have it at deployment" - they offered special rules or exceptions to rules so that you could change how you played. Take the Medallion Crimson - you can be a bit more aggressive with the bearer since they can eat an Instant Death attack and not instantly die to it. The Macharian Cross has a cognate in the Dagger of Tu'Sakh, but you can take more than one Macharian Cross in an army, allowing you some more latitude in the redeployment special rule. Yes, not all of them are necessarily worth the points they cost, but again, you could at least take them and try to make them work.

And that's where Relics come in. All of those things you've described are filled by the Relic options. 9th Ed Codexes also seem to be getting a lot more Relics than their 8th counterparts with each Subfaction getting ine and there also being about 9/10 generic ones. Plus whatever else gets added in any Army Supplements. The only thing you need to worry about is that they might be locked to <Officer> models or <Commisar> models. Hell, Guard also have Tank Aces for Gods sake. There is plenty of customisation in the game.

The Guard codex has 24 relics between it and its supplements (Pariah and Cadia). It still doesn't let anyone do "your dudes" as they're locked behind some weird restrictions. Want a Techpriest Enginseer with a data-reader that regenerates Command Points (Kurov's Aquila)? Too bad - turns out your regiment's Tech-Priests aren't allowed to be cool. Want a Primaris Psyker with Manmorph Tuskblade, representing a weapon he took from his homeworld before he left for his sanctioning? Too bad, that's never happened to any psyker in the galaxy, idiot. The problem with relics is that they aren't really Your Dudes.

Plus, there's not that many choices with the relics. There's 24 "choices" but, there's like, 6 that anyone can remember off the top of their head.

Lastly, the Guard had Tank Aces in 3.5 as well, replete with something like 24 doctrine choices (that could do everything from seeing a tank issued with anti-tank shells to having its hull blessed by the Machine God so alien weapons couldn't affect it). Nowadays? A Russ can have 6 options, one of which gives it a 2+ save to replace its existing 2+ save. Oh, and you can only have two, so I hope you regiment isn't made up of mostly veteran tankers or anything. Oh, and one of them requires your Warlord Trait slot, so I hope you weren't differentiating between commanders with that 1 Warlord Trait you get.


GW And What 40k Should Be @ 2022/02/06 22:00:41


Post by: waefre_1


 Gert wrote:
From the perspective of streamlining (I really don't care if people think 8th did or did not streamline 40k, that was very clearly the intention), why keep options that aren't seeing use or don't offer much in the way of bonuses? I don't see how it's lazy to look at a unit entry and go "hmm nobody is taking half of these, why do we even bother?". It's just common sense. And just as you argue it could be useful in the future, the crux of this specific discussion is based around a Codex from last Edition. We have no idea what changes are going to be made to Guard so I can just as easily use the much-hated "wait and see".

If GW cared enough to come up with the options, then they should care enough to try to make them work. If they don't care enough to try to make them work, why bother including them to begin with? I work in IT, I write scripts to automate tasks and solve problems. If I write a script and it fails, and I immediately throw my hands up and say "Welp, script's broke, can't make it work" and give up, am I not being lazy?

They aren't Wargear though, it's a special rule. You can literally just choose to not use it. You're not paying for it or anything. Have you actually used the 8th Ed Guard Codex?

Yes? They may not have an explicit cost in the 'dex somewhere, that doesn't mean they're free. Make the Refractor Field a piece of wargear again and the Company Commander becomes $WARGEAR_COST points cheaper. That's what they did to the Leman Russ - take out the main gun and make the base chassis that much cheaper.

And that's where Relics come in. All of those things you've described are filled by the Relic options. 9th Ed Codexes also seem to be getting a lot more Relics than their 8th counterparts with each Subfaction getting ine and there also being about 9/10 generic ones. Plus whatever else gets added in any Army Supplements. The only thing you need to worry about is that they might be locked to <Officer> models or <Commisar> models. Hell, Guard also have Tank Aces for Gods sake. There is plenty of customisation in the game.

First off, no, they aren't all filled by Relic options. Second, certain Relics are also locked into certain <Regiment>s, and with the general trend away from multiple detachments/souping, that means that you're never playing with the full set of options (even if you do go with multiple detachments, you can't give your Warlord Pietrov's Mk45 AND a Mamorph Tuskblade since they can't be both <Catachan> and <Valhallan> at the same time). There's a distinct difference between "only Priests can carry a holy relic" and "only Priests from a specific homeworld can wield a holy relic".


GW And What 40k Should Be @ 2022/02/06 22:18:39


Post by: Arbitrator


 kodos wrote:
 Unit1126PLL wrote:
Telling "fluff hammer" players to feth off and find another game (or edition) to play is peak DakkaDakka.


Maybe we should do it, lets all the fluff-hammer players move to another game and see how long it takes for the rest to follow

GW could literally write, "Warhammer is for everyone... except fluffplayers. You will not be missed." And the overwhelming majority would stick around.

To be fair the same would go if they wrote that about competitive players too.


GW And What 40k Should Be @ 2022/02/06 22:36:03


Post by: H.B.M.C.


Toofast wrote:
If you aren't playing in tournaments, why does the tournament meta affect your garagehammer games?
For many people the way they play 40k is via pick-up games at gaming stores. These, by their very definition, are designed to be done in an ad-hoc/on the fly style method, meaning as little time spend organising them as possible. For that reason, there is a level of standardisation that is inherent in pick-up games in order for them to run smoothly and quickly. Tournament rules, meta, and changes filter through to the general populace and become 'standard' for pick-up games. It's why so many thought 'Rule of 3' was a general 40k rule in 8th when it wasn't, and why the recent changes to Patrols, despite "only" being for Nachmund Tournament missions, will filter through to regular 40k pick-up games.

That's why tournaments matter to more casual gamers, because more casual gamers are playing pick-up games more than anything else, especially in the US.

How many times must this be explained?

 Daedalus81 wrote:
As noted above - I guarantee you those old options weren't all good picks. Huskblade is either incredible or trash depending on when Eternal Warrior came out and what people used.
Put simply: Who cares if its good or not? Why is that the determining factor whether something gets to exist?




GW And What 40k Should Be @ 2022/02/06 22:46:48


Post by: Sgt_Smudge


Unit1126PLL wrote:It still doesn't let anyone do "your dudes" as they're locked behind some weird restrictions. Want a Techpriest Enginseer with a data-reader that regenerates Command Points (Kurov's Aquila)? Too bad - turns out your regiment's Tech-Priests aren't allowed to be cool. Want a Primaris Psyker with Manmorph Tuskblade, representing a weapon he took from his homeworld before he left for his sanctioning? Too bad, that's never happened to any psyker in the galaxy, idiot. The problem with relics is that they aren't really Your Dudes.
Sure, but I've also never been able to stick a bolter in the hands of a regular guardsman who picked one up in combat, or a Thunder Hammer and Jump Pack Senior Officer.

So much for "My Dudes"?


GW And What 40k Should Be @ 2022/02/06 23:07:58


Post by: Unit1126PLL


 Sgt_Smudge wrote:
Unit1126PLL wrote:It still doesn't let anyone do "your dudes" as they're locked behind some weird restrictions. Want a Techpriest Enginseer with a data-reader that regenerates Command Points (Kurov's Aquila)? Too bad - turns out your regiment's Tech-Priests aren't allowed to be cool. Want a Primaris Psyker with Manmorph Tuskblade, representing a weapon he took from his homeworld before he left for his sanctioning? Too bad, that's never happened to any psyker in the galaxy, idiot. The problem with relics is that they aren't really Your Dudes.
Sure, but I've also never been able to stick a bolter in the hands of a regular guardsman who picked one up in combat, or a Thunder Hammer and Jump Pack Senior Officer.

So much for "My Dudes"?


If you defined "your dudes" as "that one guardsman who picked up a bolter" or "a senior officer who has a jump pack and thunder hammer" then yes, so much for your dudes.

I'm not asking for any fluff changes like you are though (re: thunder hammers and jump packs). I'm asking for GW to bring back the in-line-with-the-fluff customization that they used to have, that they've now lost in favor of ... well, considerably unfluffy alternatives.

I mean everyone ignored my "Armageddon Steel Legion in 3.5 vs Armageddon Steel Legion now" example, but it's apt.

In one book, they're a force who:
- must take chimeras
- can take ratlings, unlike other regiments who cannot
- can take conscripts, who are also regiment restricted
- Xeno-Fighters Orks - i.e., are good at fighting orks
- can take storm troopers, which are ALSO regiment restricted

nowadays:
- vehicles ignore AP -1 (???)
- rapid fire at 18" (as we know, mechanized regiments absolutely love staying at medium range and firing on fully-automatic with nary a transport in sight).


GW And What 40k Should Be @ 2022/02/06 23:15:59


Post by: TangoTwoBravo


 H.B.M.C. wrote:
Toofast wrote:
If you aren't playing in tournaments, why does the tournament meta affect your garagehammer games?
For many people the way they play 40k is via pick-up games at gaming stores. These, by their very definition, are designed to be done in an ad-hoc/on the fly style method, meaning as little time spend organising them as possible. For that reason, there is a level of standardisation that is inherent in pick-up games in order for them to run smoothly and quickly. Tournament rules, meta, and changes filter through to the general populace and become 'standard' for pick-up games. It's why so many thought 'Rule of 3' was a general 40k rule in 8th when it wasn't, and why the recent changes to Patrols, despite "only" being for Nachmund Tournament missions, will filter through to regular 40k pick-up games.

That's why tournaments matter to more casual gamers, because more casual gamers are playing pick-up games more than anything else, especially in the US.

How many times must this be explained?

 Daedalus81 wrote:
As noted above - I guarantee you those old options weren't all good picks. Huskblade is either incredible or trash depending on when Eternal Warrior came out and what people used.
Put simply: Who cares if its good or not? Why is that the determining factor whether something gets to exist?




Did not know that the Patrol change rumour was confirmed?

My question is why a "casual" player who plays pickup games on Saturday with strangers would not want GW to attempt to balance off what happens in the tourney scene? Doesn't mean that the designers succeed, but the intent is good. Additionally, bleed over of lists/tactics from tournaments is still not a reason for a "casual" to throw shade at tourneys. Still, a casual being mad at the tournament scene doesn't really do anything at the end of the day.

I do feel a little bad for the lonely Narrative gamer who has a specific battle he wants to recreate that cannot find a like-minded opponent, but that's life sometimes. At least the GT 2022 system provides a common framework for players to have a game. A pre-game chat about expectations is still helpful, but you can get to dice throwing without too much negotiation.

I hear about "better" games out there, but I can only seem to find them in the 50% discount bin at the FLGS and not much actual game play. Maybe my area is the exception, but our 40K tourneys sell out on-line in a couple of hours while other systems (Bolt Action, Flames of War) might be lucky to get to half-capacity. Warmachine is dead. Infinity as well. That could change, but there it is.


GW And What 40k Should Be @ 2022/02/06 23:41:44


Post by: PenitentJake


 JNAProductions wrote:
I feel like part of the point of my OP was missed-40k is badly balanced, by pretty much any reasonable definition of balance.

But, while I'd like it to be otherwise, I'm fully capable of realizing that it will probably never be balanced.

However, what I'd like if that's the case is customization-Dark Eldar, again, are strong. But there's very minimal customization options.
Necrons-they're weak. And they have minimal customization.


I think part of the issue is that your definition of customization is specifically "Equipment customization at the unit level."

By that definition, yes, 9th has nowhere near the customization of previous editions. I think 9th SHOULD be stronger here than it is- I'm no more a fan of current trends in equipment lists at the unit level than most people. I always enjoyed the load out stage of list building and the modelling opportunities it provided.

But I think that in terms of Army construction, there are more options than there have ever been. I really had to think about my army from top down in order to lock down "my dudes"

Specifically, I had to decide what my army represented:

Was it an alliance between equally powerful cults, kabals and covens?
Was it a powerful cult with kabal/ coven allies?
A powerful coven with cult and kabal allies?
A powerful kabal with cult and coven allies?

Is it primarily a realspace raiding force, or will you mostly be functioning as a raiding force? (Note, I wish the names for these two types of forces were more distinct)

The process I used was to start wit a cult patrol, a coven patrol and a kabal patrol. This because I'm not just building an army; I'm building a raoster from which many different armies can be built based on my needs for a particular game. Choosing to start with this as a baseline configuration will maximize the options available. I build each to 25 PL; this is only the baseline army, so I don't need to flesh out points yet; 25 PL is roughly 500 pts. At this point, what I've got is not one 1500 point army... I mean, yes, I have that- two actually, because I can build it as a realspace raid or a raiding force, and that is a very significant and "my dudes" level decision that has never before existed.

But in addition to those two distinct 1500 point armies, you've also got three distinct 1000 point armies (Kabal+ Cult, Kabal + Coven, Cult + Coven). And finally, of course, you also have 3 very distinct 500 point armies. And you should be keeping all of those build options in mind as you build- thinking only about the eventual 2k build is a really bad way to get the most out of a DE army. If each of your patrols is treated as an army unto itself, on the other hand, you're unlocking a lot of potential. Your first decision is to pick subfactions for each of your three patrols, and remember, it's best to think about this in terms of your specific needs- your choices on this might be different if you've chosen to depict a strong Kabal with Cult and Coven allies vs. A strong Cult with mostly Coven allies.

Other things to think about: when I build armies these days, I start each unit by thinking about the Kill Team potential within it. For DE, your fire teams are 5 kabalite or 5 wych models; you get one leader, one gunner and one heavy gunner in a kabal fireteam, or one leader and up to 3 fighters- each armed with a different wych weapon. And this is where I'm with you- I loved it when I used to be able to take 3 Shard net + Impalers instead of one of each- really miss that. But what I tend to do is optimize these models for Kill Team. and I put some thought into their basing because I want them to blend with the other five models in the unit, but I also want them to be identifiable as a team within a team. Now I have the five left over models to think about; If it was a fire team, how would I make it interesting? This is where I tend to put modeling flourishes- simple conversions like swapping in a head that is only available in a rider's kit or any other suitable Aedlari head from a normal kit. Again, their basing needs to be both consistent with and distinct from the basing of the other fire team. In particular, I want to model one of these five to be recognizable as leader, even though I can't actually equip it with a leader's load out.

When I'm figuring out my HQ, it helps to know the character's role in the larger army. So if I've decided that the Kabal is going to be assuming the leadership role at the Strikeforce level, I might build it as befitting a Master Archon, a Master Succubus or a Master Haemonculous. What I usually do is build it as I would build a Master- so again, distinctive basing, and simple subtle conversion work- usually limited to part swapping from other suitable kits. I think about what their warlord traits would be, even if I don't use them as warlords in every game. There's a lot that goes on with this- first consideration is usually synergy with the Subfaction trait, synergy with load out choice or equipped relic and then suitability to the lore, I tend to see the core units is being exemplars of the subfaction they represent, so in I often pick bespoke subfaction traits for these units when I can. Then I'll think about which relic I would equip the model with based on its various synergies, it's modelling potential, it's consistency with the lore and the story of "My dudes". With both the WL trait and relic known, I can determine how that informs the pose or loadout for modelling purposes.

So now I need to think about the next patrol- the one that will get me to 2k. What you want to do here to maximize play potential is pick which of your three sub factions will be in the leadership role of the assembled army, and build a second patrol for the faction. This is also where I tend to put any mercenaries. With these units, I'm putting in a little less thought- they don't need to be optimized as a standalone force, and they should be designed to synergize with the existing patrol that matches their subfaction. You want to think of how they would fit as both a second patrol and as a combined brigade. This HQ model is less likely to be used as a master model, so you don't need to think as deeply about customization or modelling.

So now that I've got my 100 PL army, I'll run a points count to see how close I am to that 2k mark. I can usually swap around a bit of load out to fine tune it to 2k. At this point, play it's time to play. This is where you figure out if you like realspace raid or raiding force. This is where you start to work toward optimization. I tend to do this by adding to existing detachments rather than building others- 4 is the maximum detachment size even in Onslaught games. At this point, I'm seeking primarily to fine tune competitiveness- all the other concerns about aesthetic and play style preferences have already been considered. You'll be looking for any unit substitutions you can make, as well as optimizing load out as much as you can.

Now with this army, what I recommend is that you try to get smaller games in addition to your regular 2k matched game nights. If you've got someone in your life- a sibling, spouse, room mate or kid, or even just a close friend who doesn't currently play warhammer, you should teach this person to play. Let them pick one of your patrols while you pick from what's left over. Play at home on a small board. Use PL, stick to simple missions- maybe even using the open war deck for the first few games; even though all of these patrols are technically battleforged, your friend is still learning, so secondaries and strats should take a back seat- since you're already using the open war deck anyway, just waive your battleforged bonusses. Technically, this means no CP (unless generated by your army) and therefore no strategems. What I do is start with no CPS, but still get 1 per turn and use only the strats from the BRB. I'd play enough of these to let each player play each patrol once.

In these games, you're learning about how to maximize auras through positioning, how to maximize the impact of terrain, how to make the most out of warlord trait and relic abilities, and how all of these factors interact with army-wide and subfaction bonusses. This is a really good way to learn these skills, as they often get lost in the noise of bespoke strats. You and your friend may like these small scale games, and you might decide to add them to your gaming schedule. Maybe not. Maybe you have another person with whom you may want to try the same approach. Maybe not.

You're still regularly playing your preferred game in your regular venue according to your regular schedule, still tweaking that army for event participation or just to do better in pick up games. The more you tweak, the more you may consider altering the structure of your army. In acquiring new units, you'll unlock the potential for battle beyond 2k as well, though depending upon the choices you've made along the way, there might not be much to add.

Back on the small scale, if your friend is into it, you might be thinking about crusade. I have to tell you, when you can crusade with a housemate, it really is a kind of magic- especially with DE because their fluff is so full of internal army strife and struggle for power. The bespoke Crusade rules are basically a DE version of Necromunda- it is seriously everything that old Gangs of Commorragh minigame was supposed to be and so much more.

It's great too, because you earn all this extra customization in the form of requisitions and battle honours by fighting against each other within Commoragh, but then when you get an opportunity for a bigger game, you can combing armies into a raiding force or a realspace raid and team play.

And just a few words about Crusade: a lot of people have a lot of legitimate and compelling objections or barriers to playing crusade, and I get that. I suggest it as a remedy for feeling like you've lost customization options. Not just choosing your upgrades and customization options, but actually earning them provides so much more satisfaction, and there's so much more to choose from than mere load out options. And the modelling potential! It's of the charts.

At a base level, by a box of skulls. Add a skull to the base of every unit when it levels; pick the skull that corresponds to the enemy you defeated to earn the battlehonour when and where possible. So even with this simple visual code, you're distinguishing units from one another- the whole army could be hroic, but the base would still tell a story by showing which armies the model has encountered. I take this a lot further with some models. For example both my Hospitaller and my Dialogus have magnetized back packs because at the lower levels they are still learning, so they just have standard back packs, getting their full back pack at Battlehardened. I'm doing the same with the Dialogus lectern and I'm going to see if it's possible to do it with the Hospitaller's casualty- that's the upgrade for Legendary. My GSC Patriarch is a Stealer with a blinged out base at Blooded, a conventional plastic patriarch at Battlehardend a Classic metal running partiarch at Heroic and a Classic Metal Throned Patriarch at Legendary.

Anyway, I agree with you that equipment options have certainly taken a hit in 9th. That bums me out, and I'm not sure it was necessary for GW to do it. However, despite the loss of this particular form of customization, I feel like we've never had some many opportunities for other types of customization. This is even more true of DE specifically, and of Crusade games of any army... but even disregarding army choice and play mode, I still feel like there are still a lot of non equipment options that offer a combination of interesting rules, modelling opportunities, lore expression and personal narrative.



GW And What 40k Should Be @ 2022/02/07 00:14:18


Post by: auticus


I hear about "better" games out there, but I can only seem to find them in the 50% discount bin at the FLGS and not much actual game play. Maybe my area is the exception, but our 40K tourneys sell out on-line in a couple of hours while other systems (Bolt Action, Flames of War) might be lucky to get to half-capacity. Warmachine is dead. Infinity as well. That could change, but there it is.


The main draw of 40k is not that it is an awesome game, its that you can find a game literally in any location on the globe for the most part.

It is a nuclear reactor that feeds itself. People look at games and most tabletop games do cost a lot of money to get into, so the 40k choice is a no-brainer for most people because there is no need to have to drum up a community for it.

99 times out of 100 wherever you are the community already exists. That part is HUGE when it comes to deciding which game to play.


GW And What 40k Should Be @ 2022/02/07 01:25:33


Post by: Backspacehacker


Sooo just gonna throw this out there, you know spaghetti against the wall see what sticks.

What it GW introduced into narrative game play, or a option to have/take a highly customizable "your dude" depending on the army you take that would let you equip him is any way you wanted including buying special rules with a limit on those special rules.
Like let's say If you wanted to equip your dude with 2 plasma pistols and buy gun slinger for him. And you only can do this for like 1 cp if it's a 5 would or less model
2cp 6-12 point model
3cp for 13+ wound models.

Not married to this idea, just throwing it out there.


GW And What 40k Should Be @ 2022/02/07 01:34:27


Post by: AnomanderRake


 Backspacehacker wrote:
Sooo just gonna throw this out there, you know spaghetti against the wall see what sticks.

What it GW introduced into narrative game play, or a option to have/take a highly customizable "your dude" depending on the army you take that would let you equip him is any way you wanted including buying special rules with a limit on those special rules.
Like let's say If you wanted to equip your dude with 2 plasma pistols and buy gun slinger for him. And you only can do this for like 1 cp if it's a 5 would or less model
2cp 6-12 point model
3cp for 13+ wound models.

Not married to this idea, just throwing it out there.


The narrative players would take a skeptical sideways look, try it out in a few games, and decide that it was either too broken to use or kind of pointless. The competitive players would lose their gak and this would generate weeks of "look at this broken combo that happens if you're trying to play casually!" headlines/videos. The average casual player wouldn't bother because it'd either be a lot of extra modeling work, or it'd be $50 for one guy. Jokes about common proxies for various options would proliferate. This would get added to each army only as the 10e Codexes come out, so players wouldn't have equal access to it and it'd be another "wait until your new book comes out or just buy a different army!" point of contention. The sculpting team would rise up in revolt when asked to make customizable character sprues for a bunch of different armies, so the only ones that'd actually have models would be thirteen different Primaris Lieutenant sprues. Take your pick.

Those of us complaining about the loss of customizable stuff are very much in the minority and most of us have already quit 9th, it's not the kind of thing GW perceives much demand for in the current competitive-focused era.


GW And What 40k Should Be @ 2022/02/07 01:54:13


Post by: waefre_1


 Backspacehacker wrote:
Sooo just gonna throw this out there, you know spaghetti against the wall see what sticks.

What it GW introduced into narrative game play, or a option to have/take a highly customizable "your dude" depending on the army you take that would let you equip him is any way you wanted including buying special rules with a limit on those special rules.
Like let's say If you wanted to equip your dude with 2 plasma pistols and buy gun slinger for him. And you only can do this for like 1 cp if it's a 5 would or less model
2cp 6-12 point model
3cp for 13+ wound models.

Not married to this idea, just throwing it out there.

Well, if my army were just one dude, there might be some merit to that. I (and I assume Unit as well) focused on the wargear for officers since it provides one of the more stark examples of the loss of options, but the issue runs across the entire army (see: Unit's example of 3.5e Armageddon vs 8e Armageddon). Customizing one dude does not fix the other hundred or so dudes we'd have in the army.


GW And What 40k Should Be @ 2022/02/07 01:57:40


Post by: Unit1126PLL


the main thing with "your dudes" isn't the single dude (though that can be used as an exemplar) but rather the army.

In 3.5 my tank company might have:
Rare Troops: Vanquisher
Side Armor Skirts
Machine-God's Blessing
Reinforced Ceramite Armor
Anti-Tank Rounds

representing a well-equipped armored regiment fresh from the factory with the best tanks my wealthy world can buy.

Your tank company might have:
Crush and Grind
Evasive Driving
Ace Gunners
Ace Drivers
Ace Sponson Gunners

To represent a tank company with veteran crews, hard-bitten after years of war and unafraid of closing with enemy infantry and crushing them undertread. Their rare tanks have been lost, their armored plates (once the pinnacle of Imperial production methods) patched and roughly handled, and they've long since expended their precious augur antitank rounds.

Meanwhile, in 9th, I might have:
Valhallan doctrine
two tank aces (-1 damage and like Slow and Purposeful or something)

you might have:
Catachan doctrine
Old Grudges
Weapon Ace

And that's it.


GW And What 40k Should Be @ 2022/02/07 03:24:52


Post by: The Red Hobbit


 Unit1126PLL wrote:
It's not just weapon options. There are other wargear options as well. Consider the following two IG HQ characters custom made from 3.5:

"Colonel Ivan Belinski, Commander of the 53rd Chortaxi Vanguard"
- Heroic Senior Officer
- Trademark Item (Golden Skull-Cane)
- Bionics
- Plasma Pistol (Master Crafted)
- Storm Bolter
- Refractor Field
- Carapace Armor
- Medallion Crimson

"Captain Tomas van Lourd of the 267th Armageddon Steel Legion"
- Senior Officer
- Refractor Field
- Plasma Pistol
- Power Sword
- Frag Grenades

Ivan holds the line rather than preferring to enter close-combat himself, positioned in the center of his defensive works likely with a company - or regimental - standard. He is a hero, a decorated veteran whose wounds have been patched by bionic replacement. His staff is a symbol to his men, held high and waving as he bellows orders to those around him.

Tomas, meanwhile, is a competent but unexceptional company captain, finding most of his time issuing orders from within his Armageddon Chimera. He doesn't wear bulky carapace armor, and carries close-combat equipment to see a mechanized assault home. He only disembarks when necessary however, and dispenses with the typical flair and flash of some of his more heroic and inspiring peers.

Consider them in 9th:
Colonel Ivan:
Company Commander with Bolter, Plasma Pistol

Captain Thomas: company Commander with power sword, plasma pistol

Woo, so distinct and different!


I really love that level of customization back then, really makes your dudes, your dudes. Behind the scenes I often wonder what caused GW to move away from that level of customization to being more cookie cutter. Trimming down weapons loadouts based on whats in the box is easy to understand even if I disagree with it, but I've always wondered why they got rid of the upgrades like Heroic Senior Officer or Trademark item. Sure there is always balance issues when you stack multiple things on one unit but I wonder what else drove that.


GW And What 40k Should Be @ 2022/02/07 03:36:00


Post by: Toofast


 Unit1126PLL wrote:
Telling "fluff hammer" players to feth off and find another game (or edition) to play is peak DakkaDakka.


You need some help with your reading comprehension. I never told them to find another game. I asked why the tournament meta matters to them if they aren't playing in tournaments. If competitive players are a tiny, vocal minority, surely it should be easy to find a local group that also doesn't care about tournaments. You can then play 9th crusades using power level, 5th edition with houserules, whatever you want. I don't complain about the rules for the local adult baseball league because I don't play in so they're irrelevant to me. Similar concept can be applied here.


Automatically Appended Next Post:
 H.B.M.C. wrote:
Toofast wrote:
If you aren't playing in tournaments, why does the tournament meta affect your garagehammer games?
For many people the way they play 40k is via pick-up games at gaming stores. These, by their very definition, are designed to be done in an ad-hoc/on the fly style method, meaning as little time spend organising them as possible. For that reason, there is a level of standardisation that is inherent in pick-up games in order for them to run smoothly and quickly. Tournament rules, meta, and changes filter through to the general populace and become 'standard' for pick-up games. It's why so many thought 'Rule of 3' was a general 40k rule in 8th when it wasn't, and why the recent changes to Patrols, despite "only" being for Nachmund Tournament missions, will filter through to regular 40k pick-up games.

That's why tournaments matter to more casual gamers, because more casual gamers are playing pick-up games more than anything else, especially in the US.

How many times must this be explained?

 Daedalus81 wrote:
As noted above - I guarantee you those old options weren't all good picks. Huskblade is either incredible or trash depending on when Eternal Warrior came out and what people used.
Put simply: Who cares if its good or not? Why is that the determining factor whether something gets to exist?




The same people claim that competitive players are a teeny tiny minority and the vast majority are super casual and don't care about building a strong list or even playing evenly matched games with points. You can't have it both ways. IMO most people in the United States are more competitive and that's why pickup games use tournament missions, 2k points, 44x60 tables, etc. They also make up most of the revenue because they're constantly buying new units or even whole armies based on what's powerful in the meta at the time, while a more casual player might pick up 1 new kit a month because he wants to paint it. People playing PL crusades and not caring about winning games are the tiny minority, they just make up the majority of forum users on this and similar forums because the younger/more competitive players are on reddit and in discord groups.


GW And What 40k Should Be @ 2022/02/07 03:44:50


Post by: Voss


He very obviously isn't asking to have it both ways. He's explaining the reality to you- that it does affect pick-up games in stores.

Supposed minorities and majorities don't matter- they're effectively a straw man.


GW And What 40k Should Be @ 2022/02/07 03:54:02


Post by: Toofast


Voss wrote:
He very obviously isn't asking to have it both ways. He's explaining the reality to you- that it does affect pick-up games in stores.

Supposed minorities and majorities don't matter- they're effectively a straw man.


"Why are they designing this game for a tiny minority of the playerbase?" is a question you see quite often on this forum and others. If pickup games are mostly played to tournament standard, it's because that's the way most people want to play. Otherwise the pickup game standard would be power level and crusade missions.


GW And What 40k Should Be @ 2022/02/07 04:23:46


Post by: Racerguy180


Toofast wrote:
Voss wrote:
He very obviously isn't asking to have it both ways. He's explaining the reality to you- that it does affect pick-up games in stores.

Supposed minorities and majorities don't matter- they're effectively a straw man.


"Why are they designing this game for a tiny minority of the playerbase?" is a question you see quite often on this forum and others. If pickup games are mostly played to tournament standard, it's because that's the way most people want to play. Otherwise the pickup game standard would be power level and crusade missions.


The problem is the bell has already been rung with regards to tourneyhammer being the only best way to play. It purposefully makes it the default.


GW And What 40k Should Be @ 2022/02/07 04:24:07


Post by: Unit1126PLL


The real, not strawmanned claim is that a game should feasibly be able to support both narrative and competitive play within the same system, if it is well balanced and the background/setting/lore is well-abstracted (instead of the utterly unhelpful "Three Ways To Play (Because One Way To Play Is Hard To Design And We're Lazy And/Or Bad At It.)."

There are myriad examples of games (even some from GW) that:

1) are balanced better than 40k (not perfect, but better)
2) match whatever setting they're trying to portray in both: 2a) army building and 2b) army employment on the tabletop (better than 40k at any rate)
3) are easier to remember the rules for than 40k (by virtue of being intuitive; if the interaction works like you'd expect it to in reality, then all you have to remember is it works like you'd expect it to)
4) require less "planning in advance" than 40k whether one is playing to tell a story with their dudes or practice for a tournament - the game is well balanced enough that the two types of armies can co-exist on the tabletop without it being a wipe.

The whole "Narrative, Matched, and Open" thing is just a cop-out so GW doesn't have to balance a system while also sticking to a narrative. Some may say "it's liberating" because the lore no longer has to be balanced too, but that's just lazy.

"Oh yeah, in our lore Space Marines win all the time. They just don't on the tabletop because hey, who said the game had to match the lore anyways amirite?"


GW And What 40k Should Be @ 2022/02/07 09:21:54


Post by: Sim-Life


 The Red Hobbit wrote:

I really love that level of customization back then, really makes your dudes, your dudes. Behind the scenes I often wonder what caused GW to move away from that level of customization to being more cookie cutter. Trimming down weapons loadouts based on whats in the box is easy to understand even if I disagree with it, but I've always wondered why they got rid of the upgrades like Heroic Senior Officer or Trademark item. Sure there is always balance issues when you stack multiple things on one unit but I wonder what else drove that.


Cruddace is lazy and/or bad at his job. Probably both. Prior to 8th his codexes in 40k were generally bland to play and lacked options or any sense of passion. Now he's been put in charge of the whole ship and its spread to the rest of the game and it shows.


GW And What 40k Should Be @ 2022/02/07 09:47:09


Post by: jeff white


Keen observation Sim.
Exalted.


GW And What 40k Should Be @ 2022/02/07 10:54:24


Post by: Grimtuff


If Cruddace were a book he'd be two books, if he were a spice he'd be flour. In the world of 31 flavours he's the bucket you wash the ice cream scoop in.


GW And What 40k Should Be @ 2022/02/07 10:57:14


Post by: H.B.M.C.


And he messed up Tyranids.

Twice.

The second time after he was specifically called out for and acknowledged that he messed up the first time.




GW And What 40k Should Be @ 2022/02/07 11:43:38


Post by: Sim-Life


I will never not be bitter that he removed EIGHTEEN options from the carnifex.


GW And What 40k Should Be @ 2022/02/07 11:48:13


Post by: Sgt_Smudge


Unit1126PLL wrote:
 Sgt_Smudge wrote:
Unit1126PLL wrote:It still doesn't let anyone do "your dudes" as they're locked behind some weird restrictions. Want a Techpriest Enginseer with a data-reader that regenerates Command Points (Kurov's Aquila)? Too bad - turns out your regiment's Tech-Priests aren't allowed to be cool. Want a Primaris Psyker with Manmorph Tuskblade, representing a weapon he took from his homeworld before he left for his sanctioning? Too bad, that's never happened to any psyker in the galaxy, idiot. The problem with relics is that they aren't really Your Dudes.
Sure, but I've also never been able to stick a bolter in the hands of a regular guardsman who picked one up in combat, or a Thunder Hammer and Jump Pack Senior Officer.

So much for "My Dudes"?


If you defined "your dudes" as "that one guardsman who picked up a bolter" or "a senior officer who has a jump pack and thunder hammer" then yes, so much for your dudes.
Nah, I'm defining my dudes as Streb Garnsky, a guardsman weary of war, scrambling through the piles of the dead and wounded for something, anything, better than the lasgun that they've seen can't do anything meaningful towards the utterly terrifying alien abominations that have wiped out platoon after platoon, and grabbed a hold of their late Sergeant's bolter.

I'm defining my dudes as Captain Vaness Kalliga, a hot-headed senior officer inspired by the myths of avenging angels she grew up with, and leads her platoon of drop troops from the front with a two-handed hammer, and using her modified drop pack as a way to tactically reposition herself in the heat of combat. Despite the concern for her safety from the troops under her command, she always seems to pull through, against all odds.

Just so we're being fair with your very flavourful descriptions.

I'm not asking for any fluff changes like you are though (re: thunder hammers and jump packs).
Jump packs aren't actually a fluff change, considering Guardsmen used to have them, and the Tanith are shown to use them in their assault on Phantine. And why can't guardsmen carry hammers? Seems like a pretty arbitrary restriction.
I'm asking for GW to bring back the in-line-with-the-fluff customization that they used to have, that they've now lost in favor of ... well, considerably unfluffy alternatives.
You can have your fluff customisation. It's called modelling and fiction. If you want to represent your forces being worn down and weary, you can model them like that. If I want my Space Marines carrying power katanas, I'll model them like it. I don't need bespoke rules for it.

My stance on this point has changed over the years, but I think I prefer the idea of more basic rules, and leave the flavour of minor aspects to the players to build for themselves.

Your armoured column specialises in full frontal assaults? Then deploy them in a frontal formation on the tabletop. Your Space Marines specialise in using bikes? Then take bikes. Your Tyranids prefer the use of Carnifex battering rams? Then take lots of Carnifexes.

This, of course, comes with the understanding that I'd want all options to be viable on tabletop.

I mean everyone ignored my "Armageddon Steel Legion in 3.5 vs Armageddon Steel Legion now" example, but it's apt.

In one book, they're a force who:
- must take chimeras
- can take ratlings, unlike other regiments who cannot
- can take conscripts, who are also regiment restricted
- Xeno-Fighters Orks - i.e., are good at fighting orks
- can take storm troopers, which are ALSO regiment restricted

nowadays:
- vehicles ignore AP -1 (???)
- rapid fire at 18" (as we know, mechanized regiments absolutely love staying at medium range and firing on fully-automatic with nary a transport in sight).
Amazing. So take Chimeras, take Ratlings, take Conscripts, and take Storm Troopers.

If you want a fluffy army, build one. You don't need GW to force you into it.


GW And What 40k Should Be @ 2022/02/07 12:11:35


Post by: vipoid


 Grimtuff wrote:
If Cruddace were a book he'd be two books, if he were a spice he'd be flour. In the world of 31 flavours he's the bucket you wash the ice cream scoop in.





 Sim-Life wrote:
I will never not be bitter that he removed EIGHTEEN options from the carnifex.


Wait, 18, really? I knew his Tyranid books were bad but I'd forgotten they were that bad.


GW And What 40k Should Be @ 2022/02/07 12:42:46


Post by: Unit1126PLL


 Sgt_Smudge wrote:
Unit1126PLL wrote:
 Sgt_Smudge wrote:
Unit1126PLL wrote:It still doesn't let anyone do "your dudes" as they're locked behind some weird restrictions. Want a Techpriest Enginseer with a data-reader that regenerates Command Points (Kurov's Aquila)? Too bad - turns out your regiment's Tech-Priests aren't allowed to be cool. Want a Primaris Psyker with Manmorph Tuskblade, representing a weapon he took from his homeworld before he left for his sanctioning? Too bad, that's never happened to any psyker in the galaxy, idiot. The problem with relics is that they aren't really Your Dudes.
Sure, but I've also never been able to stick a bolter in the hands of a regular guardsman who picked one up in combat, or a Thunder Hammer and Jump Pack Senior Officer.

So much for "My Dudes"?


If you defined "your dudes" as "that one guardsman who picked up a bolter" or "a senior officer who has a jump pack and thunder hammer" then yes, so much for your dudes.
Nah, I'm defining my dudes as Streb Garnsky, a guardsman weary of war, scrambling through the piles of the dead and wounded for something, anything, better than the lasgun that they've seen can't do anything meaningful towards the utterly terrifying alien abominations that have wiped out platoon after platoon, and grabbed a hold of their late Sergeant's bolter.

I don't really understand what you want here, other than rules for squad members to pick up the weapons of their fallen comrades. I personally wouldn't be too miffed by such a rule and if it existed I would absolutely be annoyed if a Guardsman couldn't pick up his sergeant's bolter. But this seems tangential to the discussion, unless you are claiming you should be able to give Guardsmen bolters at army creation... so again, fluff.

If it is that critical, just say he got promoted to sergeant the next battle, and buy him a bolter (though adding bolters as a special weapon option would be rad!).
 Sgt_Smudge wrote:

I'm defining my dudes as Captain Vaness Kalliga, a hot-headed senior officer inspired by the myths of avenging angels she grew up with, and leads her platoon of drop troops from the front with a two-handed hammer, and using her modified drop pack as a way to tactically reposition herself in the heat of combat. Despite the concern for her safety from the troops under her command, she always seems to pull through, against all odds.

Just so we're being fair with your very flavourful descriptions.

That is a great description and a perfect argument for why Sororitas need jump packs. Unfortunately, the Imperial Guard cannot have them (in the lore)... And if they did, things would be at serious risk of flanderization between factions.

Preserving faction identity is important.
 Sgt_Smudge wrote:

I'm not asking for any fluff changes like you are though (re: thunder hammers and jump packs).
Jump packs aren't actually a fluff change, considering Guardsmen used to have them, and the Tanith are shown to use them in their assault on Phantine. And why can't guardsmen carry hammers? Seems like a pretty arbitrary restriction.

Guardsmen had jump packs in the era that Space Marines had shuriken catapults. We can talk about that era if you want, but it isn't really what I want - which fluff is better is a matter of opinion though.

Oh, and you confused Grav Chutes (which the guard have, including entire regiments of them) with Jump Packs. The Tanith used grave chutes at Phantine iirc. And Grav Chutes absolutely were an option until - guess what - GW killed them.

This is literally my point. In 3.5ed, you could buy Drop Troops, which literally gave your lads drop troops. Some form/way of playing drop troops lasted all they way until 9th, where GW outright killed the models with Grav Chutes (Elysians) and removed drop troops/deep strike as a regiment ability unless you don't play a regular regiment at all (Scions have it if you just wanted to play Storm Troopers).

Oh and they took the corpse out back and strung it up with the flyers nerf - now you can't even have the regiment drop out of Valkyries.

 Sgt_Smudge wrote:
I'm asking for GW to bring back the in-line-with-the-fluff customization that they used to have, that they've now lost in favor of ... well, considerably unfluffy alternatives.
You can have your fluff customisation. It's called modelling and fiction. If you want to represent your forces being worn down and weary, you can model them like that. If I want my Space Marines carrying power katanas, I'll model them like it. I don't need bespoke rules for it.

No, but this is a silly argument. Why even play a Warhammer game? Why not just play chess and just have the fiction of the battle be that it's in the 41st millennium?

 Sgt_Smudge wrote:
My stance on this point has changed over the years, but I think I prefer the idea of more basic rules, and leave the flavour of minor aspects to the players to build for themselves.

I think this is a fine idea too, and worthy of discussion. However, that isn't what's happening in 9th at all. What's happening in 9th is a huge, voracious, carcinogenic growth of rules bloat to try to get every faction under the sun to have rules - and yet it is still failing worse than earlier editions did, because the rules aren't written that well.

What you want has merit and I would love to discuss it in another thread.
 Sgt_Smudge wrote:

Your armoured column specialises in full frontal assaults? Then deploy them in a frontal formation on the tabletop. Your Space Marines specialise in using bikes? Then take bikes. Your Tyranids prefer the use of Carnifex battering rams? Then take lots of Carnifexes.

This, of course, comes with the understanding that I'd want all options to be viable on tabletop.

Which gets back to balancing for narrative vs balancing for competitive. Something I think you and I would agree on.
 Sgt_Smudge wrote:

I mean everyone ignored my "Armageddon Steel Legion in 3.5 vs Armageddon Steel Legion now" example, but it's apt.

In one book, they're a force who:
- must take chimeras
- can take ratlings, unlike other regiments who cannot
- can take conscripts, who are also regiment restricted
- Xeno-Fighters Orks - i.e., are good at fighting orks
- can take storm troopers, which are ALSO regiment restricted

nowadays:
- vehicles ignore AP -1 (???)
- rapid fire at 18" (as we know, mechanized regiments absolutely love staying at medium range and firing on fully-automatic with nary a transport in sight).
Amazing. So take Chimeras, take Ratlings, take Conscripts, and take Storm Troopers.

If you want a fluffy army, build one. You don't need GW to force you into it.

I think you are missing the discussion here somewhat. I was attempting to prove that 9th did faction identity worse than earlier editions.

I was not attempting to prove that you need faction identity to be present in the rules at all, which is a separate and more lengthy discussion that probably deserves its own thread.

My $0.02 is that I prefer there to be faction identity represented in rules - the game is cooler when Saim-Hainn and Alaitoc play differently rather than just being different paint-schemes. I say that because army composition is only part of reflecting an army's lore on the tabletop.


GW And What 40k Should Be @ 2022/02/07 15:50:33


Post by: Backspacehacker


 Grimtuff wrote:
If Cruddace were a book he'd be two books, if he were a spice he'd be flour. In the world of 31 flavours he's the bucket you wash the ice cream scoop in.


This gave me a hearty chuckle, thank you.


GW And What 40k Should Be @ 2022/02/07 17:23:53


Post by: Gert


Hell's bell's there are quite a few Bees in quite a few bonnets.
I ain't gonna go through the many posts but I will give some generic responses.

1 - Stop comparing an outdated Codex with the new system where it doesn't have the content from the new system. At least use updated Codexes as examples.
2 - If you are going to use the outdated Codex, at least be able to correctly reference the material you are mad at. Don't make generalisations to prove a point that end up being flat-out wrong.
3 - Don't pretend that restrictions = better army character.

Peace out broskis.


GW And What 40k Should Be @ 2022/02/07 17:56:53


Post by: Unit1126PLL


1) updated codexes don't have options either - just Crusade content, which is a progression system. They don't allow for any different changes between two fresh-from-the-factory forces.

2) k, lemme know if you see this

3) why not? Restrictions define an army. It is the height of the absurd to suggest everyone should be able to take everything ever without restriction. An Imperial Guard army with 3 guardian squads, a space marine Terminator squad, a Helldrake, and 4 hammerheads would be pretty hilarious though.


GW And What 40k Should Be @ 2022/02/07 18:45:31


Post by: PenitentJake


 Unit1126PLL wrote:
1) updated codexes don't have options either - just Crusade content, which is a progression system. They don't allow for any different changes between two fresh-from-the-factory forces.


Tonight I was going to sit down with my dex and my PA and try to respond to some of the stuff you've posted recently with some specific examples... And then it occurred to me that sometimes, writing the detailed posts prevents me from painting, modelling and playing as much as I'd like to- I'm a terribly slow painter, but I should be able to finish a civilian team for my campaign tonight.

So I thought I'd respond quickly to just this piece.

The first differentiation that 9th will provide is picking you subfaction. So for both of your fresh from the factory forces, perhaps one subfaction trait is a good match and for the other, a different trait is a better match. Next, you'll look at characters within the force- do they have auras that support the play style? If there is a choice of HQ, and each offers different aura options, which character offers the aura most in tune with force you are trying to create? Next, what are the WL trait options for those characters- specifically, are there any that affect units, or do they all affect only the character. Can any of these support the type of army you are trying to create? Don't be afraid to use a requisition strat to get an extra warlord trait in play if that will help you reflect the characteristics of the army you are trying to portray. Ask the same questions about relics.

Now are there ways to use the detachment system to express the character of your army? So rather than organizing your troops into one detachment, are there subgroups within the army that tend to function well together? Would the army, or any of the detachments in it, be likely to work with particular Imperial Agents or allies? If you're avoiding the Nachmund GT Mission Pack, this is a place to think about whether allying in another subfaction would allow you to better represent the army you're trying to create. Even with the Nachmund GT pack, it is still an appropriate place to look at an ally with a different selectable Keyword, like Scions for Guard.

By now you've got your detachments, your warlord(s) with their trait(s) and relic(s), you subfaction abilities. Now you can look at the options available to individual units- and again, I'll be the first to admit there won't be as many as there once were for most units. But there are still some choices at this level, and a handful of those choices can have a significant impact.

Once all of that's done, go through the strats in your book and pick the five that are fluffiest for the force you want to represent. You can put these on colour coded cards so that you can see at a glance that they are fluff and flavour based strats. Later, you'll do another pass to look for a few offensive must-have strats that are chosen more for their impact on the game than consistency with your fluff- these get a different colour; then do another pass for defensive strats and a third colour. How many go into the offensive and defensive categories will vary according to where your fluff stats fall on that spectrum and how impactful they can be.

Either way, you should now have a deck of no more than 15 strats- and you won't have to worry about any of the others in the book really. Theoretically, army a and army b will have at least some degree of variety in their decks. One or two of the offensive and defensive must haves that you've chosen are probably a big enough deal that you'd use them with any army from this faction, while the rest might synergize better with one army or the other based on its subfaction trait(s), its auras, it WL Trait(s) and Relic(s), its unit load-outs and upgrades, or its unit selection/ detachment structure.

Now I'm not saying that's AS detailed as it was in previous editions; I'm certainly not saying it's MORE detailed than previous editions. I'm comfortable saying that I think it provides more customization than you are giving it credit for; and it's very important to point out that if we're going to use Guard as an example, they don't have their 9th ed dex yet, and their options are really going to increase once they get it. I provided quite a walkthrough on building a fluffy DE army from the 9th dex earlier in this thread.

The other thing I'll say is that if the armies you've created using this process don't seem distinct enough yet, there are further options that you can use to distinguish them if you have in interest in playing crusade and can find a group who will play it with you. By the time your units become legendary, or even battle hardened, you'll have a lot of opportunities to customize further. I know that isn't an option for everyone, and I know that it isn't a preference for everyone. But if what you want most out of the game is customization, it does provide more opportunities than any other way to play.


GW And What 40k Should Be @ 2022/02/07 20:09:56


Post by: Some_Call_Me_Tim


9th has “customization” but it’s very block cut. Thou shalt take bad moons, with the gobshot, and the best armor teef can buy, and not one bit else. All that customization is just picking like a different skin, it does nothing for your dudes. Let me put a shokk attack gun on a biker mek so I can mishap teleport them into an assault morkdamnit.


GW And What 40k Should Be @ 2022/02/07 20:11:24


Post by: Hecaton


 Sim-Life wrote:
 The Red Hobbit wrote:

I really love that level of customization back then, really makes your dudes, your dudes. Behind the scenes I often wonder what caused GW to move away from that level of customization to being more cookie cutter. Trimming down weapons loadouts based on whats in the box is easy to understand even if I disagree with it, but I've always wondered why they got rid of the upgrades like Heroic Senior Officer or Trademark item. Sure there is always balance issues when you stack multiple things on one unit but I wonder what else drove that.


Cruddace is lazy and/or bad at his job. Probably both. Prior to 8th his codexes in 40k were generally bland to play and lacked options or any sense of passion. Now he's been put in charge of the whole ship and its spread to the rest of the game and it shows.


He's almost certainly good at playing the corporate politics game.


GW And What 40k Should Be @ 2022/02/07 22:04:31


Post by: H.B.M.C.


Behold!

9th Ed "customisation":






GW And What 40k Should Be @ 2022/02/07 22:13:12


Post by: Racerguy180


 H.B.M.C. wrote:
Behold!

9th Ed "customisation":




How elegant, the care and forethought put into this is scary...


GW And What 40k Should Be @ 2022/02/07 22:28:45


Post by: Backspacehacker


 H.B.M.C. wrote:
Behold!

9th Ed "customisation":





This is quite possibly the absolutele worst worded wargear choice I have ever had the displeasure of reading


GW And What 40k Should Be @ 2022/02/07 22:37:18


Post by: vipoid


 H.B.M.C. wrote:
Behold!

9th Ed "customisation":





I always love it when wargear options require a flowchart to explain them.


GW And What 40k Should Be @ 2022/02/07 23:29:46


Post by: Hecaton


 vipoid wrote:
 H.B.M.C. wrote:
Behold!

9th Ed "customisation":





I always love it when wargear options require a flowchart to explain them.


Yup. Real "simple."


GW And What 40k Should Be @ 2022/02/08 00:30:27


Post by: Jarms48


I have a feeling 40k might be better if we just went back to points.

Instead of relics and WLT costing 1 CP, then many of them being weak just make them cost different point values. Then they could actually be balanced between each other.

Then either just increase stratagem CP costs across the board, or increase detachment CP costs, or both. To make up for no longer needing CP for the above.


GW And What 40k Should Be @ 2022/02/08 00:35:05


Post by: Backspacehacker


Jarms48 wrote:
I have a feeling 40k might be better if we just went back to points.

Instead of relics and WLT costing 1 CP, then many of them being weak just make them cost different point values. Then they could actually be balanced between each other.

Then either just increase stratagem CP costs across the board, or increase detachment CP costs, or both. To make up for no longer needing CP for the above.


I mean you are right, or just make it so you only get 1 warlord trait, thats the whole point of the warlord trait.


GW And What 40k Should Be @ 2022/02/08 00:43:48


Post by: Unit1126PLL


PenitentJake wrote:
 Unit1126PLL wrote:
1) updated codexes don't have options either - just Crusade content, which is a progression system. They don't allow for any different changes between two fresh-from-the-factory forces.


Tonight I was going to sit down with my dex and my PA and try to respond to some of the stuff you've posted recently with some specific examples... And then it occurred to me that sometimes, writing the detailed posts prevents me from painting, modelling and playing as much as I'd like to- I'm a terribly slow painter, but I should be able to finish a civilian team for my campaign tonight.

So I thought I'd respond quickly to just this piece.

That's fair.

PenitentJake wrote:
The first differentiation that 9th will provide is picking you subfaction. So for both of your fresh from the factory forces, perhaps one subfaction trait is a good match and for the other, a different trait is a better match.

Stop right there criminal scum! (it's an Oblivion reference, you're not actually scum, Jake. )
"Picking subfaction traits" is part of what I have a problem with. In older books, subfaction traits were much more varied and customizable. I can go into specific examples, but right off the bat, this choice is suboptimal relative to the past for pretty much every dex (save the ones that didn't have subfaction traits at all. I acknowledge it is an improvement over those).

PenitentJake wrote:
Next, you'll look at characters within the force- do they have auras that support the play style? If there is a choice of HQ, and each offers different aura options, which character offers the aura most in tune with force you are trying to create? Next, what are the WL trait options for those characters- specifically, are there any that affect units, or do they all affect only the character. Can any of these support the type of army you are trying to create? Don't be afraid to use a requisition strat to get an extra warlord trait in play if that will help you reflect the characteristics of the army you are trying to portray. Ask the same questions about relics.

This is all well and good, but what if you're taking, say, a tank company or superheavy tank company? Non-core doesn't work with auras/psychic powers/whatever 90% of the time, so an Eldar Engines of Vaul detachment or something basically can't do this. Warlord traits also are irrelevant in such a case - your farseer having +1 to cast or whatever probably isn't even worth the RP. This only works if you're fitting within the "proscribed army design" (Want to run a Space Marine tank squadron? Tough luck, buddy, you get no benefit from auras, WLTs, nuffin). You might as well save the RP to buy other units instead. I'll call this the The Way They Were Meant To Be Played™ phenomenon for this post.

PenitentJake wrote:
Now are there ways to use the detachment system to express the character of your army? So rather than organizing your troops into one detachment, are there subgroups within the army that tend to function well together? Would the army, or any of the detachments in it, be likely to work with particular Imperial Agents or allies? If you're avoiding the Nachmund GT Mission Pack, this is a place to think about whether allying in another subfaction would allow you to better represent the army you're trying to create. Even with the Nachmund GT pack, it is still an appropriate place to look at an ally with a different selectable Keyword, like Scions for Guard.

This is also fine, but as you've said, they've just nerfed it, and 9/10ths of the time it is used to bring the "strongest" thing for your units. Even in Crusade, I've seen one-quintillion more Catachan tank companies (or really Spotter Details + Gunnery Experts) than I've seen Mordian. Usually, if you don't want your folks to be pants (which, I'll grant, can have your own narrative flair for Imperial Guard especially) there's a clear winner and clear loser depending on the unit type in each detachment.

PenitentJake wrote:
By now you've got your detachments, your warlord(s) with their trait(s) and relic(s), you subfaction abilities. Now you can look at the options available to individual units- and again, I'll be the first to admit there won't be as many as there once were for most units. But there are still some choices at this level, and a handful of those choices can have a significant impact.

As mentioned, this is true if you're following GW's vision for the army - but let's say I want to run a Sororitas tank detachment. I can run 3 Exorcists, 3 Castigators, and - oh, the idea's already DOA, okey dokey. Well, we'll run 6 castigators because our Crusade Group is friendly and ignores RO3 on non-problem units.

I have my detachment (Spearhead, because... well, I must). Warlord is... well, an infantry model, because... well, I mean who ever heard of a Sororitas tank officer anyways, posh. We'll pick a trait for her that helps her in melee, and buy her an immolator for the 10th tank with some Celestians, accepting the lore that there are no Sororitas tank commanders. That trait could be basically anything, doesn't help much. Miracle Dice manipulation maybe? Is it even worth the RP? Meh. No relics really help the concept too, but GOTTA HAVE THEM because it's the only way to make your canoness unique from someone else's, so... I guess whichever? None of them really help tanks. Is it even worth the RP?

Then we get to the unit level and - oh, no options. Maybe I have a tough time deciding which missile launcher to choose for the Exorcist... or maybe I just scrap the whole idea and go back to playing Sororitas the Way They Were Meant To Be Played™. And suddenly, they look like everyone else's sororitas again, pretty much - I bet I'll have some Repentia, some Retributors, some Dominions, and maybe some of the jump pack troops (either Seraphim or Zephyrim, whichever I prefer). And probably some BSS too.

PenitentJake wrote:
Once all of that's done, go through the strats in your book and pick the five that are fluffiest for the force you want to represent. You can put these on colour coded cards so that you can see at a glance that they are fluff and flavour based strats. Later, you'll do another pass to look for a few offensive must-have strats that are chosen more for their impact on the game than consistency with your fluff- these get a different colour; then do another pass for defensive strats and a third colour. How many go into the offensive and defensive categories will vary according to where your fluff stats fall on that spectrum and how impactful they can be.

Either way, you should now have a deck of no more than 15 strats- and you won't have to worry about any of the others in the book really. Theoretically, army a and army b will have at least some degree of variety in their decks. One or two of the offensive and defensive must haves that you've chosen are probably a big enough deal that you'd use them with any army from this faction, while the rest might synergize better with one army or the other based on its subfaction trait(s), its auras, it WL Trait(s) and Relic(s), its unit load-outs and upgrades, or its unit selection/ detachment structure.

Stratagems don't do it for me narratively. Even if we go back to say "well, my Russes have anti-tank rounds and I'm representing that with the Hail of Fire stratagem" then we're still stuck in the situation where one russ has one round once, until next turn when another russ (probably a different one) has one round once also. Then, you run out of CP and no more of your tanks have any antitank rounds, until they do next turn of course.

It's all just a horrible mess of ???????? narratively.

PenitentJake wrote:
Now I'm not saying that's AS detailed as it was in previous editions; I'm certainly not saying it's MORE detailed than previous editions. I'm comfortable saying that I think it provides more customization than you are giving it credit for; and it's very important to point out that if we're going to use Guard as an example, they don't have their 9th ed dex yet, and their options are really going to increase once they get it. I provided quite a walkthrough on building a fluffy DE army from the 9th dex earlier in this thread.

I think they provide more "false" options. You can make your folks the way GW says they're supposed to be VERY well. There's like 120 options, if you stay within the box GW put your dex in. But that means you're only slightly differentiated from other people also playing in that box, and as soon as you want to do something truly unique like a Sororitas Tank Company, everything just implodes.

Now, in 4th, a Sororitas tank company was also very difficult - you would've had to play 2500 points to field it, and you would've had to bring some Immolators (or Repressors)-as-tanks. It would look something like:
4x Sororitas Land Raiders (one Command tank, 3 Elites transports for your "priests" i.e. inquistors that shared a dex)
3x Exorcists
3x Immolators/Repressors

You could also include an Imperial Guard or Space Marine tank or two but you'd've had to make sacrifices elsewhere.

PenitentJake wrote:
The other thing I'll say is that if the armies you've created using this process don't seem distinct enough yet, there are further options that you can use to distinguish them if you have in interest in playing crusade and can find a group who will play it with you. By the time your units become legendary, or even battle hardened, you'll have a lot of opportunities to customize further. I know that isn't an option for everyone, and I know that it isn't a preference for everyone. But if what you want most out of the game is customization, it does provide more opportunities than any other way to play.

Sort of.

I mean, yes, it does. That's fair. But again, only if you stay in The Way They Were Meant To Be Played™ box - as soon as you have a Sororitas army that, say, would rather liberate the sector and do a holy ritual to drive back the Maledictum rather than one of the characters becoming a Living Saint, it kinda falls apart.


GW And What 40k Should Be @ 2022/02/08 01:06:14


Post by: auticus


"What should 40k be"

One of the things I love about Battletech is that there are streamlined easy rules (like 40k is now) and there is an advanced ruleset with a ton more crunch and layers of rules you can choose to use (or ignore).

That advanced ruleset is why I love Battletech, but I also love that people that don't want that have the streamlined simple version to use and everyone gets what they want.

Thats what I wish 40k could be.


GW And What 40k Should Be @ 2022/02/08 01:19:21


Post by: Backspacehacker


 auticus wrote:
"What should 40k be"

One of the things I love about Battletech is that there are streamlined easy rules (like 40k is now) and there is an advanced ruleset with a ton more crunch and layers of rules you can choose to use (or ignore).

That advanced ruleset is why I love Battletech, but I also love that people that don't want that have the streamlined simple version to use and everyone gets what they want.

Thats what I wish 40k could be.


I think they tried that with PL, but it fell super flat because power levels were SUPER unbalanced and still are, and GW has given no real credence to attempting to fix it.


GW And What 40k Should Be @ 2022/02/08 01:52:15


Post by: PenitentJake


@Unit-

Pretty solid responses. You're right, armoured companies are hard in 9th so far. There are more obstacles than I'd thought about at first.

Just a heads up though- Ro3 is very specifically a matched play rule that doesn't exist in Crusade, so your group isn't actually house-ruling when you choose not to follow (not that this counts for much).

Regarding your unconventional Cannoness: the path to sainthood consists of many trials; you develop abilities every time you complete a trial, but you only become a saint if you complete them all. It's perfectly acceptable to complete a trail and stop there.

Also, you can ignore trials entirely and go straight to the blessings.

But yeah, I'll give it to you- you've definitely put the spotlight on how weak this edition is for armoured companies. I could get behind some remedies for that too.


GW And What 40k Should Be @ 2022/02/08 02:05:15


Post by: Sgt_Smudge


Unit1126PLL wrote:I don't really understand what you want here, other than rules for squad members to pick up the weapons of their fallen comrades. I personally wouldn't be too miffed by such a rule and if it existed I would absolutely be annoyed if a Guardsman couldn't pick up his sergeant's bolter. But this seems tangential to the discussion, unless you are claiming you should be able to give Guardsmen bolters at army creation... so again, fluff.

If it is that critical, just say he got promoted to sergeant the next battle, and buy him a bolter (though adding bolters as a special weapon option would be rad!).
It's more that I've come up with this great backstory and fluff, just like the previous examples of very well-detailed characters, but that's not represented in game. Seems a little like a cop-out and missing the point of comparison.
 Sgt_Smudge wrote:
I'm defining my dudes as Captain Vaness Kalliga, a hot-headed senior officer inspired by the myths of avenging angels she grew up with, and leads her platoon of drop troops from the front with a two-handed hammer, and using her modified drop pack as a way to tactically reposition herself in the heat of combat. Despite the concern for her safety from the troops under her command, she always seems to pull through, against all odds.

Just so we're being fair with your very flavourful descriptions.

That is a great description and a perfect argument for why Sororitas need jump packs. Unfortunately, the Imperial Guard cannot have them (in the lore)... And if they did, things would be at serious risk of flanderization between factions.

Preserving faction identity is important.
Kalliga isn't a Sister of Battle. She's a Guardsman, in the same way that Sergeant Harker isn't a Space Marine. Most notably, she doesn't have:
Elite training
Power armour
Acts of Faith
The combat strategy of the Sororitas

Sorry, having a jump pack doesn't make Guardsmen into Space Marines or Sororitas.
Guardsmen had jump packs in the era that Space Marines had shuriken catapults. We can talk about that era if you want, but it isn't really what I want - which fluff is better is a matter of opinion though.
You said fluff changes - it's not like there isn't precedent for it, is all I'm saying.

Oh, and you confused Grav Chutes (which the guard have, including entire regiments of them) with Jump Packs. The Tanith used grave chutes at Phantine iirc. And Grav Chutes absolutely were an option until - guess what - GW killed them.

This is literally my point. In 3.5ed, you could buy Drop Troops, which literally gave your lads drop troops. Some form/way of playing drop troops lasted all they way until 9th, where GW outright killed the models with Grav Chutes (Elysians) and removed drop troops/deep strike as a regiment ability unless you don't play a regular regiment at all (Scions have it if you just wanted to play Storm Troopers).

Oh and they took the corpse out back and strung it up with the flyers nerf - now you can't even have the regiment drop out of Valkyries.
Uh, don't Valkyries have "Grav-Chute Insertion"? There's your way to have your regiment drop from Valks - take Valkyries, and use the Grav-Chute Insertion rule. The options exists, juts not in the same form.
Also, I think the Tanith used something different, if I'm not wrong. Not full lift jump packs, but not grav chutes either, if I'm not mistaken.

 Sgt_Smudge wrote:
You can have your fluff customisation. It's called modelling and fiction. If you want to represent your forces being worn down and weary, you can model them like that. If I want my Space Marines carrying power katanas, I'll model them like it. I don't need bespoke rules for it.

No, but this is a silly argument. Why even play a Warhammer game? Why not just play chess and just have the fiction of the battle be that it's in the 41st millennium?
That's an absurd abstraction of my stance, and you know it.

What, do I need rules for every different type of Leman Russ from every different type of Forge World and every different assembly line to represent the missing sixth hull rivet from the 39th tank produced on the ninth Wednesday of the year M41.826?

There's a point at which abstraction is more than fine. That's ultimately a personal thing, but I don't think things like power weapons, for example, need bespoke profiles.
 Sgt_Smudge wrote:
My stance on this point has changed over the years, but I think I prefer the idea of more basic rules, and leave the flavour of minor aspects to the players to build for themselves.

I think this is a fine idea too, and worthy of discussion. However, that isn't what's happening in 9th at all. What's happening in 9th is a huge, voracious, carcinogenic growth of rules bloat to try to get every faction under the sun to have rules - and yet it is still failing worse than earlier editions did, because the rules aren't written that well.

What you want has merit and I would love to discuss it in another thread.
Don't get me wrong, I *really* don't like how bloated 9th is getting, especially on things like subfaction rules and suchlike. I vastly preferred early 8th, with a handful of stratagems. All I'm saying is that you don't need bespoke rules to have Your Dudes.
 Sgt_Smudge wrote:

Your armoured column specialises in full frontal assaults? Then deploy them in a frontal formation on the tabletop. Your Space Marines specialise in using bikes? Then take bikes. Your Tyranids prefer the use of Carnifex battering rams? Then take lots of Carnifexes.

This, of course, comes with the understanding that I'd want all options to be viable on tabletop.

Which gets back to balancing for narrative vs balancing for competitive. Something I think you and I would agree on.
I think so too. However, my point is simply that you shouldn't need a mechanical reason to lock you into what you choose to take. If you want a themed army, take the units that fit that theme.
 Sgt_Smudge wrote:
So take Chimeras, take Ratlings, take Conscripts, and take Storm Troopers.

If you want a fluffy army, build one. You don't need GW to force you into it.
I think you are missing the discussion here somewhat. I was attempting to prove that 9th did faction identity worse than earlier editions.

I was not attempting to prove that you need faction identity to be present in the rules at all, which is a separate and more lengthy discussion that probably deserves its own thread.
Worse, I think I agree, but I don't think I agree with how far apart they are.

My $0.02 is that I prefer there to be faction identity represented in rules - the game is cooler when Saim-Hainn and Alaitoc play differently rather than just being different paint-schemes. I say that because army composition is only part of reflecting an army's lore on the tabletop.
Whereas I think I might well prefer where things were just different paint schemes, and if you wanted to flavour your army to play a certain wait, then you take the various units, abilities, and suchlike that permit for that. But, perhaps I think that's just our difference of what we think 40k should be.

PenitentJake wrote:Now I'm not saying that's AS detailed as it was in previous editions; I'm certainly not saying it's MORE detailed than previous editions. I'm comfortable saying that I think it provides more customization than you are giving it credit for; and it's very important to point out that if we're going to use Guard as an example, they don't have their 9th ed dex yet, and their options are really going to increase once they get it. I provided quite a walkthrough on building a fluffy DE army from the 9th dex earlier in this thread.
Yeah, this I think sums up how I feel.

Can it be better? Sure, I'll totally agree with that. But is there customisation (and sufficient customisation, at that) for Your Dudes TM? I say yes.


GW And What 40k Should Be @ 2022/02/08 02:45:12


Post by: EviscerationPlague


They started to add more of that customization with the paid upgrades for HQs, but one way to further bring in that customizing is the free relic you get, and you can pay points for more if you want. After all, I really don't think anyone is gonna think an Imperial Fists Captain wielding BOTH the Teeth of Terra and one of the Relic pistols is gonna be broken.


GW And What 40k Should Be @ 2022/02/08 03:13:46


Post by: H.B.M.C.


Anyone remember Chaos Lords from 3.5? Now that was customisation...



GW And What 40k Should Be @ 2022/02/08 04:35:04


Post by: waefre_1


 Sgt_Smudge wrote:

Oh, and you confused Grav Chutes (which the guard have, including entire regiments of them) with Jump Packs. The Tanith used grave chutes at Phantine iirc. And Grav Chutes absolutely were an option until - guess what - GW killed them.

This is literally my point. In 3.5ed, you could buy Drop Troops, which literally gave your lads drop troops. Some form/way of playing drop troops lasted all they way until 9th, where GW outright killed the models with Grav Chutes (Elysians) and removed drop troops/deep strike as a regiment ability unless you don't play a regular regiment at all (Scions have it if you just wanted to play Storm Troopers).

Oh and they took the corpse out back and strung it up with the flyers nerf - now you can't even have the regiment drop out of Valkyries.
Uh, don't Valkyries have "Grav-Chute Insertion"? There's your way to have your regiment drop from Valks - take Valkyries, and use the Grav-Chute Insertion rule. The options exists, juts not in the same form.
Also, I think the Tanith used something different, if I'm not wrong. Not full lift jump packs, but not grav chutes either, if I'm not mistaken.

I hate to be blunt, but you are wrong here. The Tanith used grav-chutes specifically, not jump packs. Also, I would like to point out that there is a difference between doing grav-chute insertions using Valks (which requires one to purchase Valkyries, natch) and giving all of one's army grav-chutes (as used to be possible with the 3.5 IG doctrines). Even if one's group is very forgiving regarding the new Flyer rules (allowing you to bring in more than two or three squads for jumps at a given time), that's more of an aircav/heliborne feel as opposed to the WW2 "let's carpet bomb the sky with people" of the old drop troops regiments.


GW And What 40k Should Be @ 2022/02/08 06:50:39


Post by: Breton


 H.B.M.C. wrote:
Behold!

9th Ed "customisation":






For the life of me I can't remember a Primaris Captain with a powerfist and plasma pistol. Or a Special Issue Bolt Carbine.


GW And What 40k Should Be @ 2022/02/08 06:51:19


Post by: aphyon


 H.B.M.C. wrote:
Anyone remember Chaos Lords from 3.5? Now that was customisation...



Stop making the chaos players cry. they have never had a codex that good since.



GW And What 40k Should Be @ 2022/02/08 07:06:49


Post by: Gitdakka


Breton wrote:
 H.B.M.C. wrote:
Behold!

9th Ed "customisation":






For the life of me I can't remember a Primaris Captain with a powerfist and plasma pistol. Or a Special Issue Bolt Carbine.



[Thumb - 1-1.jpg]


GW And What 40k Should Be @ 2022/02/08 08:24:51


Post by: Breton


But Where was it from?


GW And What 40k Should Be @ 2022/02/08 08:39:38


Post by: Sim-Life


Breton wrote:
But Where was it from?

Store anniversary model.


GW And What 40k Should Be @ 2022/02/08 09:35:45


Post by: Dysartes


Breton wrote:
Or a Special Issue Bolt Carbine.

It's on the non-special-character build of Master Lazarus - though it looks more like a traditional bolter to me than a bolt carbine.

Same is true of the Space Wolves Primaris Lieutenant - who still hasn't had a clampack release, for some reason.


GW And What 40k Should Be @ 2022/02/08 09:51:01


Post by: Strg Alt


 H.B.M.C. wrote:
Anyone remember Chaos Lords from 3.5? Now that was customisation...



Not only them. Chaos units in general could be tweaked in various ways. Only downside to that was that they became expensive and still had only W1.


GW And What 40k Should Be @ 2022/02/08 12:25:04


Post by: Slipspace


Breton wrote:
 H.B.M.C. wrote:
Behold!

9th Ed "customisation":






For the life of me I can't remember a Primaris Captain with a powerfist and plasma pistol. Or a Special Issue Bolt Carbine.


Those literally only exist because there's a specific model (often special edition?) with that loadout. In the case of the Special Issue Bolt Carbine it's faction-locked. Why they couldn't just count the thing as a MC bolt rifle I don't know. It's peak GW ineptitude. First remove all customisation, then add back in a bunch of options for one single model rather than opening that option up to everyone (or realising that adding yet another bolt weapon to the Codex is insane and you really should just stop).


GW And What 40k Should Be @ 2022/02/08 12:59:23


Post by: Sim-Life


Slipspace wrote:
(or realising that adding yet another bolt weapon to the Codex is insane and you really should just stop).


OR

OR

And bear with me here!

OR

Listen.

OR

We make EVERY weapon a bolt weapon! Lasbolters! Plasma bolters! Meltabolters! Kids love bolters! We'll sell millions.


GW And What 40k Should Be @ 2022/02/08 13:03:12


Post by: H.B.M.C.


Marines have 48 bolt weapons. 52 if you count combi-grav/plas/melta/flamer. And that's ignoring Relics.



GW And What 40k Should Be @ 2022/02/08 13:47:53


Post by: Semper


Meh, give me back the indexes and early 8th. On the whole that was a nice pick up and play game.

If we're getting flavour though, CSM 3.5 dex levels with early 8th edition game rules and 5th ed USR.


GW And What 40k Should Be @ 2022/02/08 15:33:41


Post by: Backspacehacker


Semper wrote:
Meh, give me back the indexes and early 8th. On the whole that was a nice pick up and play game.

If we're getting flavour though, CSM 3.5 dex levels with early 8th edition game rules and 5th ed USR.

Please no, 8, especially early 8th was a hot mess


GW And What 40k Should Be @ 2022/02/08 16:01:07


Post by: Toofast


 H.B.M.C. wrote:
Behold!

9th Ed "customisation":






Just looking at this gives me a headache. I cannot fathom why they don't just say "this model can take 1 melee weapon and 1 shooting weapon from the list below". Oh yea, because they think we're too stupid to figure out how to kitbash a space marine with different weapons than the ones on the sprue.


GW And What 40k Should Be @ 2022/02/08 16:04:55


Post by: Some_Call_Me_Tim


 Backspacehacker wrote:
Semper wrote:
Meh, give me back the indexes and early 8th. On the whole that was a nice pick up and play game.

If we're getting flavour though, CSM 3.5 dex levels with early 8th edition game rules and 5th ed USR.

Please no, 8, especially early 8th was a hot mess


Early 8th was some good times. Any of you remember index bubblechukkas?, for sure one of the absolute best things to come from modern 40k…. Until it just died .


GW And What 40k Should Be @ 2022/02/08 16:24:33


Post by: VladimirHerzog


Here's what i would do:


-Remove Stratagems
-Make the game AA
-Remove the FoC/Detachment system in favor of an on-datasheet stat that determines how many of a unit you can bring
-Make relics/Warlord traits cost points instead of CP
-Remove CP, add a once per turn reroll on anything
-Double the wounds on vehicles and monsters, give them a 2+/3+ save
-Expand the S/T chart so it goes higher than T8 and S9 (yeah i know about x2S stuff)
-Lower the range on everything. basic guns should be 18", max range should be 36 (with very few guns getting to 48")
-Fix the modifiers cap so that its a maximum of -1/+1 per source/player (shooting at rangers in cover through dense after advancing with assault weapons should have you shoot at -3)
-simplify the lawyer-speech rules
-make missions interesting and diverse (not just different objective/deployment placement)
-make a heavier use of the actions framework, bake it in the missions, make missions require actions by different kind of units (vehicles/monsters/ beasts/bikes/infantry/characters) as part of the primaries





GW And What 40k Should Be @ 2022/02/08 17:01:30


Post by: EviscerationPlague


 VladimirHerzog wrote:
Here's what i would do:


-Remove Stratagems

Stratagems are fine, it's the straight up attack/defense ones with no prerequisites that need to go. One Primaris unit going Transhuman just doesn't make sense. Did the other units in the army just forget they can shrug off damage like that?


GW And What 40k Should Be @ 2022/02/08 17:02:21


Post by: Pacific


 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?


I would ask you - what is it that makes you want to play 40k?

In my case it was the imagery and miniatures, but I played the game despite the rules. Eventually I got sick of the cycle of 6 months to create an army > play three games, remember why you stopped playing it before > gap then 6 months to create a new army and repeat.

If it's the miniatures, you can find lots of online groups now with older editions of the game being played which might be more to your taste.
The Horus Heresy ruleset is more or less an 'official' extension of 7th edition. A lot of people say that had its own problems, but nonetheless it's an alternative to current editions, and has a great community.

If it's the imagery and background that pulls you in, have you considered Adeptus Titanicus or Epic? The former is still officially supported, and for the latter there is a sizeable social media community, and depending on where you live it shouldn't be too hard to find players.

I do think though that it's almost like a lot of people are 'trapped' into only playing modern 40k. It's like only playing a CD you don't really like, or a video game that you've completed but just come back to because of familiarity. There is so much more out there, certainly a lot more better crafted (even within 40k's own history and GW's alternate games), it can be the hardest thing to do but making that jump to a new games system can really revitalise your interest in wargaming.



GW And What 40k Should Be @ 2022/02/08 17:06:59


Post by: TheBestBucketHead


I wouldn't remove stratagems, I'd remove all army specific ones, make some character specific ones, and make the rest generic. I'd also heavily limit CP.


GW And What 40k Should Be @ 2022/02/08 17:17:10


Post by: warhead01


 Some_Call_Me_Tim wrote:
 Backspacehacker wrote:
Semper wrote:
Meh, give me back the indexes and early 8th. On the whole that was a nice pick up and play game.

If we're getting flavour though, CSM 3.5 dex levels with early 8th edition game rules and 5th ed USR.

Please no, 8, especially early 8th was a hot mess


Early 8th was some good times. Any of you remember index bubblechukkas?, for sure one of the absolute best things to come from modern 40k…. Until it just died .


Exalted!

I agree I'd take that over the new one ever time. I did the one form the codex a little wrong but it was still just as fun. I just rolled each dice at each step instead of all at once and it was good fun and dead killy from time to time. Not a fan of the current one. Toooo BLAND.

And I'd take the index list over the current codex as well. Just not a fan of this codex. GW was all like "these will be the best book each faction has ever had" and I have yet to see the books they were talking about.
They should of said, we hate Ork boys and we plan to give you a list where you just don't need to buy them let alone have them in your army lists and we're more than happy to just keep them in our warehouse.

And before some one makes a snarky remark about that, yes, I will be bringing that up as how I want to field my Orks for the next time I get them on the table with my usual Skrumgrod, the only opponent I play 40K with now days. He'll cry about it because he's only prepping for his next tournament but maybe I can twist his arm. Other wise the Orks won't be out for a game.
I'd gladly give up T5 for a Mob rule that actually helps me.





GW And What 40k Should Be @ 2022/02/08 17:36:10


Post by: auticus


I do think though that it's almost like a lot of people are 'trapped' into only playing modern 40k.


A lot of that is because (in my experience) vast swathes of this community will only play what is active and "living" and anything past or dead is left behind.

Finding people to play older editions is insanely difficult (in my experience). I know it can be done but the effort you have to spend to find such a game is often more than most people are willing to endure.

Especially since the main draw of 40k (in my experience) for most people is that you can find a game anywhere on the planet at any time and that your monetary investment into the game is almost 100% secure.

If you had to put energy into drumming up a community for 40k like almost every other game, I seriously doubt it'd be where it is today. Most places (all places I've been to) there is and has been a thriving 40k community already prebuilt. No other game can say that. And older editions share that same issue because you have to find someone willing to invest in older editions where their investment is not so safe, and they may own models that they can never (or rarely) use (like most other games out there).


GW And What 40k Should Be @ 2022/02/08 17:39:31


Post by: Racerguy180


EviscerationPlague wrote:
 VladimirHerzog wrote:
Here's what i would do:


-Remove Stratagems

Stratagems are fine, it's the straight up attack/defense ones with no prerequisites that need to go. One Primaris unit going Transhuman just doesn't make sense. Did the other units in the army just forget they can shrug off damage like that?

Yup, they are completely useless without being reminded of stuff they know/are capable of doing.

But I'd kill all faction specific ones and anything that used to be wargear/on dataslate goes back to normal.


GW And What 40k Should Be @ 2022/02/08 17:44:49


Post by: the_scotsman


 H.B.M.C. wrote:
Marines have 48 bolt weapons. 52 if you count combi-grav/plas/melta/flamer. And that's ignoring Relics.



My favorite fact about the current Boltercount is that 52 is (or was, last 'dex) the number of ranged weapons in the tau dex.


GW And What 40k Should Be @ 2022/02/08 18:04:13


Post by: kodos


Semper wrote:
Meh, give me back the indexes and early 8th.

the game you want is called One Page Rules


GW And What 40k Should Be @ 2022/02/08 18:06:09


Post by: Unit1126PLL


I still vote for a 4th edition resurgence. Try it sometime - actually play a game. It will blow your minds :p


GW And What 40k Should Be @ 2022/02/08 18:20:20


Post by: kodos


just got a game of the old Kill Team from the back of the rulebook some time ago

my interest in the modern one was gone, even the new models do not hold up to the conversions based on the old plastic models shown there

but in general my hopes are on the FireFight rules from Mantic, Beta looked promising, just needs and "Uncharted" book for 40k refugees armies

if not, I will bite the bullet, sell the 40k stuff that is saleable and get Star Wars Legion

(as I never was a big fan of 8th, so also the OPR rules are not my cup of tee, for the same reasons)


GW And What 40k Should Be @ 2022/02/08 18:22:15


Post by: VladimirHerzog


EviscerationPlague wrote:
 VladimirHerzog wrote:
Here's what i would do:


-Remove Stratagems

Stratagems are fine, it's the straight up attack/defense ones with no prerequisites that need to go. One Primaris unit going Transhuman just doesn't make sense. Did the other units in the army just forget they can shrug off damage like that?


I disagree, they just add way too many rules to remember for each army. If they truly *must* stay, i'd say have them tied to characters and chosen at the start of the turn (like AoS does)


GW And What 40k Should Be @ 2022/02/08 18:26:07


Post by: Rihgu


 VladimirHerzog wrote:
EviscerationPlague wrote:
 VladimirHerzog wrote:
Here's what i would do:


-Remove Stratagems

Stratagems are fine, it's the straight up attack/defense ones with no prerequisites that need to go. One Primaris unit going Transhuman just doesn't make sense. Did the other units in the army just forget they can shrug off damage like that?


I disagree, they just add way too many rules to remember for each army. If they truly *must* stay, i'd say have them tied to characters and chosen at the start of the turn (like AoS does)


If only AoS chose them at the start of the turn. Much as I like the game, the fact that Command Abilities happen outside of the Hero Phase 90% of the time annoys me to no end.


GW And What 40k Should Be @ 2022/02/08 19:11:04


Post by: aphyon


Pacific wrote:
 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat. 40k... Is not that. And will probably never be that. GW just doesn't care enough to make a balanced game.

But! I also like customization. I like being able to tweak and modify models and lists and all that. And GW used to be good about that. Nowadays... Not so much.

Look at Dark Eldar. Stonkingly powerful! Really flipping boring.

I feel like, if GW isn't going to do more than cursory balance, they should at least make it so you can customize the ever-loving hell out of your guys. But that's going away, and it sucks.

Agree? Disagree? Am I a moron, or do you feel similarly?


I would ask you - what is it that makes you want to play 40k?

In my case it was the imagery and miniatures, but I played the game despite the rules. Eventually I got sick of the cycle of 6 months to create an army > play three games, remember why you stopped playing it before > gap then 6 months to create a new army and repeat.

If it's the miniatures, you can find lots of online groups now with older editions of the game being played which might be more to your taste.
The Horus Heresy ruleset is more or less an 'official' extension of 7th edition. A lot of people say that had its own problems, but nonetheless it's an alternative to current editions, and has a great community.

If it's the imagery and background that pulls you in, have you considered Adeptus Titanicus or Epic? The former is still officially supported, and for the latter there is a sizeable social media community, and depending on where you live it shouldn't be too hard to find players.

I do think though that it's almost like a lot of people are 'trapped' into only playing modern 40k. It's like only playing a CD you don't really like, or a video game that you've completed but just come back to because of familiarity. There is so much more out there, certainly a lot more better crafted (even within 40k's own history and GW's alternate games), it can be the hardest thing to do but making that jump to a new games system can really revitalise your interest in wargaming.



Lore and setting, i play many different game systems that have great rules. the story (well before cadia fell) was the thing that keeps my interest in the setting.

thus, the reason to go back to older editions

auticus wrote:
I do think though that it's almost like a lot of people are 'trapped' into only playing modern 40k.


A lot of that is because (in my experience) vast swathes of this community will only play what is active and "living" and anything past or dead is left behind.

Finding people to play older editions is insanely difficult (in my experience). I know it can be done but the effort you have to spend to find such a game is often more than most people are willing to endure.

Especially since the main draw of 40k (in my experience) for most people is that you can find a game anywhere on the planet at any time and that your monetary investment into the game is almost 100% secure.

If you had to put energy into drumming up a community for 40k like almost every other game, I seriously doubt it'd be where it is today. Most places (all places I've been to) there is and has been a thriving 40k community already prebuilt. No other game can say that. And older editions share that same issue because you have to find someone willing to invest in older editions where their investment is not so safe, and they may own models that they can never (or rarely) use (like most other games out there).


Indeed. i have been lucky with a regular group of veterans who play 5th ed at my FLGS who have been playing the game regularly since 3rd ed. and we have managed to teach new players the older system and they love it. we also don't give a GAK about proxies. i currently own hard copies and bring with me every good codex from 3rd-7th (including chapter approved and index astartes) minus dark eldar '5th' (that is my next purchase), GSC (7th), demons (4th), custodes (7th) and deathwatch(7th) many of which i have PDF copies of. so, whoever comes in to play we can build them a 5th ed compatible army quite easily.

kodos wrote:just got a game of the old Kill Team from the back of the rulebook some time ago

my interest in the modern one was gone, even the new models do not hold up to the conversions based on the old plastic models shown there

but in general my hopes are on the FireFight rules from Mantic, Beta looked promising, just needs and "Uncharted" book for 40k refugees armies

if not, I will bite the bullet, sell the 40k stuff that is saleable and get Star Wars Legion

(as I never was a big fan of 8th, so also the OPR rules are not my cup of tee, for the same reasons)


Index 8th was way too simple for a 28mm squad based tactical war game. where it shines is in epic scale (halving all ranges for movement/shooting) where the number of units you have on the table justify the simple rules for army building, movement, terrain and shooting. especially when there are only 3 strats (the same ones) for every army. it adds a bit more flavor than old epic rules but still plays fast where i can throw down an effective 10K point army and get a full game in in about 2 hours.


GW And What 40k Should Be @ 2022/02/08 20:37:48


Post by: Backspacehacker


Honestly I'm pretty sure that anyone who says stratagems are good either never played anything before 8th and just assume all the flak about USR is true, or is being willfully ignorant.

Stratagems are USR but some how made 10x worse.
USR you could find 90% of them in the BRB, the other 10% in the codexs or which most were never even in play.

Now with stratagems there are WAY more gottem special rules because now I have to know what stars my oponanta army has, then what units in his list can be effects by those stats, which are only avalibe In that army codex then I have to know which subfaction he is and what stats that gives him access to.

Stratagems are basically the worst thing to come from 8th because it also took away from units what made them unique. Look at harliquins, all their unique weapons are now just crappy strats


GW And What 40k Should Be @ 2022/02/08 20:43:51


Post by: kodos


Stratagems and USRs are good, just not GWs version of it

But this is always the case with GW copying rules from other games, no matter if USRs, Stratagems or movement tools, they don't understand why they are used in the first place and just hence they cannot implement those in a useful way


GW And What 40k Should Be @ 2022/02/08 20:48:32


Post by: Backspacehacker


The idea of stratagems are fine, but done horribly, strats should be 100% generic and everyone has access to the same ones. All the specific ones should be baked into the unit to some capacity.


GW And What 40k Should Be @ 2022/02/08 21:38:51


Post by: H.B.M.C.


I wouldn't remove strats.

I'd just reduce the army specific ones by about 2/3rds or 3/4ths, and then outside of the 'Core' ones, you'd get to pick an amount of strats based on the game size (Patrol, Onslaught, etc.).

And obviously no equipment-based strats, 'cause those are beyond stupid.


GW And What 40k Should Be @ 2022/02/08 21:48:09


Post by: the_scotsman


I love when people helpfully demonstrate in real time why most people stick with the Cult of Officialdom.

...it's because everyones got their own idea of what 'the ideal version' of 40k would be, and everyone else thinks that that person's idea is terrible and removes the True Essence of True 40k, which resides in their brain.

most people would rather both be playing a game that they both think is bad and have a shared absent entity to blame for it, than be playing a game they think is bad and the person opposite them thinks is good and theyre the only one to blame for it.


GW And What 40k Should Be @ 2022/02/08 21:54:53


Post by: Daedalus81


 the_scotsman wrote:
most people would rather both be playing a game that they both think is bad and have a shared absent entity to blame for it, than be playing a game they think is bad and the person opposite them thinks is good and theyre the only one to blame for it.


This would be an interesting psychology dissertation ( for real ).


GW And What 40k Should Be @ 2022/02/08 22:34:29


Post by: Arcanis161


I'd be fine with a rule of 1 attack/defense strategem per player turn (one on your turn, one on your opponent's).

Then again, this is coming from a Guard player...


GW And What 40k Should Be @ 2022/02/08 22:46:38


Post by: EviscerationPlague


 VladimirHerzog wrote:
EviscerationPlague wrote:
 VladimirHerzog wrote:
Here's what i would do:


-Remove Stratagems

Stratagems are fine, it's the straight up attack/defense ones with no prerequisites that need to go. One Primaris unit going Transhuman just doesn't make sense. Did the other units in the army just forget they can shrug off damage like that?


I disagree, they just add way too many rules to remember for each army. If they truly *must* stay, i'd say have them tied to characters and chosen at the start of the turn (like AoS does)

Oh I wouldn't mind more of them being more character driven. Like something for Marine HQs to give a True Grit aura for a turn instead of the silly "One Space Wolves unit remembered they can shoot in melee".


GW And What 40k Should Be @ 2022/02/08 22:47:13


Post by: PenitentJake


 Backspacehacker wrote:
Honestly I'm pretty sure that anyone who says stratagems are good either never played anything before 8th and just assume all the flak about USR is true, or is being willfully ignorant.


I used to think the opposite.

Anyone who talks about "needing to memorize every strat in their dex" sounds to me like someone who hasn't played the game, because that's not how it's done. Literally everyone I've ever talked to IRL shortlists to ten in their heads if not using actual cards (which is what I do).

Some people's short list is 7, some is 12. People who play the same army don't always have the same short list- sometimes it's because they include different units, sometimes it's because they play a different subfaction, and sometimes it's just personal preference.

It's funny, because I've seen people suggest making it a formal rule ie: pick five strats before the first turn; those plus core BRB strats are all you get. And I'm thinkin: doesn't everyone kinda do this anyway? Like I said, the size of the short list varies from player to player, but literally everyone I've talked to in real life does it.

If you've got ten or more games under your belt, there's probably one or two strats that you've used in every game you've played. There's probably five others that you've used often enough that you can run them from memory. And honestly, that's a pretty full suite. I tend to have more, because I use cards.


GW And What 40k Should Be @ 2022/02/08 22:56:16


Post by: ERJAK


 auticus wrote:
I do think though that it's almost like a lot of people are 'trapped' into only playing modern 40k.


A lot of that is because (in my experience) vast swathes of this community will only play what is active and "living" and anything past or dead is left behind.

Finding people to play older editions is insanely difficult (in my experience). I know it can be done but the effort you have to spend to find such a game is often more than most people are willing to endure.

Especially since the main draw of 40k (in my experience) for most people is that you can find a game anywhere on the planet at any time and that your monetary investment into the game is almost 100% secure.

If you had to put energy into drumming up a community for 40k like almost every other game, I seriously doubt it'd be where it is today. Most places (all places I've been to) there is and has been a thriving 40k community already prebuilt. No other game can say that. And older editions share that same issue because you have to find someone willing to invest in older editions where their investment is not so safe, and they may own models that they can never (or rarely) use (like most other games out there).



Also, even for people who think older editions of 40k are better than current editions (which may or may not be true) they're still GW games. They're not well balanced, they don't work that well as pickup games, they're terrible as tournament games. Even 5th edition, which is often touted here as the best tournament edition, still requires that you have a gentlemanly agreement to not play grey knights or a couple of different Space Wolf/Guard lists.

Many games have been released in the past 30 years that are just better to play than any edition of 40k is. If you're already giving up active support and pre-existing community, why would you continue to play 40k at all? You're already picking up a dead game, why not pick up a GOOD dead game?


GW And What 40k Should Be @ 2022/02/08 22:56:20


Post by: Backspacehacker


My issue with strats is this.
Unlike USR which I could find the VAST majority of in the BrB, strats are littered throughout multiple books and codexes and FAQs.

I don't mind complicated or even memorizing a lot of rules, when they are localized and accessable. Strats are not that, strats are all over the place and require even more knowledge of other people's army.

Like I said before let's take relentless, like it someone had a USR that lets just say is "will of the necrons" or what ever I just made this up and it convays relentless to all troops in the army. That's fine I know what relentless is, I have relentless on my bikes, I understand this, every other person that does not use "will or the necrons" understands this.

8th or 9th would take that same rule, make it a strat then say, "all necron units that are troops in your army my move and shoot with our penalty". Now I don't know what this strat is, I don't know it exists if someone where to tell me they use this I would have no idea unless I specificallt had that codex to read this strat. This bonus is not listen anywhere outside of it.

This is a simple watered down example. But this is what I hate about strats they just reword existing rules, because, flavor? Then just act as a way to blind side anyone that does not know about it.


Automatically Appended Next Post:
Also that strats take out things that units should just have baked in.


GW And What 40k Should Be @ 2022/02/08 23:04:15


Post by: Daedalus81


PenitentJake wrote:
And I'm thinkin: doesn't everyone kinda do this anyway


I think the benefit is then I know all my opponent's available strats and can plan around them.


GW And What 40k Should Be @ 2022/02/08 23:07:38


Post by: ERJAK


 the_scotsman wrote:
I love when people helpfully demonstrate in real time why most people stick with the Cult of Officialdom.

...it's because everyones got their own idea of what 'the ideal version' of 40k would be, and everyone else thinks that that person's idea is terrible and removes the True Essence of True 40k, which resides in their brain.

most people would rather both be playing a game that they both think is bad and have a shared absent entity to blame for it, than be playing a game they think is bad and the person opposite them thinks is good and theyre the only one to blame for it.


Most people would be playing a game they both think is good. I would think that's pretty obvious.

The rest is A. only true of friends and B. solves itself. In a pickup game, it's not your responsibility to make sure your opponent likes 40k. That's their burden to bear. All you have to do is not be an a-hole in that one particular game.

And B. If you and friend are playing a game one of you likes and the other one doesn't, in real life, you just don't play that game together anymore. My friend hates 40k, loves Marvel Crisis Protocol, so we play that. If 40k was the only reason you were friends, you weren't really friends.

As an attempt to sound profound, it's a bit silly.


GW And What 40k Should Be @ 2022/02/08 23:11:21


Post by: TangoTwoBravo


 the_scotsman wrote:
I love when people helpfully demonstrate in real time why most people stick with the Cult of Officialdom.

...it's because everyones got their own idea of what 'the ideal version' of 40k would be, and everyone else thinks that that person's idea is terrible and removes the True Essence of True 40k, which resides in their brain.

most people would rather both be playing a game that they both think is bad and have a shared absent entity to blame for it, than be playing a game they think is bad and the person opposite them thinks is good and theyre the only one to blame for it.


Absolutely nailed it.

I am just enjoy playing 40K and do not fancy myself as a game designer. Game is not perfect. Lots of perfect games in the 50% clearance bin at the FLGS.


Automatically Appended Next Post:
 Backspacehacker wrote:
Honestly I'm pretty sure that anyone who says stratagems are good either never played anything before 8th and just assume all the flak about USR is true, or is being willfully ignorant.

Stratagems are USR but some how made 10x worse.
USR you could find 90% of them in the BRB, the other 10% in the codexs or which most were never even in play.

Now with stratagems there are WAY more gottem special rules because now I have to know what stars my oponanta army has, then what units in his list can be effects by those stats, which are only avalibe In that army codex then I have to know which subfaction he is and what stats that gives him access to.

Stratagems are basically the worst thing to come from 8th because it also took away from units what made them unique. Look at harliquins, all their unique weapons are now just crappy strats


So someone who disagrees with you is either a noob or ignorant? OK. Got it.

I've been playing 40K since 2nd Ed. I like Stratagems and I am just fine operating without USRs. These past two editions have had the cleanest gameplay experience for me. Very rarely do I have to head to the rulebook. This stands in contrast to previous editions of 40K (I did step out for 7th) and to my Flames of War experience where each game is an exercise in French Code Civile arguments.


GW And What 40k Should Be @ 2022/02/08 23:44:15


Post by: Backspacehacker


No, they might not be either, I just personally think that like strats as they are now either is being over dramatic about USR being bad, or never played anything other then with strats.

Not a noob, ignorant perhaps but being ignorant is not bad or insulting.


GW And What 40k Should Be @ 2022/02/09 01:30:22


Post by: argonak


I'm a casual player so perhaps my opinion is meaningless. But I really want to like 40k and I just don't. The basic rules for 9th are fine, they were (outside of some strange wording) easy to pick up. But then I picked up a codex and there is just so many extra rules and interactions to remember, I just don't know why anyone bothers.

I'd much rather play without strategems, without chapter tactics, without anything that isn't on the dang data slate. There's so much flipping back and forth during a game now to find rules and special abilities and relics. And then you have to worry about FAQs and expansion books, and Erratas.

But the worst of it is that strategems just feel like "gotchas" and "feels bad moments". I look at a unit, and I can look it up in battlescribe or glance at the datasheet in his codex and ok, I know what it does. but then he pulls out some wacky combo of strategems and it does something completely different. And I'm always worried I'm forgetting some strategem that I need to use to work, and I have to flipping take notes to keep track of what i should be doing with my units.

I just want to play a game of toy soldiers, and have fun for a couple hours. Maybe 40k just isn't for me anymore. At least kill team doesn't have so MUCH complexity.


GW And What 40k Should Be @ 2022/02/09 02:10:51


Post by: PenitentJake


And I don't mind the idea of giving strats the USR treatment BTW; I've said it be for, if you want to give the same name to every identical rule, and you want to put them in the BRB, fine.

But I HATED the way they executed USR's in previous editions. I'd prefer they continue to put every USR an army can use into its dex. You want'em in the BRB? Fine, won't object. But when I buy a dex, I want the text of rule it contains to be in the damn book.

And NO USR should ever just be a combination of two different USRs. I'd rather they made a third USR that contained the text for the two USRs it combined- cross referencing SUCKED.

But given these two modifications to the way they worked in previous editions, I'd support a return of USRs.


GW And What 40k Should Be @ 2022/02/09 03:14:52


Post by: H.B.M.C.


I think we talked about this in the last thread. For the bad rap that USRs get, it was pretty much agreed on (unlike the thread before that) that ultimately the real issues everyone had, once we hashed it out, wasn't with USRs, but how GW bungled them from the word go (like the USR that gives two USRs).



GW And What 40k Should Be @ 2022/02/09 04:01:28


Post by: Backspacehacker


 H.B.M.C. wrote:
I think we talked about this in the last thread. For the bad rap that USRs get, it was pretty much agreed on (unlike the thread before that) that ultimately the real issues everyone had, once we hashed it out, wasn't with USRs, but how GW bungled them from the word go (like the USR that gives two USRs).



Yeah pretty much, im pretty sure in that last thread i even said, that if GW would have laid out and presented the USR in a way that was a lot easier to find/reference, no one really would have cared.
Like if we had data cards back in 7th that had just all the USR that model got, i dont think any one would have been complaining about them.


GW And What 40k Should Be @ 2022/02/09 06:53:39


Post by: aphyon


Many games have been released in the past 30 years that are just better to play than any edition of 40k is. If you're already giving up active support and pre-existing community, why would you continue to play 40k at all? You're already picking up a dead game, why not pick up a GOOD dead game?



I thought this was clearly addressed. many of us enjoy the grim dark 40K universe setting and also i have a huge collection of 40K minis dating back 20 years. some of my minis are probably older than some of the posters on these forums. i would still like to use them in games of 40K where i don't have to chase the flavor of the month. since i hate the rules mechanics for 9th and i still own all the old rule books and codexes why would i NOT continue to play 40K? it is only 1 game in my collection and it is a different play style than say infinity, DUST, warmachine, or classic battletech.



 Backspacehacker wrote:
 H.B.M.C. wrote:
I think we talked about this in the last thread. For the bad rap that USRs get, it was pretty much agreed on (unlike the thread before that) that ultimately the real issues everyone had, once we hashed it out, wasn't with USRs, but how GW bungled them from the word go (like the USR that gives two USRs).



Yeah pretty much, im pretty sure in that last thread i even said, that if GW would have laid out and presented the USR in a way that was a lot easier to find/reference, no one really would have cared.
Like if we had data cards back in 7th that had just all the USR that model got, i dont think any one would have been complaining about them.


I always see the USR problem being about 7th. in 5th there was no USR problem. there were 22 in the BRB (2 1/2 pages) and that was it. they covered everything in the game and were easy to learn and remember.


GW And What 40k Should Be @ 2022/02/09 10:09:44


Post by: Sim-Life


TangoTwoBravo wrote:
Lots of perfect games in the 50% clearance bin at the FLGS.


Can you point me to these stores? I'd love to buy some cheap Malifaux and Infinity models.


GW And What 40k Should Be @ 2022/02/09 12:07:11


Post by: TangoTwoBravo


 Sim-Life wrote:
TangoTwoBravo wrote:
Lots of perfect games in the 50% clearance bin at the FLGS.


Can you point me to these stores? I'd love to buy some cheap Malifaux and Infinity models.


Flying to Canada might eat into the savings and Malifaux isn’t in there. Malifaux doesn’t see much play, although I know two fellows in another town that quite like it.


GW And What 40k Should Be @ 2022/02/09 17:25:03


Post by: Sim-Life


TangoTwoBravo wrote:
 Sim-Life wrote:
TangoTwoBravo wrote:
Lots of perfect games in the 50% clearance bin at the FLGS.


Can you point me to these stores? I'd love to buy some cheap Malifaux and Infinity models.


Flying to Canada might eat into the savings and Malifaux isn’t in there. Malifaux doesn’t see much play, although I know two fellows in another town that quite like it.


So what games do you see in the 50% off bin? Obsolete Warmahordes stuff?


GW And What 40k Should Be @ 2022/02/09 20:56:32


Post by: EviscerationPlague


 H.B.M.C. wrote:
I think we talked about this in the last thread. For the bad rap that USRs get, it was pretty much agreed on (unlike the thread before that) that ultimately the real issues everyone had, once we hashed it out, wasn't with USRs, but how GW bungled them from the word go (like the USR that gives two USRs).


Sometimes it was necessary, like how Zealot functioned due to Hatred applying to a model rather than unit. However I don't think most people would think a model giving Hatred to an attached unit as broken, so it's whatever.


GW And What 40k Should Be @ 2022/02/10 01:26:50


Post by: TangoTwoBravo


 Sim-Life wrote:
TangoTwoBravo wrote:
 Sim-Life wrote:
TangoTwoBravo wrote:
Lots of perfect games in the 50% clearance bin at the FLGS.


Can you point me to these stores? I'd love to buy some cheap Malifaux and Infinity models.


Flying to Canada might eat into the savings and Malifaux isn’t in there. Malifaux doesn’t see much play, although I know two fellows in another town that quite like it.


So what games do you see in the 50% off bin? Obsolete Warmahordes stuff?


Stopped in to the FLGS on the way back from work to pick up an order - poked around the bins.

My mistake, one bin is a mixture of Infinity and indeed Malifaux at 50%. The other is a mixture of Warmasomethings. Not sure on the price, but the line had actual shelves at the FLGS circa 2016. Now what's left is clumped around this bin.


GW And What 40k Should Be @ 2022/02/11 09:54:01


Post by: Pacific


You'll probably find some of the Infinity minis are old line miniatures that have been replaced or not even valid in the game any more (some Combined Army options for example). I'm not sure if CB asks for the miniatures back once they get superseded (or stores aren't able to do this) as I've noticed a lot of FLGS have that kind of stuff in their bargain bins.


GW And What 40k Should Be @ 2022/02/11 13:31:59


Post by: Sim-Life


 Pacific wrote:
You'll probably find some of the Infinity minis are old line miniatures that have been replaced or not even valid in the game any more (some Combined Army options for example). I'm not sure if CB asks for the miniatures back once they get superseded (or stores aren't able to do this) as I've noticed a lot of FLGS have that kind of stuff in their bargain bins.


This is the reason I asked. Most mini companies will lets FLGSs discount their models if the rules they put in with them become obsolete or get a resculpt. Both Infinity and Malifaux have had new editions in the last few years. Framing them allowing FLGSs to discount the minis because they're obsolete as the games being unpopular or inferior to 40k is disingenuous.

Except WmH. That game is actually dead.


GW And What 40k Should Be @ 2022/02/11 14:02:36


Post by: Deadnight


 Sim-Life wrote:
TangoTwoBravo wrote:
Lots of perfect games in the 50% clearance bin at the FLGS.


Can you point me to these stores? I'd love to buy some cheap Malifaux and Infinity models.


O/T but I have some pan-o and ariadna I'm not using and am happy to sell. :p

Honestly though the 'bargain bin' isn't something I've seen much of round here, though I'm always hopeful I'll find one with some old gems


GW And What 40k Should Be @ 2022/02/11 14:29:50


Post by: vipoid


 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


GW And What 40k Should Be @ 2022/02/11 14:40:02


Post by: VladimirHerzog


had some more thought about this, realised i was describing Grimdark Future by OnePageRules lol. Glad i made the swap


GW And What 40k Should Be @ 2022/02/11 15:13:31


Post by: Deadnight


 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Off topic but basically this:

Deadnight wrote:
For me it just felt mk3 was a rushed cash grab full of changes rather than improvements.

More importantly to me pp used to be the 'different' approach company. With mk3 they did everything they claimed gw did and they'd never do.

They had to redesign skorne from the ground up straight out of the gate and rewrite half the rules (never mind playtesting this edition for 3 years and balance...). I didn't like how omnipotent themes became (basically play a theme or gtfo) and I didnt like how bloated the game was becoming, both on the tabletop and in the rosters. CID didn't help. As a khador player I saw nothing that excited me for years. The design space was just cluttered and loads if the new ideas were just soulless. They run out of ideas. While I love the models, trencher long gunners was one example. What's next? Winter guard pikemen? Iron fang kommandos?

Add to that pp made a lot of anti-retailer decisions at that time which turned retail against them (really poor idea when you rely on third party retail!) and killed their forums which alienated a lot of fans (I was glad the forum was killed; to me it was a toxic salt mine poisoned by group think and zero creativity) but still... they axed the press ganger programme which was a huge self-inflicted wound since that basically wiped out their grassroots volunteers. no quarter was canned which crushed me. There was no new fiction from skull Island. Hell there was no new fiction (unless you count thr hengehold twitter tweets). It was just a great reset right hack to where it all started. Mk2 had better plot lines like caine/magnus/julius. Mk3 fekt like 'the great reset'. Toruk assaulted the mainland directly. And then went back home. No change. Khador gave back point Bourne. With the start of mk2 there were seismic shifts. Mk3 didn't give me that.

Where I am in the UK also the player base was struggling though the end of mk2. It was dropping off anyway. Mk3 just didn't get people involved enough. And again, removal of the press gangers sucked out a lot of the enthusiasm that remained. Plus by this point the game was so big and bloated and unwieldy the 'burden of knowledge' required versus the payoff was just simply not worth the hassle. A further point was the community itself had etwnched around a hardcore of players who were adamant about a single expression of the game and if it wasn't 75pts steamroller, it was gtfo. There was no casual scene. There was no grass leagues. This has admittedly changed because of a community project (not a pp one) called brawlmachine but its arguably too little too late (best of luck to them though!)

Add to that was the gw renaissance at this time. Like it or not gw turned a corner and were doing gangbusters on so many fronts around then. Combine pp's misteps with gw stepping up their game and that's only going one way.


GW And What 40k Should Be @ 2022/02/11 16:57:56


Post by: Sim-Life


 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Basically what was quoted above.
Themes, CID and axing the Press Ganger system were the big hits IMO.

Theme became monolists. You had to buy three copies of a monopose unit that PP overcharged for as well as 3 solos and you basically couldn't use any of these models in any other list in the faction. Its like if GW announced that for 10th Edition your Space Marine army could only take all Devestators or all Tacticals or all Intercessors and if you do you 500pts free to spend on more of the same marines and they get some extra universal rules. You don't HAVE to take those but then you don't get the extra 500pts and extra rules.

The CID was a mess. They'd only do one faction at a time so everything was uneven and they did them at a very slow place. They often straight up ignored feedback (which was often dubious at best in fairness) and ended up doing whatever they wanted anyway. For a game where learning the opponents rules is fairly important having them all constantly in flux was a pain.

Killing Press Gangers basically killed any incentive people had to run tournaments or intro games so the presence at FLGSs basically dried up.


GW And What 40k Should Be @ 2022/02/11 17:08:18


Post by: kodos


WM/H became with MK3 what 40k was at the end of 7th

don't know who thought it was a good idea to copy&paste the worst of GW to become as popular (could be the designers or the community)


GW And What 40k Should Be @ 2022/02/11 17:50:23


Post by: Tyel


To echo everyone else, I feel themes was the big one.

If the mood had been different it might have encouraged people to add new units (even if stacking multiple copies of monopose models is hardly attractive). Instead a lot of people just decided having their collection cut into non-functional bits was a good time to call it quits. Sure themes wasn't mandatory - but its like say formations wasn't mandatory in 7th. You were just destroyed.

I also feel the quality of PP's mini output also collapsed (if you could even get hold of it) compared with GW's post-Deathwatch Overkill releases.


GW And What 40k Should Be @ 2022/02/11 17:54:20


Post by: Sim-Life


 kodos wrote:
WM/H became with MK3 what 40k was at the end of 7th

don't know who thought it was a good idea to copy&paste the worst of GW to become as popular (could be the designers or the community)


I've heard a lot of rumours about the PP upper management basically being a bunch of egotistical babies who don't like being told they're ideas aren't the best ever. That isn't a dig at Jason Soles' haircut. Mostly. GW is at least publically owned so they're actually answerable to someone other than their friends who are equally stupid.


GW And What 40k Should Be @ 2022/02/11 17:58:55


Post by: AnomanderRake


 kodos wrote:
WM/H became with MK3 what 40k was at the end of 7th

don't know who thought it was a good idea to copy&paste the worst of GW to become as popular (could be the designers or the community)


Weirdly one of the most complained-about things about the Mk3 launch was the removal of all the theme forces ("alternate detachments", "formations") that characterized the end of 7th. GW's been taking a lot more from Warmachine than Warmachine ever took back from 40k.


GW And What 40k Should Be @ 2022/02/11 18:50:54


Post by: Hecaton


 Sim-Life wrote:
 Pacific wrote:
You'll probably find some of the Infinity minis are old line miniatures that have been replaced or not even valid in the game any more (some Combined Army options for example). I'm not sure if CB asks for the miniatures back once they get superseded (or stores aren't able to do this) as I've noticed a lot of FLGS have that kind of stuff in their bargain bins.


This is the reason I asked. Most mini companies will lets FLGSs discount their models if the rules they put in with them become obsolete or get a resculpt. Both Infinity and Malifaux have had new editions in the last few years. Framing them allowing FLGSs to discount the minis because they're obsolete as the games being unpopular or inferior to 40k is disingenuous.

Except WmH. That game is actually dead.


Yeah, plus, depending on what they are, they might actually be chase. If someone's got a box of the old CA X-Drones in there it's worth MONEY.


Automatically Appended Next Post:
 Sim-Life wrote:
 kodos wrote:
WM/H became with MK3 what 40k was at the end of 7th

don't know who thought it was a good idea to copy&paste the worst of GW to become as popular (could be the designers or the community)


I've heard a lot of rumours about the PP upper management basically being a bunch of egotistical babies who don't like being told they're ideas aren't the best ever. That isn't a dig at Jason Soles' haircut. Mostly. GW is at least publically owned so they're actually answerable to someone other than their friends who are equally stupid.


Jason Soles might have been the most sane of the bunch (despite his choice of hairstyle), he just really wanted the setting to be a horror game with deprotagonized human factions and that just doesn't work for a miniatures game with multiple factions you play.

Matt Wilson, so the rumors go, really didn't give a toss about miniature gaming, and wanted to break into Hollywood, so was living in LA trying to do that (and failing miserably), but insisted that all major decisions go through him, which made the company incredibly inefficient and the guy calling the shots was out of touch because he wasn't even there.


GW And What 40k Should Be @ 2022/02/11 19:25:26


Post by: aphyon


 Sim-Life wrote:
 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Basically what was quoted above.
Themes, CID and axing the Press Ganger system were the big hits IMO.

Theme became monolists. You had to buy three copies of a monopose unit that PP overcharged for as well as 3 solos and you basically couldn't use any of these models in any other list in the faction. Its like if GW announced that for 10th Edition your Space Marine army could only take all Devestators or all Tacticals or all Intercessors and if you do you 500pts free to spend on more of the same marines and they get some extra universal rules. You don't HAVE to take those but then you don't get the extra 500pts and extra rules.

The CID was a mess. They'd only do one faction at a time so everything was uneven and they did them at a very slow place. They often straight up ignored feedback (which was often dubious at best in fairness) and ended up doing whatever they wanted anyway. For a game where learning the opponents rules is fairly important having them all constantly in flux was a pain.

Killing Press Gangers basically killed any incentive people had to run tournaments or intro games so the presence at FLGSs basically dried up.


Except no, MKIII is probably the best version the game has ever been with a few key exceptions* i have been getting in more games of WM/H is the last year than i have in the past 3 before that
I have a thread in their forum section on dakka where i post multiple battle reports nearly every week.

here are the problems

*
1 the players (most, not all) who started with MK I & II are the hardcore competition players and are effectively a toxic community that chases new players away from the game (one of the reasons i avoided the game until MK III)

2. loss of the press gangers was something that killed promotion and support for the game at a local level but it was legally forced onto PP so it wasn't something they could have avoided

3.WM/H exploded as an alternate game when 40k was in the gutter because of how bad 6th edition was doing. it was around at the right time to take advantage of the situation

4.distribution issues-this started pre-covid and only got worse. it is a tiny company and with the owners looking to retire and sell in recent years it really has become a major issue. i fortunately live like an hour away from the headquarters of the company so getting product is not an issue here.

5.CID and theme lists. yes, it took too long to finish CID and that caused some problems but overall, it has improved the game now that it is basically done. on the matter of theme lists and the steamroller (tournament) game types-that is entirely a problem because of point 1. you do not need to do either to have a fun and engaging game. nobody in our active group uses either of these things and i think that is a reason why the game is so much more fun.


This of course has nothing to do worth where GW is at now. people may still be buying plastic crack from GW but i hardly ever see people playing 9th at the FLGS. the players that do are probably off getting leg humped to buy more by GW staff up the road at the GW store a few miles away.




GW And What 40k Should Be @ 2022/02/11 20:20:45


Post by: Sim-Life


Did I say the game was bad? And again asking a community that focussed heavily on the competitive side of the game to not play theme lists is much the same as saying "just get a new group". Except with an even smaller community. Which is besides the point because axing the Press Ganger system and enforcing themes killed the entire community across the whole country. So you know, theres that small issue.


GW And What 40k Should Be @ 2022/02/13 08:32:32


Post by: Cyel


 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Absurd barriers of entry: atrocious prices, rules bloat, communities being adamant that big point tournament games are the only games to be played. Players leaving (which is always normal) were not replaced by new ones. Greedy PP added to it by making their product as inaccesible as it gets.

WM actualy enjoys a very minor reviwal with the new, small points format, Brawlmachine, becoming popular. Still an extremely niche, but VERY good game, several lengths ahead of WH40K.

For details check the Privateer Press section of Dakka and "the state of Warmahordes" discussion.


GW And What 40k Should Be @ 2022/02/13 11:33:26


Post by: vipoid


Thanks for the replies regarding WmH, all. Very insightful.


GW And What 40k Should Be @ 2022/02/13 20:16:19


Post by: Blndmage


Cyel wrote:
 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Absurd barriers of entry: atrocious prices, rules bloat, communities being adamant that big point tournament games are the only games to be played. Players leaving (which is always normal) were not replaced by new ones. Greedy PP added to it by making their product as inaccesible as it gets.


You just described the current issue with the competitive community. I've been trying to push for a 1,000 pont Tourney circuit, since it's a valid format for competitive, it's just as valid as 2k games, but the community does nothing but rip the idea to shreds.


GW And What 40k Should Be @ 2022/02/13 21:42:10


Post by: jeff white


I enjoyed low point games of ninth Ed sans cp and stratagems etc. I watched a lot of 2000 pt games with all the bells and whistles. Did not see the attraction. Getting people to change anything is difficult… I certainly applaud the effort. Makes sense to me. Low pt games are more fun imho. Plus people complain about time, trying to get more games in and so on… smaller games solves those problems.


GW And What 40k Should Be @ 2022/02/14 04:00:04


Post by: TangoTwoBravo


Communities will play the games they want to play the way they want to play them, assuming of course they find like-minded folks. Its that whole freedom thing.

Our group has five 40K tourneys a year. One of them is at 1000 points and is aimed at new players. We can fit four games in a day and it is also a spur for folks to build a new army. On the other hand, Incursion missions are like a knife-fight in a phone booth. They can also be quite unbalanced/swingy - I find 1500 is the sweet spot for a three-round event. Still, a change of pace can be fun. Maybe try to run an Incursion tourney and see what happens?

Whatever format we go with, though, our 40K tourneys sell out in hours. Flames of War and Bolt Action can get half the numbers once or twice a year (I used to TO the Flames games and we relied on out of town folks to to get to get there). Haven't seen a Warmachine tourney round these parts since 2017. All that to say, our own 40K tourney ecosystem is doing just fine.


GW And What 40k Should Be @ 2022/02/14 11:34:45


Post by: Blackie


 Blndmage wrote:
Cyel wrote:
 vipoid wrote:
 Sim-Life wrote:
Except WmH. That game is actually dead.


What happened to WmH?

Mark 2 seemed really popular but then Mark 3 appeared to just collapse overnight.


Absurd barriers of entry: atrocious prices, rules bloat, communities being adamant that big point tournament games are the only games to be played. Players leaving (which is always normal) were not replaced by new ones. Greedy PP added to it by making their product as inaccesible as it gets.


You just described the current issue with the competitive community. I've been trying to push for a 1,000 pont Tourney circuit, since it's a valid format for competitive, it's just as valid as 2k games, but the community does nothing but rip the idea to shreds.


To be fair 1000 points is a very different game than 2000 points, by a large margin, and competitively lists are extremely different than 2000 ones so those people who can fairly play competitive 2000 points game might have to get a lot of new stuff to play 1000 points at the same level of competitiveness and it might be a barrier to invest in some models just to play a format that isn't the most common one. Many players also don't like the very small tables.

Try the 1500 points format instead, which is my favorite choice. It's not really different than 2000, also in terms of listbuilding, but with less overcrowded tables.


GW And What 40k Should Be @ 2022/02/14 14:44:07


Post by: Dolnikan


One 'issue' I can imagine with smaller games, aside from getting less stuff and the smaller tables, is with the Command Point system where many armies will feel like they have barely any to feed some units. Of course, that would make things less extreme in some regards, but at the same time, it means that only a rare few stratagems would still see use.


GW And What 40k Should Be @ 2022/02/14 18:52:48


Post by: Lord Damocles


 Dolnikan wrote:
One 'issue' I can imagine with smaller games, aside from getting less stuff and the smaller tables, is with the Command Point system where many armies will feel like they have barely any to feed some units. Of course, that would make things less extreme in some regards, but at the same time, it means that only a rare few stratagems would still see use.

Oh no.
How terrible.


GW And What 40k Should Be @ 2022/02/14 19:06:11


Post by: Backspacehacker


You know, looking back at this if i could actually give a better answer of "What should 40k be" I would say it SHOULD be this.

"A gaming system designed to reenact both thematic and dramatic battles of the 41st millennia."

With the idea being the game is not meant to be competitive, but rather narrative and filled with dramatic over the top battles with less focus on winning and loosing and more focus on narrative outcomes of games and thematic outcoms of games. To quote one of the old guard i used t play with who was in the hobby since basically day one, "Oh i dont care about what wins and what looses, i just care about what i think would end up looking cool if it were in a book or a movie." and this was the mantra i tried to follow, so every opportunity to had to take a challenge it was taken, any time i could do death or glory, it was go time.

If i could say what 40k should be, it should be that, and balanced around that idea of having those types of engagements, and units should be balanced around that in mind, no around the idea of tournament pushing and metas.


GW And What 40k Should Be @ 2022/02/14 19:39:56


Post by: aphyon


Backspacehacker exalted! could not agree more.

the lore/setting is the entire reason i still play 40K

RT was a parody of fantasy, 2nd was hero hammer skirmish. the hard setting of 40K solidified in 3rd and became all that we now understand of the grim dark setting of 40K. after Rick, Andy and the rest of the original team left nobody currently at GW understands what 40K is anymore.



GW And What 40k Should Be @ 2022/02/14 20:02:29


Post by: Some_Call_Me_Tim


They know what 40k is now, a money machine .


GW And What 40k Should Be @ 2022/02/14 20:09:28


Post by: Waaaghpower


In short: I do not care if 40k is balanced for tournament play. My main priority is that it's *fun* to play across all skill levels.

In many ways, I feel like 40k has lost its most 'Fun' mechanics since when I started playing (at the start of 5th). I'm an Ork player at my core, and so the game came baked in with many options that were *suboptimal* but which were intensely fun to use. Shokk Attack Guns and template weapons and random psychic powers and armor facings - None of these made for well balanced tournament play, but they were extremely fun to use. The awesome feeling of deleting a whole squad of terminators versus the hilarity of accidentally teleporting into melee combat with them balanced out the general weakness of the gun.
On the other hand, vehicle damage rules never felt *fun* to me. The wide gulf in durability wasn't appropriate for every army, so while a Trukk blowing up in one unlucky shot might have been appropriate, a Rhino or a Leman Russ doing the same was not. I miss armor facings, but I don't miss vehicle rules in the slightest. Also, while unique rules or abilities for certain models was often fun, it also often led to wildly overpowered abilities, like Blood Angels dreadnoughts being able to shred entire hords in a single melee combat.

9th has taken some steps in the right direction. Waaagh! returning to an activated ability is great, because it's so much more *fun* to call a Waaagh! than to just have an Aura. The core 9th rules strike a good balance between streamlining and rewarding cohesive armies (unlike the Loyal 32/Detachment Spam of 8th, which never felt *fun*,) but if codex balance is better than it used to be, its only by a narrow margin (ignoring the outlier of Late 7th). The lack of USRs and the 'My special rules beat your special rules' edge cases are awkward and inconsistent.

I'm reasonably happy with 9th. The core rules are solid. I'd like to bring back more of the 'fun' rules that made older editions feel more narrative, but it's a tough line to walk between fair, streamlined rules and novel unique situations. My personal preference would be to lean more towards the fun, chaotic side, but I'm fine with the current state of the game.


GW And What 40k Should Be @ 2022/02/15 09:05:56


Post by: Slipspace


Waaaghpower wrote:
In short: I do not care if 40k is balanced for tournament play. My main priority is that it's *fun* to play across all skill levels.


I agree, but "fun" also includes a minimum level of balance. I want thematic rules and variety between and within armies and I want armies built to represent a faction's fluff to also be strong on the tabletop. But I also don't want to see a thematic and background-accurate IG army get tabled every single game because no matter how fluffy and cool your list is, your army is useless on the battlefield. IME nothing is more demoralising for a new player than having to explain to them that the cool, well-painted new unit they just spent hours building and painting is terrible in the game. Worse still is having to explain that their entire army is terrible and will likely remain so for a long time.

Yes, there are ways to mitigate against this, but it's also not great to see players having to handicap themselves because their opponent has a terrible army, and many players don't want their opponents to do so either. It's also more difficult to self-balance the less experienced you are.


GW And What 40k Should Be @ 2022/02/15 10:04:04


Post by: H.B.M.C.


Wouldn't being balanced for tournament play make it balanced for everything else?


GW And What 40k Should Be @ 2022/02/15 10:13:57


Post by: Deadnight


 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


Define 'balanced for tournament play'? What does it look like in the real world.

Do you mean something like 'every codex should have one good power build' = balanced for tournament play?

Theres the 'how'. What costs and sacrifices are you willing to make? Will you homogenise a lot of options? Reduce the rosters? Decimate the strategems? Reduce the scale? Reduce the scope? Allow sideboards/multiple lists/multiple win conditions? Give everyone a plasma gun and a power weapon?

So, What does it look like in the real world?


GW And What 40k Should Be @ 2022/02/15 10:47:11


Post by: vict0988


 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?

Yes... But
Spoiler:
if taking Canoptek Doomstalkers in one or more builds is viable in competitive play and none of those builds are OP I'd say they were balanced in competitive play. That still leaves an infinite number of lists where including a Canoptek Doomstalker is inefficient because they don't fit into the list, but where a casual player might want to include one regardless. Making Doomstalkers better in all the other lists might make them OP in the one list where they are already viable. Meanwhile Kroot Carnivores might be good in almost every build, OP in no builds, also balanced in competitive play, but more balanced in casual play than Canoptek Doomstalkers. The only imbalance would come down to whether you are making use of all the combinations and synergies available to units, instead of whether the unit is viable in even a single list.

Then there is the factor of some armies being harder to play than others, a durable gunline will generally be easier to play than a squishy melee list. Tournament players are not exactly as skilled at the game as casual players, so you'd see an effect like in League of Legends where Bronze players do better with an easy champion like Garen than a hard champion like Zed, while the opposite is true of Diamond players. The League of Legends developers have to weigh how much to value casual versus high skill experience, do you make Garen OP for noobs or Zed OP for veterans or Garen bad for veterans and Zed bad for noobs?


GW And What 40k Should Be @ 2022/02/15 11:51:24


Post by: Slipspace


 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


Depends what you mean by balance. From a competitive perspective every Codex would be balanced if there was at least one build that was at the same level of power as every other Codex. That doesn't mean that's the sort of balance that would appeal to non-competitive players.

For example, Craftworld Eldar have often been very powerful in competitive tournaments (not right now, but in the past it held true). Usually they achieved this power through skewed and unfluffy armies like 7 planes, jetbike spam, Wraith-construct spam, etc. This meant the average Eldar player's army was usually somewhere between OK and weak because a traditional army of Guardians, Aspects and some vehicles wasn't very good. My version of balanced would make the background-accurate lists the more powerful ones so people collecting a "normal" army for each faction would be on a level playing field.


GW And What 40k Should Be @ 2022/02/15 13:50:04


Post by: Blackie


Deadnight wrote:
 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


Define 'balanced for tournament play'? What does it look like in the real world.

Do you mean something like 'every codex should have one good power build' = balanced for tournament play?

Theres the 'how'. What costs and sacrifices are you willing to make? Will you homogenise a lot of options? Reduce the rosters? Decimate the strategems? Reduce the scale? Reduce the scope? Allow sideboards/multiple lists/multiple win conditions? Give everyone a plasma gun and a power weapon?

So, What does it look like in the real world?


Exactly. Balanced for tournament play doens't really mean anything. To me the definition of reasonable balance in 40k is when two players field average collections of models from different factions and have similar chances to win, assuming same luck and same experience/skills. For average collections of models I mean basically "highlander" oriented armies, with a bit of everything rather than spamming stuff. When that works reasonably I'm happy.

I couldn't care less if any faction has a spammy but equally powerful build that makes tournaments extremely balanced.


GW And What 40k Should Be @ 2022/02/15 13:57:17


Post by: AnomanderRake


 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


In my experience tournament players are perfectly happy to buy new armies every six months and don't particularly care if three quarters of the models in their Codex are garbage, so long as a large number of Codexes have at least one tournament-competitive netlist in them at any one time they interpret the game as "balanced".


GW And What 40k Should Be @ 2022/02/15 15:24:41


Post by: vict0988


Slipspace wrote:
 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


Depends what you mean by balance. From a competitive perspective every Codex would be balanced if there was at least one build that was at the same level of power as every other Codex. That doesn't mean that's the sort of balance that would appeal to non-competitive players.

That's just not true, internal balance is part of competitive balance.
My version of balanced would make the background-accurate lists the more powerful ones so people collecting a "normal" army for each faction would be on a level playing field.

What background? The one that says that the Emperor was saved by a man or the one that says the Emperor was saved by an immortal? Some people will fight you if you try to tell them that their skew list is unfluffy or that your highlander list lacks theme.
 AnomanderRake wrote:
 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


In my experience tournament players are perfectly happy to buy new armies every six months and don't particularly care if three quarters of the models in their Codex are garbage, so long as a large number of Codexes have at least one tournament-competitive netlist in them at any one time they interpret the game as "balanced".

Do you know what they are comparing with? A quarter of factions having one viable list each and the top faction having 2 builds and all the other factions having no viable builds. Casual players are happy if they have no competitive builds, because they can get their opponents to come down to their level.


GW And What 40k Should Be @ 2022/02/15 15:47:20


Post by: auticus


Casual players are happy if they have no competitive builds, because they can get their opponents to come down to their level.


Not over in the US in my experience with the game over several regions.

Getting players to come down requires those players to have a large enough collection to do so.

The good majority of tournament players I have ever known keep their collections tight to whatever is competitive and ebay the rest to recoup costs and invest in the next churn build.

The biggest complaint I ever heard about toning down was from a large number of american players that simply only had one army - the competitive army.

Toning down was not something they were interested in doing because many people don't want to buy models just to tone down their army with.

I know there are people that WILL tone down but in the states its very difficult to find those players - at least in public stores where a lot of us go to get games.


GW And What 40k Should Be @ 2022/02/15 16:08:25


Post by: Slipspace


 vict0988 wrote:
Slipspace wrote:
 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


Depends what you mean by balance. From a competitive perspective every Codex would be balanced if there was at least one build that was at the same level of power as every other Codex. That doesn't mean that's the sort of balance that would appeal to non-competitive players.

That's just not true, internal balance is part of competitive balance.

I disagree. If you're talking about competitive play I think defining balance as every Codex having at least one build that is equal to the most powerful build from any other Codex is accurate. From a purely competitive angle, as long as a Codex has one good build that's fine. I didn't say it was desirable or optimal.

 vict0988 wrote:
Slipspace wrote:
My version of balanced would make the background-accurate lists the more powerful ones so people collecting a "normal" army for each faction would be on a level playing field.

What background? The one that says that the Emperor was saved by a man or the one that says the Emperor was saved by an immortal? Some people will fight you if you try to tell them that their skew list is unfluffy or that your highlander list lacks theme.

The background GW chooses. It's their game, and they should be writing each Codex with a view to what typical armies of that faction should look like and balancing appropriately. People can try to justify any list, skew or otherwise, as fluffy all they like, doesn't mean I or GW have to agree with them. I'm not even suggesting banning skew lists completely, just not making them the optimal choice, by design.


GW And What 40k Should Be @ 2022/02/15 16:52:55


Post by: vict0988


Slipspace wrote:
I disagree. If you're talking about competitive play I think defining balance as every Codex having at least one build that is equal to the most powerful build from any other Codex is accurate. From a purely competitive angle, as long as a Codex has one good build that's fine. I didn't say it was desirable or optimal.

Balance: "a state in which different things occur in equal or proper amounts or have an equal or proper amount of importance"

If Flayed Ones never occur in competitive games and do not have a proper amount of importance in the game then the competitive meta is not balanced because Flayed Ones do not occur in proper amounts and do not have a proper amount of importance.
The background GW chooses. It's their game, and they should be writing each Codex with a view to what typical armies of that faction should look like and balancing appropriately. People can try to justify any list, skew or otherwise, as fluffy all they like, doesn't mean I or GW have to agree with them. I'm not even suggesting banning skew lists completely, just not making them the optimal choice, by design.

How will GW communicate this and measure whether it has been achieved?

How can you say casual is balanced if it's only the one type of casual that GW defines as casual?

I wasn't talking about skew, I was talking about spam. 3 Wave Serpents, 3 Falcons and 3 Wraithguard units is spammy, but it's not skew. It's "my Craftworld are experts at building and using Falcons and have lost a lot of guys in a past war so now they play it safe using Wraithguard and Transports" not "hehe your anti-infantry guns are useless because I only brought Wraithknights, Fire Prisms and a Character".


GW And What 40k Should Be @ 2022/02/15 19:23:21


Post by: vipoid


 AnomanderRake wrote:
 H.B.M.C. wrote:
Wouldn't being balanced for tournament play make it balanced for everything else?


In my experience tournament players are perfectly happy to buy new armies every six months and don't particularly care if three quarters of the models in their Codex are garbage, so long as a large number of Codexes have at least one tournament-competitive netlist in them at any one time they interpret the game as "balanced".


Basically this.

I think there is also the risk of the less-liked armies being being balanced only from the perspective of the armies playing against them. As in, their good units are nerfed but their bad units are never fixed.


GW And What 40k Should Be @ 2022/02/15 19:49:41


Post by: ccs


 vict0988 wrote:
Slipspace wrote:
I disagree. If you're talking about competitive play I think defining balance as every Codex having at least one build that is equal to the most powerful build from any other Codex is accurate. From a purely competitive angle, as long as a Codex has one good build that's fine. I didn't say it was desirable or optimal.

Balance: "a state in which different things occur in equal or proper amounts or have an equal or proper amount of importance"

If Flayed Ones never occur in competitive games and do not have a proper amount of importance in the game then the competitive meta is not balanced because Flayed Ones do not occur in proper amounts and do not have a proper amount of importance.
The background GW chooses. It's their game, and they should be writing each Codex with a view to what typical armies of that faction should look like and balancing appropriately. People can try to justify any list, skew or otherwise, as fluffy all they like, doesn't mean I or GW have to agree with them. I'm not even suggesting banning skew lists completely, just not making them the optimal choice, by design.

How will GW communicate this and measure whether it has been achieved?

How can you say casual is balanced if it's only the one type of casual that GW defines as casual?

I wasn't talking about skew, I was talking about spam. 3 Wave Serpents, 3 Falcons and 3 Wraithguard units is spammy, but it's not skew. It's "my Craftworld are experts at building and using Falcons and have lost a lot of guys in a past war so now they play it safe using Wraithguard and Transports" not "hehe your anti-infantry guns are useless because I only brought Wraithknights, Fire Prisms and a Character".


Or I've painted my stuff yellow & blue and am playing IYANDEN....


GW And What 40k Should Be @ 2022/02/15 20:09:51


Post by: VladimirHerzog


ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.


GW And What 40k Should Be @ 2022/02/15 20:23:14


Post by: Racerguy180


 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.


GW And What 40k Should Be @ 2022/02/15 20:28:05


Post by: VladimirHerzog


Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.


No, people swap subfactions because they want to try different strategies. If i want to play a fast list of space marine but i painted them black because i like the scheme better, i shouldnt be forced to stick to iron hands.

I pick my color schemes purely on how they appeal to me visually. And as a new player, i knew nothing of the subfactions when i picked my color schemes.


GW And What 40k Should Be @ 2022/02/15 20:31:14


Post by: JNAProductions


 VladimirHerzog wrote:
Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.


No, people swap subfactions because they want to try different strategies. If i want to play a fast list of space marine but i painted them black because i like the scheme better, i shouldnt be forced to stick to iron hands.

I pick my color schemes purely on how they appeal to me visually. And as a new player, i knew nothing of the subfactions when i picked my color schemes.
This. Paint shouldn't impact rules.

The only reasonable exception I can think of is, if you're running two different subfactions within the same army, or have a converted army that uses similar models for two different factions entirely (say, SoB and Marines) there should be enough distinction to make it clear what's what. But that's just an ease of play thing.


GW And What 40k Should Be @ 2022/02/15 20:35:36


Post by: VladimirHerzog


 JNAProductions wrote:

The only reasonable exception I can think of is, if you're running two different subfactions within the same army, or have a converted army that uses similar models for two different factions entirely (say, SoB and Marines) there should be enough distinction to make it clear what's what. But that's just an ease of play thing.


I usually tried to keep units unique between subfactions when i did soup (no cultists in both my Night lords and Alpha legion detachment for example) but i ended up just marking which unit was which using some cards/bluetac/rubberbands


GW And What 40k Should Be @ 2022/02/15 20:37:09


Post by: JNAProductions


 VladimirHerzog wrote:
 JNAProductions wrote:

The only reasonable exception I can think of is, if you're running two different subfactions within the same army, or have a converted army that uses similar models for two different factions entirely (say, SoB and Marines) there should be enough distinction to make it clear what's what. But that's just an ease of play thing.


I usually tried to keep units unique between subfactions when i did soup (no cultists in both my Night lords and Alpha legion detachment for example) but i ended up just marking which unit was which using some cards/bluetac/rubberbands
Yeah, as long as it works and is clear.

I mean, 40k is a complex game, so I'd imagine most people who play it deeply enough to have multiple subfactions are able to handle a little added mental overhead, but at the same time, it's good to try to minimize it.


GW And What 40k Should Be @ 2022/02/15 20:52:20


Post by: jeff white


Paint colours should I think influence rules. Personally Ihave stressed about colours because of background, … I don’t mind someone experimenting with rules as in, hey, today I wanna play my blue marines as salamanders to experiment with the new rules. But, do it more than once or twice without moving on either repainting or collecting salamanders and imho coolness points are lost, patience is lost, and frankly I lose interest in being a part of whatever this dude thinks he is doing with the game and hobby.

anyways, just mo, but yeah, modeling choices including paint schemes have implications and consequences.


GW And What 40k Should Be @ 2022/02/15 20:57:39


Post by: JNAProductions


 jeff white wrote:
Paint colours should I think influence rules. Personally Ihave stressed about colours because of background, … I don’t mind someone experimenting with rules as in, hey, today I wanna play my blue marines as salamanders to experiment with the new rules. But, do it more than once or twice without moving on either repainting or collecting salamanders and imho coolness points are lost, patience is lost, and frankly I lose interest in being a part of whatever this dude thinks he is doing with the game and hobby.

anyways, just mo, but yeah, modeling choices including paint schemes have implications and consequences.
That's fine-you're not required to play anyone you don't want to.

But that certainly shouldn't be the ONLY way to play it-for me personally, I don't really care what color your models are.


GW And What 40k Should Be @ 2022/02/15 21:11:29


Post by: Voss


 vict0988 wrote:

I wasn't talking about skew, I was talking about spam. 3 Wave Serpents, 3 Falcons and 3 Wraithguard units is spammy, but it's not skew. It's "my Craftworld are experts at building and using Falcons and have lost a lot of guys in a past war so now they play it safe using Wraithguard and Transports" not "hehe your anti-infantry guns are useless because I only brought Wraithknights, Fire Prisms and a Character".


Its both spam and skew. 'I didn't do it on purpose' or 'I have a fluffy reason for it' doesn't change the play experience one jot for the person on the other side of the table.


GW And What 40k Should Be @ 2022/02/15 22:02:45


Post by: Racerguy180


 VladimirHerzog wrote:
Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.


No, people swap subfactions because they want to try different strategies. If i want to play a fast list of space marine but i painted them black because i like the scheme better, i shouldnt be forced to stick to iron hands.

I pick my color schemes purely on how they appeal to me visually. And as a new player, i knew nothing of the subfactions when i picked my color schemes.

Are you actually saying you can't run a fast IH list? Like I don't even know how to respond to that. They're fething marines for crying out loud and have a bunch of really fast units(18" Landspeeder Storms, biked etc...) available to them...
Or is it you want to use the extra stuff that the "faster" marines get??? That seems to be the crux of it.


GW And What 40k Should Be @ 2022/02/15 22:15:24


Post by: JNAProductions


Racerguy180 wrote:
 VladimirHerzog wrote:
Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.


No, people swap subfactions because they want to try different strategies. If i want to play a fast list of space marine but i painted them black because i like the scheme better, i shouldnt be forced to stick to iron hands.

I pick my color schemes purely on how they appeal to me visually. And as a new player, i knew nothing of the subfactions when i picked my color schemes.

Are you actually saying you can't run a fast IH list? Like I don't even know how to respond to that. They're fething marines for crying out loud and have a bunch of really fast units(18" Landspeeder Storms, biked etc...) available to them...
Or is it you want to use the extra stuff that the "faster" marines get??? That seems to be the crux of it.
Yes, they want to use the fast Marine traits for their fast Marines.

Is that a crime?


GW And What 40k Should Be @ 2022/02/15 22:15:24


Post by: Mezmorki


"Balance" is, ideally, that 2,000 points of whatever versus 2,000 points of whatever else has the same 50/50 chance to win.

The problem, is that that will only really work if armies are much more analogous to one another and things that lead to hard counters and the like are stripped out of the game.


GW And What 40k Should Be @ 2022/02/15 22:16:33


Post by: Waaaghpower


Slipspace wrote:
Waaaghpower wrote:
In short: I do not care if 40k is balanced for tournament play. My main priority is that it's *fun* to play across all skill levels.


I agree, but "fun" also includes a minimum level of balance. I want thematic rules and variety between and within armies and I want armies built to represent a faction's fluff to also be strong on the tabletop. But I also don't want to see a thematic and background-accurate IG army get tabled every single game because no matter how fluffy and cool your list is, your army is useless on the battlefield. IME nothing is more demoralising for a new player than having to explain to them that the cool, well-painted new unit they just spent hours building and painting is terrible in the game. Worse still is having to explain that their entire army is terrible and will likely remain so for a long time.

Yes, there are ways to mitigate against this, but it's also not great to see players having to handicap themselves because their opponent has a terrible army, and many players don't want their opponents to do so either. It's also more difficult to self-balance the less experienced you are.

Oh, I absolutely agree - Some level of balance is necessary across the board in order for the game to be fun, I was just trying to say that I don't want fun rules like the Shokk Attack Gun to be dropped in pursuit of perfect balance that 40k won't achieve anyways. I'd rather have an underpowered Shokk Attack Gun with a chance of genuinely effective damage spikes and hilarious side effects, than the bland middle-of-the-road gun that we have now.


GW And What 40k Should Be @ 2022/02/15 22:23:04


Post by: Tyran


Paint shouldn't impact rules, specially with the recent changes that banned subfaction mixing.

I mean, if someone has a mismatch collection of differently painted miniatures because they didn't want to compromise to one paint scheme (because it is an art, and repetitive art is boring), are you going to ban them from mixing their models into a viable army?


GW And What 40k Should Be @ 2022/02/15 22:45:03


Post by: EviscerationPlague


Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.

Why should someone suffer because they picked the Word Bearers color scheme?


GW And What 40k Should Be @ 2022/02/15 22:57:52


Post by: Racerguy180


EviscerationPlague wrote:
Racerguy180 wrote:
 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.

Yes let them paint them whichever colour they like. I'm not sure anyone said you couldnt.

Is the only reason people don't want to stick with a colour scheme is so you can just switch to the most op FOTM?

I painted my Salamanders like Salamanders and they're not gonna be anything else. Same goes for my Bloody Rose, Flawless Host & Metallica.

Why should someone suffer because they picked the Word Bearers color scheme?


Ummm, cuz heretic....





GW And What 40k Should Be @ 2022/02/15 23:06:38


Post by: JNAProductions


Racerguy180 wrote:
EviscerationPlague wrote:
Why should someone suffer because they picked the Word Bearers color scheme?


Ummm, cuz heretic...
It doesn't come off well when we're talking about the players who like the Word Bearers' color scheme being punished, not the fictional people.


GW And What 40k Should Be @ 2022/02/15 23:30:53


Post by: Racerguy180


I was being cheeky.

But all of the jumping from one faction to another without changing paint scheme is lame. It's fine and really easy to make a "factory" paint scheme that isn't one. But running the obviously Blood Angels as Ultras/IH/whatever just seems disingenuous.
I have no problem playing against them, it just makes it look weird.



GW And What 40k Should Be @ 2022/02/15 23:42:58


Post by: auticus


 Mezmorki wrote:
"Balance" is, ideally, that 2,000 points of whatever versus 2,000 points of whatever else has the same 50/50 chance to win.

The problem, is that that will only really work if armies are much more analogous to one another and things that lead to hard counters and the like are stripped out of the game.


This deposes list building as a central tenet of the game which is where a lot of anger and hollering come in when its suggested.

List building requires strong choices and weak choices for it to be prominent and hold weight in the game. The more balanced the game, the less impactful list building can be, since if I can just whip up 2000 points of the models I like, and you whip up 2000 points of models carefully selected for how busted they are, and yet still we have a close game - that endears to those that want gameplay and balance to matter more, and absolutely repels those that want listbuilding to matter more.

List building uses points as structure to build within, but not as an actual balance metric. The community for a long time now has strongly leaned on list building as what they want to matter more.


GW And What 40k Should Be @ 2022/02/16 01:32:58


Post by: EviscerationPlague


 auticus wrote:
 Mezmorki wrote:
"Balance" is, ideally, that 2,000 points of whatever versus 2,000 points of whatever else has the same 50/50 chance to win.

The problem, is that that will only really work if armies are much more analogous to one another and things that lead to hard counters and the like are stripped out of the game.


This deposes list building as a central tenet of the game which is where a lot of anger and hollering come in when its suggested.

List building requires strong choices and weak choices for it to be prominent and hold weight in the game. The more balanced the game, the less impactful list building can be, since if I can just whip up 2000 points of the models I like, and you whip up 2000 points of models carefully selected for how busted they are, and yet still we have a close game - that endears to those that want gameplay and balance to matter more, and absolutely repels those that want listbuilding to matter more.

List building uses points as structure to build within, but not as an actual balance metric. The community for a long time now has strongly leaned on list building as what they want to matter more.

That's really incorrect.

Marine Whirlwinds shouldn't be bad at killing their main target just because Marines aren't known for artillery. List building matters to when you want to pay for that type of artillery for that type of target.


GW And What 40k Should Be @ 2022/02/16 01:41:13


Post by: auticus


Thats not really what I was talking about at all. Marine Whirlwinds being good or bad isn't the point of anything I was talking about.

List Building as a "skill" is about identifying whats good and optimal. If whirlwinds were optimal you'd take them. If they were not optimal, you wouldn't take them. It doesn't matter what Marines are known for. If they are known for optimal whirlwinds, then they are known for whirlwinds lol.

You can't have list building be a "skill" if I can pull 2000 points off my shelf and you pull 2000 points and we have a good game even though you've tuned the list and I haven't.

Whirlwinds or whatever have nothing to do with that sentiment.


GW And What 40k Should Be @ 2022/02/16 02:13:13


Post by: Daedalus81


 Mezmorki wrote:
"Balance" is, ideally, that 2,000 points of whatever versus 2,000 points of whatever else has the same 50/50 chance to win.

The problem, is that that will only really work if armies are much more analogous to one another and things that lead to hard counters and the like are stripped out of the game.


Right - that's a very broad statement given the freedom of list building in 40K.


GW And What 40k Should Be @ 2022/02/16 02:27:32


Post by: Hecaton


EviscerationPlague wrote:

Why should someone suffer because they picked the Word Bearers color scheme?


They shouldn't, but that's on GW.


GW And What 40k Should Be @ 2022/02/16 02:31:55


Post by: Blndmage


 Mezmorki wrote:
"Balance" is, ideally, that 2,000 points of whatever versus 2,000 points of whatever else has the same 50/50 chance to win.

The problem, is that that will only really work if armies are much more analogous to one another and things that lead to hard counters and the like are stripped out of the game.


What about the other 3 levels of play? 500, 1,000, or even 3,000?

They're valid levels of play that deserve the same support as 2k games.


GW And What 40k Should Be @ 2022/02/16 04:31:58


Post by: Jack Flask


Regarding color schemes, I do think it should matter if you use one of the GW stock subfactions. If you don't like it, then make your own color scheme with very fuzzy, undefined lore and then you can use it as you wish. But the stock subfactions have written lore and unique rules that is related specifically to their appearance.

It's no different than a WW2 gamer showing up and constantly asking to use their French partisans with stolen guns as Germans because they prefer how they look but also want to use Panzers.

At that point just play an alternate history game or Weird WW2...


GW And What 40k Should Be @ 2022/02/16 04:34:49


Post by: H.B.M.C.


I think this and the other discussion has fallen off track, and has drifted into a form of "Yes, but what really is 'balance'?" navel gazing.


GW And What 40k Should Be @ 2022/02/16 04:43:27


Post by: ClockworkZion


I recently watched a Youtube video talking about balance in 40k, and without checking single wargear option on every unit, 40k came to over 4,000 moving parts while MtG sat at half that.

And mind, this is with reduced moving parts as has been pointed out. So to get 40k "balanced" at every level of the game what are willing to give up to get there? Because honestly when we're looking at a game whose moving parts are at least double the next most popular game's (again, not accounting for every possible wargear permutation and the like), how can balance ever realistically be reached? Even MtG struggles with it at times and they are known for a more robust playtesting and design pipeline than GW's and rotate stuff more frequently out of the game to keep unwanted interactions down in order to create better balance.

Honestly, I don't think there is a good or right answer for this, partly because any answer means telling people they need to give up something and that never goes over well.

Personally I enjoy 40k as a sandbox than a tournament game, but I know that not everyone sees it that way. I used to be more concerned about trying to win tournaments but as I've gotten older the social and hobby aspects around the game has become more important than who makes the best "pew pew" noises when they shoot their models.

Basically I freely admit I don't represent the whole community, nor would I want to try to. What I wanted to address was more the reality of saying the game should be more "balanced" because between the number of moving parts and what each person individually thinks of as balance I don't think you'd get the same answer twice on what "balance" should look like exactly.


GW And What 40k Should Be @ 2022/02/16 05:08:42


Post by: ccs


 VladimirHerzog wrote:
ccs wrote:

Or I've painted my stuff yellow & blue and am playing IYANDEN....


let people paint their armies whatever color they want, feth that "color scheme = rules" mentality.


You realize I was responding to you & others bitching about justifying spammy/skew lists right?
GW has already justified spamming Wraith Guard. They called it Iyandan & gave me rules at the time for swapping WG into the troop slots.
Sticking them in Serpents is just effective delivery...

Why'd I paint them in the company colors? Because I happen to like the yellow & blue scheme, not because I care what GW thinks.



Automatically Appended Next Post:
 jeff white wrote:
Paint colours should I think influence rules. Personally Ihave stressed about colours because of background, … I don’t mind someone experimenting with rules as in, hey, today I wanna play my blue marines as salamanders to experiment with the new rules. But, do it more than once or twice without moving on either repainting or collecting salamanders and imho coolness points are lost, patience is lost, and frankly I lose interest in being a part of whatever this dude thinks he is doing with the game and hobby.

anyways, just mo, but yeah, modeling choices including paint schemes have implications and consequences.


You'd be less stressed if you just pretended to be looking at a B&W movie in the making. Then you could "see" the models in any colors you'd prefer vs what's actually on the table.


GW And What 40k Should Be @ 2022/02/16 05:35:17


Post by: Waaaghpower


 auticus wrote:

This deposes list building as a central tenet of the game which is where a lot of anger and hollering come in when its suggested.

List building requires strong choices and weak choices for it to be prominent and hold weight in the game. The more balanced the game, the less impactful list building can be, since if I can just whip up 2000 points of the models I like, and you whip up 2000 points of models carefully selected for how busted they are, and yet still we have a close game - that endears to those that want gameplay and balance to matter more, and absolutely repels those that want listbuilding to matter more.

List building uses points as structure to build within, but not as an actual balance metric. The community for a long time now has strongly leaned on list building as what they want to matter more.

Pardon, but that's very, very wrong.
Specifically, this:
List building requires strong choices and weak choices for it to be prominent and hold weight in the game. The more balanced the game, the less impactful list building can be.


Let's imagine a game where every single unit in every single codex was tournament viable and had a place on the board. Nothing is overpowered. Nothing is underpowered.

You'd *still* need to be good at list building if you want to win tournaments. However, unlike today's tournament environment, there would be little benefit in copy/pasting a tournament list off the internet, because even though every unit is viable, that doesn't mean that they all have shared utility.

You still need to determine how you're going to run your army and build a list to cover all your weaknesses. You have to balance your list between anti-tank/monster, anti-heavy-infantry, anti-horde, and specialist damage like snipers. You want to include psychic defense without wasting points. You want to make sure you're not presenting any obvious weaknesses - if you bring only one tank and a bunch of infantry, that one tank will be easily singled out and be a waste of points, after all.
You need to plan out mobility - Your melee units might be balanced and effective, but if you can't get them where they need to be they won't be much good.
How many points will you put into buff units? You want some as a force multiplier, but you can't buy too many or you'll not have enough forces to multiply.
Do you know your local meta? Does that influence your choices at all?

Every unit being viable and balanced does not mean that list building becomes unimportant. Especially since, if you don't have extremely overpowered units, the 'right' choice can be more difficult to make - if there's not one clear unit that's just better at clearing out infantry than everything else, what do you take for anti infantry?


Automatically Appended Next Post:
 ClockworkZion wrote:
I recently watched a Youtube video talking about balance in 40k, and without checking single wargear option on every unit, 40k came to over 4,000 moving parts while MtG sat at half that.

Could you link that video or tell me what channel it was on? It sounds interesting and I'm curious how they define 'moving parts'.


GW And What 40k Should Be @ 2022/02/16 05:40:27


Post by: AnomanderRake


 ClockworkZion wrote:
...Honestly, I don't think there is a good or right answer for this, partly because any answer means telling people they need to give up something and that never goes over well...


I think this design mentality is almost the entire problem. GW assumes that if they ever nerf anything or take anything away the playerbase will riot, so they add, and add, and add, and buff, and buff, and buff, until the game collapses under its own weight and they burn it down and start over (or at least that's the 7th->8th transition, and I wouldn't be surprised at this point if the 9th->10th transition was a similar board-flip).

If GW were serious about balancing the game they'd a) reduce the amount of buff-stacking possible instead of increasing it, b) do small incremental updates to a lot of things more frequently and iterate within one edition rather than dumping a massive update to each army individually and then not touching them again (unless the tournament people complain enough that they get a token points update) until three to five years and a redone core rulebook have passed, c) start doing more resculpts and reworks of old stuff instead of adding more armies and more units constantly, and d) work out a consistent theory for how the basic math of the game should work and then have the discipline to stick to it, instead of making rules that ignore other rules and new rules that ignore those and more rules that ignore the third layer of rules in an attempt to distract from the fact that they broke the basic math on the statlines.

GW could absolutely balance the game. Minis companies with vastly more complicated systems than GW's ever attempted (PP, CB) do a much better job of it than GW ever has. But to understand why they don't you have to understand that their business model rests on underlying assumptions that preclude any attempt to balance the game from working even slightly.


GW And What 40k Should Be @ 2022/02/16 05:50:42


Post by: Waaaghpower


 AnomanderRake wrote:
b) do small incremental updates to a lot of things more frequently and iterate within one edition rather than dumping a massive update to each army individually and then not touching them again (unless the tournament people complain enough that they get a token points update) until three to five years and a redone core rulebook have passed.

This here is an issue of money and greed, I think. Games Workshop can't do small, iterative rules updates, because you can't charge people money for a small, iterative rules update. They like being able to effectively 'tax' players by charging for codices every 3-4 years, and you can't rake in that cash if you're not releasing full codices.


GW And What 40k Should Be @ 2022/02/16 06:06:09


Post by: AnomanderRake


Waaaghpower wrote:
 AnomanderRake wrote:
b) do small incremental updates to a lot of things more frequently and iterate within one edition rather than dumping a massive update to each army individually and then not touching them again (unless the tournament people complain enough that they get a token points update) until three to five years and a redone core rulebook have passed.

This here is an issue of money and greed, I think. Games Workshop can't do small, iterative rules updates, because you can't charge people money for a small, iterative rules update. They like being able to effectively 'tax' players by charging for codices every 3-4 years, and you can't rake in that cash if you're not releasing full codices.


Exactly. The business model relies on things that make it impossible for them to improve the game.


GW And What 40k Should Be @ 2022/02/16 06:12:43


Post by: vict0988


https://www.youtube.com/watch?v=vwtvR4CFVEA might be this video.
 ClockworkZion wrote:
So to get 40k "balanced" at every level of the game what are willing to give up to get there?

Nothing has to be given up. What was given up to balance AdMech Vanguard? They got a bit more expensive and their Stratagems got nerfed. Who is giving anything up here? No Stratagems were removed from the game, Vanguard did not lose any options.
Even MtG struggles with it at times and they are known for a more robust playtesting and design pipeline than GW's and rotate stuff more frequently out of the game to keep unwanted interactions down in order to create better balance.

They struggle with it because it is in their short-term financial interest to release OP chase cards that people will open up a hundred packs to get a copy of. Someone rung the alarm bell about every single OP card released in the past 5 years in MtG and somebody signed off on it being as intended. Going for balance is easier than going for "just broken enough that it will be super expensive and sell packs but not broken enough we have to ban it".


GW And What 40k Should Be @ 2022/02/16 08:39:27


Post by: ClockworkZion


Waaaghpower wrote:

 ClockworkZion wrote:
I recently watched a Youtube video talking about balance in 40k, and without checking single wargear option on every unit, 40k came to over 4,000 moving parts while MtG sat at half that.

Could you link that video or tell me what channel it was on? It sounds interesting and I'm curious how they define 'moving parts'.

Sure.



Automatically Appended Next Post:
 AnomanderRake wrote:
 ClockworkZion wrote:
...Honestly, I don't think there is a good or right answer for this, partly because any answer means telling people they need to give up something and that never goes over well...


I think this design mentality is almost the entire problem. GW assumes that if they ever nerf anything or take anything away the playerbase will riot, so they add, and add, and add, and buff, and buff, and buff, until the game collapses under its own weight and they burn it down and start over (or at least that's the 7th->8th transition, and I wouldn't be surprised at this point if the 9th->10th transition was a similar board-flip).

If GW were serious about balancing the game they'd a) reduce the amount of buff-stacking possible instead of increasing it, b) do small incremental updates to a lot of things more frequently and iterate within one edition rather than dumping a massive update to each army individually and then not touching them again (unless the tournament people complain enough that they get a token points update) until three to five years and a redone core rulebook have passed, c) start doing more resculpts and reworks of old stuff instead of adding more armies and more units constantly, and d) work out a consistent theory for how the basic math of the game should work and then have the discipline to stick to it, instead of making rules that ignore other rules and new rules that ignore those and more rules that ignore the third layer of rules in an attempt to distract from the fact that they broke the basic math on the statlines.

GW could absolutely balance the game. Minis companies with vastly more complicated systems than GW's ever attempted (PP, CB) do a much better job of it than GW ever has. But to understand why they don't you have to understand that their business model rests on underlying assumptions that preclude any attempt to balance the game from working even slightly.

I don't think GW is against balance, but I do think they want a certain level of granularity in how far into the weeds one can get. They've been walking a lot of stuff back in the buff department but they regularly show they seem to want a certain amount of options in the game to reward people for combining things in a lore friendly manner, or perhaps just because they think it creates an interesting visual on the table.

I mean if we wanted to reduce some of this stuff the community doesn't have to play at 2k. I mean CP is the same at 1,500 or 1,750 (which used to be the old standards for game size) but I have gotten push back online and in person about playing smaller points levels because at the end of the day people don't want to play with less of their toys, even if it might lead to better games.


GW And What 40k Should Be @ 2022/02/16 15:10:57


Post by: auticus


I would bet the farm that given my experience with the community and the much better balance the AOS community point systems were before AOS had "official points" that given 40k in the same state as today, the community could come up with a better balanced game.

Not perfect. Definitively with its own flaws, but miles better than what it is today.

Mainly because the community doesn't profit from the horrible balance but GW definitely does.

All this talk about GW is doing fine because the game is so huge so its impossible is IMO not justifiable or excusable for the state the game has been in for quite some time. I can guarantee you if the community stopped buying models and rulebooks until GW DID balance the game, you'd have some of the finest rules known to mankind release shortly after.


GW And What 40k Should Be @ 2022/02/16 16:39:19


Post by: AnomanderRake


 ClockworkZion wrote:
...I don't think GW is against balance, but I do think they want a certain level of granularity in how far into the weeds one can get. They've been walking a lot of stuff back in the buff department but they regularly show they seem to want a certain amount of options in the game to reward people for combining things in a lore friendly manner, or perhaps just because they think it creates an interesting visual on the table...


You're missing the point. GW isn't against balance, GW doesn't care. They've constructed a business model for themselves that makes balancing the game impossible because they prioritize selling hardback books over making the game work, and trying to improve the game would require they rework their whole release structure, so they're not going to do it.


GW And What 40k Should Be @ 2022/02/16 16:50:27


Post by: ClockworkZion


 auticus wrote:
I would bet the farm that given my experience with the community and the much better balance the AOS community point systems were before AOS had "official points" that given 40k in the same state as today, the community could come up with a better balanced game.

Not perfect. Definitively with its own flaws, but miles better than what it is today.

Mainly because the community doesn't profit from the horrible balance but GW definitely does.

All this talk about GW is doing fine because the game is so huge so its impossible is IMO not justifiable or excusable for the state the game has been in for quite some time. I can guarantee you if the community stopped buying models and rulebooks until GW DID balance the game, you'd have some of the finest rules known to mankind release shortly after.

Are we reading the same threads when balance is discussed, because I rarely see concensus reached on anything people feel should be changed.

Honestly I think people overestimate the amount of experiance the 40k dev team has (Cruddace is the only dev we know from the old days still on it), the size of it to crank out all the factions and sub-factions to a high level of balance while maintaining a release cycle that doesn't force any army to wait possible decades between releases.

I won't claim GW is perfect (still stand by that points need to be free for example) but they have improved, but the game has also added a lot more variables in and that creates more possibilities for things to cause issues when people who aren't looking at it with an understanding of what the devs where thinking when they wrote the rules get a hold of them.

tl;dr: game design is harder than most of the community thinks it is, and GW is working with limits in both time and manpower (neither of which you can just expand on infinitely to fix the problem because both can create their own issues). I do want better (like cleaner and more standardized rules effect language) but I don't want to pretend that GW can just magically pump out the quality people want without sacrificing something else.


Automatically Appended Next Post:
 AnomanderRake wrote:
 ClockworkZion wrote:
...I don't think GW is against balance, but I do think they want a certain level of granularity in how far into the weeds one can get. They've been walking a lot of stuff back in the buff department but they regularly show they seem to want a certain amount of options in the game to reward people for combining things in a lore friendly manner, or perhaps just because they think it creates an interesting visual on the table...


You're missing the point. GW isn't against balance, GW doesn't care. They've constructed a business model for themselves that makes balancing the game impossible because they prioritize selling hardback books over making the game work, and trying to improve the game would require they rework their whole release structure, so they're not going to do it.

I think your ascribing malice where you shouldn't but I'm not going to try and argue this because it's all conjecture on what you think the devs do and do not care about in the game.


GW And What 40k Should Be @ 2022/02/16 17:46:05


Post by: auticus


tl;dr: game design is harder than most of the community thinks it is, and GW is working with limits in both time and manpower (neither of which you can just expand on infinitely to fix the problem because both can create their own issues). I do want better (like cleaner and more standardized rules effect language) but I don't want to pretend that GW can just magically pump out the quality people want without sacrificing something else.


I'm in the game design space for a living so I definitely agree that its a lot harder than most think it is. However I also can read any given 40k codex and in 5 minutes spot the obvious fouls, which to me is awful.

Are we reading the same threads when balance is discussed, because I rarely see concensus reached on anything people feel should be changed.


Thats agreed, but when I say community can come up with a better balanced system thats not saying a giant community committee. I'm saying a few people from the community dedicated to balancing the game could come up with a better system than what is currently fed us. Hell cut out 40k official points like they did with AOS and watch a dozen or more 40k fan systems pop up and you'll have a few in there that are pretty damn good because there are a lot of talented people on here and out in the community that when motivated by balance can produce some good stuff if given the chance.

In the AOS pre-points days there were roughly a dozen community point systems, and four or so of those were very popular and used in a lot of places and those four or so were not perfect but did a damn sight better than any of the official point systems that came out (where we know as a fact that the first GHB 2016 artificially undercost monsters to entice people to buy and field more as a stated black and white design goal on the forum of the site that generated the basis for that point system).

Honestly I think people overestimate the amount of experiance the 40k dev team has


Also agreed. From what I recall, most of the dev team were very young lads, some still in their late teens. One of the AOS devs came from this forum and he was like 19 or 20 or so.



GW And What 40k Should Be @ 2022/02/16 18:01:40


Post by: Backspacehacker


I think both the AOS and the 40k dev teams have skills in game design, the issue is i strongly am convinced that they are operating inside of a bubble.

Those skills they have are not being utilized because they are designing the game under a false sense of how most people play the game.

That said, i also think that the 40k team as a collective. are generally bad at making 40k in the current edition. I think a lot of the 'fixes' GW put into 40k, was like going in with a wrecking ball to do open heart surgery, it was very clumsy, very half cocked, and very fire from the hip and see what happens, and rather then just admit, they screwed up a system, they end up getting ham strung and are forced to carry forward a blatantly broken game mechanic rather then doing what actually needs to be done, and out right remove it from the game and or revert it.

Case and point, the AP system of 8th and 9th, is the cause for the majority of the games issues right now. The rending system worked well in AOS mostly because units were exchanging attacks at the same time, mostly in melee. However the system does not work in the game where you can easily apply that AP from across the table. Rather then doing hte smart game design thing and go, "Hey this is bad we are going to remove it" they have opted for band aid solutions that have only caused more and more problem.

That is an example of blatantly bad game design, and what i mean when i say collectively GW is bad at writing rules. individually there are some skilled people, but as a group overall not great.


GW And What 40k Should Be @ 2022/02/16 18:06:41


Post by: Tyran


Personally I fail to see how the previous AP system that made AP4 nearly worthless and AP2 extremely powerful was in any way better.



GW And What 40k Should Be @ 2022/02/16 18:14:56


Post by: Bloviator


If you look at GW's applied games design philosophy, mitigating player skill differentials is baked into the mechanics and distribution of effects on statistical extremities. This is deliberate because if you don't make it possible for newbies to win against veterans, you'll wind up with an incestuous dead game like Warmachine Hordes.


GW And What 40k Should Be @ 2022/02/16 18:24:54


Post by: Backspacehacker


 Tyran wrote:
Personally I fail to see how the previous AP system that made AP4 nearly worthless and AP2 extremely powerful was in any way better.



Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.
Now, you have weapons that are being pointed out at AP -2 but that - ap is applied not just to MEQ models, but now effects everything, which is why it led to the addtional wounds, which made things to strong so we got multi wounds, then invulns, then only wound on 4+ now just out right ignoring invulns. Pretty soon we are going to see more ignore AP values of -1 and -2. Its just a matter of time.


The old AP system had its problems sure, but it was not causing issues like the current rending system is.

Good game desginers would see this and go, "He this was a bad idea, we went from a system that had some problems to system that is causing way more problems we should roll back"
Granted i full understand that GW probably cant just flip a switch and do this because it would require pretty much a reprint of all the rules.


Automatically Appended Next Post:
 Bloviator wrote:
If you look at GW's applied games design philosophy, mitigating player skill differentials is baked into the mechanics and distribution of effects on statistical extremities. This is deliberate because if you don't make it possible for newbies to win against veterans, you'll wind up with an incestuous dead game like Warmachine Hordes.


While i agree with you, 100%, i will say that that in 8th and 9th we have WAY less of that in the game now then we ever did in past editions.
WIth the loss of things like, deep strike scattering.
Scatter blasts
Hull point system that could results in various vehicle effects
Less random objectives
Less random power
Less do or die mechanics like tank shock or death and glory.

Current 40k has far less random things/acts you can preform that off set skill.


GW And What 40k Should Be @ 2022/02/16 18:27:53


Post by: PenitentJake


 auticus wrote:
tl;dr: game design is harder than most of the community thinks it is, and GW is working with limits in both time and manpower (neither of which you can just expand on infinitely to fix the problem because both can create their own issues). I do want better (like cleaner and more standardized rules effect language) but I don't want to pretend that GW can just magically pump out the quality people want without sacrificing something else.


I'm in the game design space for a living so I definitely agree that its a lot harder than most think it is. However I also can read any given 40k codex and in 5 minutes spot the obvious fouls, which to me is awful.

Are we reading the same threads when balance is discussed, because I rarely see concensus reached on anything people feel should be changed.


Thats agreed, but when I say community can come up with a better balanced system thats not saying a giant community committee. I'm saying a few people from the community dedicated to balancing the game could come up with a better system than what is currently fed us. Hell cut out 40k official points like they did with AOS and watch a dozen or more 40k fan systems pop up and you'll have a few in there that are pretty damn good because there are a lot of talented people on here and out in the community that when motivated by balance can produce some good stuff if given the chance.

In the AOS pre-points days there were roughly a dozen community point systems, and four or so of those were very popular and used in a lot of places and those four or so were not perfect but did a damn sight better than any of the official point systems that came out (where we know as a fact that the first GHB 2016 artificially undercost monsters to entice people to buy and field more as a stated black and white design goal on the forum of the site that generated the basis for that point system).

Honestly I think people overestimate the amount of experiance the 40k dev team has


Also agreed. From what I recall, most of the dev team were very young lads, some still in their late teens. One of the AOS devs came from this forum and he was like 19 or 20 or so.



In terms of design complexity, I agree with this entirely.

One of the reasons that I'm CONSTANTLY harping on game size and ways to play is that almost all of the people talking about "how to balance better" are absolutely not thinking about this. They want to improve points-based competitive game play at the 2k level, and every single decision they would make would be through that lens.

And I think Auticus is right- I know that we have Dakkanaughts that could better balance the 2k, point-based competitive game. I just think they'd destroy everything else by doing it. At the very least, I don't think they'd care if they destroyed everything else when they did it.

And don't get me wrong- some of the suggestions I've seen would actually be good for all sizes and ways to play. But many proposed changes would not suit all the varieties of game, and some would outright destroy other varieties of game.



GW And What 40k Should Be @ 2022/02/16 18:32:49


Post by: Backspacehacker


Well whats interesting about that is, it kinda loops back around to what is 40k and what should it be?

Because balancing for 40k through the lens of "40k is a competitive table top game" is no where near balancing for "40k should be a table top wargame to reenact dramatic battles of the 41st millennia"

For a competitive standpoint something like death or glory might not be a good thing, but for a dramatic standpoint death or glory would be amazing.

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


GW And What 40k Should Be @ 2022/02/16 18:42:02


Post by: Racerguy180


 Backspacehacker wrote:

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


This is why there needs to be 2 separate rulesets for Tourney & everything else...
And I mean distinctly different. One is for crushing your enemies and hearing the lamentations of their women, the other is for reenacting dramatic moments from the 30th-41st Millennium.

Or GW could just ya know, like stop being shortsighted and have a game that can work for both.


GW And What 40k Should Be @ 2022/02/16 18:46:17


Post by: Backspacehacker


Racerguy180 wrote:
 Backspacehacker wrote:

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


This is why there needs to be 2 separate rulesets for Tourney & everything else...

Or GW could just ya know, like stop being shortsighted and have a game that can work for both.


Many people want this, and infact more or less this existed in the form of ITC rules. GW basically made 40k to be a game where you played out dramatic battles in the 41st millennia, then ITC game play had addional rules and regulations and objectives that they self regulated.
Most everyone was fine with it being that way.

Then GW decided to start focusing more on writing tournament rules themselves, however, GW home corp does not operate in a tournament player mind set, which is why we ended up with so many busted units and horribly written rules all through 8th, and are still dealing with this in 9th.

Now, 40k is the most sterile the game has ever been. Matches are pretty much always the same game, on the same table, with all the flavor stripped outta the game in the game of 'balance' for tournaments, but because GW is not good are making tournament rules we get what we have now.


GW And What 40k Should Be @ 2022/02/16 18:51:57


Post by: Mezmorki


 Backspacehacker wrote:
What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


Yeah, totally agreed - this has to do with questions about game format. Crusade is a format geared around campaign and progressive/narrative play, with rules for force assembly, progression, mission selection, use of power level, etc. Balance is a different set of questions, since it's possible to have very unbalanced forces squaring off, but each getting value out of the battle. Matched Play is a format currently geared for competitive "fair" play in the mission selection and use of points as a detailed tool for force assembly and basically no guard rails on force composition (you can skew however hard the detachment rules allow) - and it's basically become synonymous with what was once a distinct tournament format. Open Play is a format that no one really uses - too unstructured.

There really isn't a format offered up for casual play that has more diverse missions and/or seeks to temper the extremes of list building and create a more level playing field.

Anyway, the point of all of this is that the balance conversation is geared towards different ends in each of these formats, and needs to be considered a little differently.


GW And What 40k Should Be @ 2022/02/16 18:54:37


Post by: Backspacehacker


Exactly.
One of the problems is though, since we dont have a supported system that actually promotes a style of casual play that is not tournament balanced, all the balancing that is centered around competitive play ends up effecting every one else.

The sad reality is, at the moment, the best way to play casual 40k, is to play an older edition, or play 30k. which focused more of "Dramatic reenactments" then competitive balance.


GW And What 40k Should Be @ 2022/02/16 18:59:44


Post by: Tittliewinks22


Racerguy180 wrote:
 Backspacehacker wrote:

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


This is why there needs to be 2 separate rulesets for Tourney & everything else...
And I mean distinctly different. One is for crushing your enemies and hearing the lamentations of their women, the other is for reenacting dramatic moments from the 30th-41st Millennium.

Or GW could just ya know, like stop being shortsighted and have a game that can work for both.

Been saying this since about half way into 8th. There needs to be 2 seperate game systems...
Keep this ITC inspired 9th system for competitive tournament types that want rigidity.
Add codexes that are compatable with the HH rules for people who want more narrative/simulation gameplay


GW And What 40k Should Be @ 2022/02/16 19:02:16


Post by: Backspacehacker


Tittliewinks22 wrote:
Racerguy180 wrote:
 Backspacehacker wrote:

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


This is why there needs to be 2 separate rulesets for Tourney & everything else...
And I mean distinctly different. One is for crushing your enemies and hearing the lamentations of their women, the other is for reenacting dramatic moments from the 30th-41st Millennium.

Or GW could just ya know, like stop being shortsighted and have a game that can work for both.

Been saying this since about half way into 8th. There needs to be 2 seperate game systems...
Keep this ITC inspired 9th system for competitive tournament types that want rigidity.
Add codexes that are compatable with the HH rules for people who want more narrative/simulation gameplay


THis so much, after going through the HH rules, they are basically 7.5ed and its so much better.
Are there still issues? yes, can it be fixed? yes, is it the most fluffy version we have? yes.

If they could put in the prohammer AP system, change the way the vehicle damage chart works, and put in some more rending type rules to make specific under performing weapons better, that would be amazing.

Honestly if you are playing with friend, you can pretty much use any 7th ed unit sheets as a base for units in 30k.


GW And What 40k Should Be @ 2022/02/16 19:02:56


Post by: PenitentJake


Racerguy180 wrote:
 Backspacehacker wrote:

What happens on dakka is you have a lot of people throwing out balance ideas that for one type of game makes total sense, but from the other perspective of what they think the game should be, would be a horrible mess.


This is why there needs to be 2 separate rulesets for Tourney & everything else...


I agree with this too. I LOVE Crusade, but it is somewhat problematic as an alternative to Matched, because it incorporates campaign based progression mechanics in its core rules, and many people aren't interested in campaign play. Open play has so little structure that it isn't really viable as an alternative to Matched either.

I think taking Matched and developing a tournament set from that might be a solution- something similar to KT18's Arena rules. Once you do this, it gives you more freedom to tune the rest of matched for more casual people who still want balance, who still prefer stand alone games and who still tend to play pick-up style games in public play spaces. Problem here is that you're essentially creating a 4th way to play, and some people already think the differences between ways to play are not well defined.

Another alternative is working with Open to formalize layers of structure that can be added, and try to make it the game for casuals, leaving them free to tweak matched specifically for the tourney circuit. The problem here is that Open is an amazing teaching tool for new players and a place where anything can happen, and I think the game still needs that. So it could be done, if the structured rules were done in layers and the system for incorporating them was clearly defined... But there is risk here.

Racerguy180 wrote:

Or GW could just ya know, like stop being shortsighted and have a game that can work for both.


I'm not entirely sure this can be done. I think it's probably possible, but it is crazy difficult.

I love the level of detail in 9th specifically because of the way I choose to play. Most people who play 2k competitive see that level of detail as bloat- and that's probably valid. I haven't actually escalated ANY of my Crusades to that level yet, and when I get there, I too might find it overwhelming. Because that's literally dozens of games away, I think I'll have plenty of time to internalize all the rules and bells and whistles, so I don't anticipate difficulty. But again, even as a Crusader, you can choose to funnel ALL of your RP into Supply Limit and you could escalate to 100PL pretty quickly. I just choose not to, because I want my armies to grow as I paint... And I am a deadly slow painter.


GW And What 40k Should Be @ 2022/02/16 19:03:21


Post by: Hecaton


 Bloviator wrote:
If you look at GW's applied games design philosophy, mitigating player skill differentials is baked into the mechanics and distribution of effects on statistical extremities. This is deliberate because if you don't make it possible for newbies to win against veterans, you'll wind up with an incestuous dead game like Warmachine Hordes.


That's not why people moved away from Warhamordes. In general, games where player skill has minimal effect are bad games.


GW And What 40k Should Be @ 2022/02/16 19:26:00


Post by: Bloviator


Hecaton wrote:
 Bloviator wrote:
If you look at GW's applied games design philosophy, mitigating player skill differentials is baked into the mechanics and distribution of effects on statistical extremities. This is deliberate because if you don't make it possible for newbies to win against veterans, you'll wind up with an incestuous dead game like Warmachine Hordes.


That's not why people moved away from Warhamordes. In general, games where player skill has minimal effect are bad games.


I don't want to derail this thread, but I agree it's not the only reason people moved away. However, toward the end, I saw a lot of potentially interested parties being driven away by veterans curb-stomping them, or the newbies realizing they would have to commit hundreds of (frequently updating) model profiles (and triangulating their interactions) to memory, just to avoid getting 'gotcha' moments during "casual play." And casual play was really just "practicing for the next Steamroller."


GW And What 40k Should Be @ 2022/02/16 19:40:28


Post by: Tyran


 Backspacehacker wrote:

Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.

And then it was either worhless if your opponent brought a Sv 2 skew, or overperforming if your opponent only had sv 3.

Plus the modifier system is actually less lethal than the old binary system, as Sv3 actually gets a save against former AP3 weapons.


GW And What 40k Should Be @ 2022/02/16 19:41:05


Post by: auticus


Hecaton wrote:
 Bloviator wrote:
If you look at GW's applied games design philosophy, mitigating player skill differentials is baked into the mechanics and distribution of effects on statistical extremities. This is deliberate because if you don't make it possible for newbies to win against veterans, you'll wind up with an incestuous dead game like Warmachine Hordes.


That's not why people moved away from Warhamordes. In general, games where player skill has minimal effect are bad games.


They are bad games for competitive people who want a deterministic game. They are great games for the wider gaming audience that isn't really good or skilled at strategy because they offer excitement.

Which is ironic considering that 40k is the most played competitive game on the market


GW And What 40k Should Be @ 2022/02/16 19:42:10


Post by: ClockworkZion


If we want to talk about player skill being a detriment, didn't the devs for Dreadball say being too balanced killed their game since it how good you were at the game was proportional to how long you were playing basically walling off newer players?

Thinking back to matched, maybe what we need is something like Maelstrom, or the old mission/deployment generation system of past editions for the non-GT play. It'd shake up how stale missions feel when they can be mixed and matched in a wider number of ways.


GW And What 40k Should Be @ 2022/02/16 19:49:13


Post by: Tyran


What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.


GW And What 40k Should Be @ 2022/02/16 20:05:09


Post by: auticus


 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.


I think that will require people actually playing them and posting them up on battle reports, websites, twitch streams, and youtubes. I agree - they are fun as hell, but hard to find and come across!


GW And What 40k Should Be @ 2022/02/16 20:06:53


Post by: EviscerationPlague


 Tyran wrote:
 Backspacehacker wrote:

Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.

And then it was either worhless if your opponent brought a Sv 2 skew, or overperforming if your opponent only had sv 3.

Plus the modifier system is actually less lethal than the old binary system, as Sv3 actually gets a save against former AP3 weapons.

Yeah, the old all-or-nothing system was bad. It's funny to bring up AP3 for the old system as well because it was actively AVOIDED. Most AP5-6 had enough shots/attacks you can force wounds and eventually failed saved on MEQ, and AP2 I'd honestly argue was a more common profile even in older editions than specifically AP3.


GW And What 40k Should Be @ 2022/02/16 20:12:01


Post by: Eldarain


With the size of the company there's no excuse not to put more resources into the on table experience for their customers.

I won't get into Matched balance as I feel they are correct in their approach in terms of making money. It's just not what I would want.

However Narrative as a game mode should get as much if not more attention.

Instead of "Matched but don't be a dick" with a sampling of Crusade etc. I'd completely rework how it functions. With the end result of Apocalypse or Epic 40,000 style combat mechanics with a TTRPG approach to the game.

Have games be more telling the story of the conflict with a mix of scripted/random generated elements.

I'd combo that with themed boxes that come with adventure modules and tilesets/terrain themed to that particular story.





GW And What 40k Should Be @ 2022/02/16 20:54:36


Post by: Mezmorki


 auticus wrote:
 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.


I think that will require people actually playing them and posting them up on battle reports, websites, twitch streams, and youtubes. I agree - they are fun as hell, but hard to find and come across!


I think the Crusade missions are great as a basis for more narrative-centric play. The problem is that crusade missions, in most people's eyes, are bolted onto the crusade campaign/progression system, when they really should've been decoupled.

We also haven't mentioned the open war "deck" - which is also pretty damn cool and good way to potentially structure a more casual format. It lends itself to things like "draw 3 mission cards from the deck, each player gets to veto one, play the mission that's left." It works in more variability, the objective markers can be placed flexibly, etc. It's a good ideas and an improvement over the ITC mission approach FOR CASUAL PLAY.

Last - on a purely personal plug - I'll offer the up mission set we made for ProHammer - which should technically work with 9th edition still. Some part are still WIP, but the six core mission archetypes are all drafted. The ProHammer group has been testing these over the past year or so with good effect. The mission set has six archetypes, which as as follows:

[1] Breakthough - All about an attacking player having to break through an enemy line and get off their opponent's deployment zone. Represents ambush and blitz type missions. Has special rules for divided forces. Half the missions using progressive scoring, half use threshold scoring.

[2] Reconnaissance - All about controlling board zones, either quarters or sixths, all pitched battles. Scoring is based either on controlling the zones at the end of the game or for performing an action to recon a zone. 6 different deployment layout options.

[3] Intercept - Three different sub-types, all pitched battles. One is a relic extraction (searching through objective markers to find and control an artifact), another is tacking terminals, where simultaneously hacking multiple terminals using an objective actions grants escalating points, and the last is power siphon, where you get escalating points for holding multiple locations. Variable number of objective markers and placement. 6 different deployment layout options.

[4] Point Control - Basically encompasses all the traditional flavors of "control the points/circles". Variations allow for end of game scoring, progressive scoring, or threshold scoring. 6 different deployment options. Also 6 different objective marker layout options and point awards. You can get missions where all points are in neutral ground versus start out in each players DZ. Missons where points are all worth the same VPs, or escalate over the game, or are worth more in your opponent's DZ, etc.

[5] Destroy/Defend - Can be pitched battles or sieges (with attacking/defending sides). Primary sub-types include needing either secure/destroy pipelines or secure/control bunkers (e.g. bunker assault). Bunch of different deployment layouts.

[6] Critical Target - These are centralized objective-based games. The nexus is controlling a small or large zone in the middle of the table. Supply drop is about a marker that slowly moves around the board and needs to be held at the end. Can be structured as a siege (attack/defend) or pitched battle, with different deployment zones and some special considerations for each.

EDIT: We've also got a good system, we feel, for secondary objectives. Essentially, the secondary objectives are ONLY used if the neither player manages to achieve a win for a primary objective. If it's a "draw" game - then you look at secondary objectives. Some missions also specify a margin of victory that you need to win by, otherwise it's considered a draw and you go to secondary scoring.

Secondary scoring is fixed: points for killing the enemy warlord, points based on the % of point value of your opponent you've killed, points for keeping all enemy models out of your deployment zone, and points for units into your opponents deployment zone. It's been a cool dynamic to see players grapple over whether to force a tie and try to play it safe, and hope to win on a secondary, versus going for the primary objective and winning outright. It makes the strategy more compelling to have these systems be binary as opposed to always being active. It allows you to make more interesting sacrifices in the hopes of winning

Anyway - we've been having fun with these. We've been combing through all the past editions of 40K and thinking through how to incorporate the entire historic range of mission types into a unified set. It's been a fun endeavor!





GW And What 40k Should Be @ 2022/02/16 22:23:25


Post by: jeff white


Morki, how is it that you have only 721 posts? I feel like I see you post often, tho I guess often these are books, as above…


GW And What 40k Should Be @ 2022/02/16 22:29:30


Post by: ClockworkZion


 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.

Well that and GW should be highlighting narrative events on WHC, and hosting narrative events as part of the events they run.


GW And What 40k Should Be @ 2022/02/16 22:32:32


Post by: auticus


 ClockworkZion wrote:
 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.

Well that and GW should be highlighting narrative events on WHC, and hosting narrative events as part of the events they run.


Very good point.


GW And What 40k Should Be @ 2022/02/16 22:46:47


Post by: Racerguy180


 auticus wrote:
 ClockworkZion wrote:
 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.

Well that and GW should be highlighting narrative events on WHC, and hosting narrative events as part of the events they run.


Very good point.

Yup, but GW has the tourney phallus well down their esophagus to change that...unfortunately.


GW And What 40k Should Be @ 2022/02/16 23:13:02


Post by: Hecaton


Racerguy180 wrote:
 auticus wrote:
 ClockworkZion wrote:
 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.

Well that and GW should be highlighting narrative events on WHC, and hosting narrative events as part of the events they run.


Very good point.

Yup, but GW has the tourney phallus well down their esophagus to change that...unfortunately.


People don't suddenly buy new armies due to a changing narrative meta. That's why.


GW And What 40k Should Be @ 2022/02/16 23:24:02


Post by: ClockworkZion


Racerguy180 wrote:
 auticus wrote:
 ClockworkZion wrote:
 Tyran wrote:
What we need is actually getting the community to play narrative games (and it would help if GW rewrote the narrative system with points rather than power).

Seriously all this talking about excitement and interesting mission/deployment, that's what narrative games are supposed to be.

Well that and GW should be highlighting narrative events on WHC, and hosting narrative events as part of the events they run.


Very good point.

Yup, but GW has the tourney phallus well down their esophagus to change that...unfortunately.

Nah, they could do narrative content coverage too. Getting people to spend more money on narrative play would only help them, not hurt them.


Automatically Appended Next Post:
Hecaton wrote:
People don't suddenly buy new armies due to a changing narrative meta. That's why.

No they don't tend to cycle through armies mainly through a second hand market, but they convert their dudes to fit their narrative games, and promoting kitbashing for narrative would sell more models.

Plus it targets customers who don't want the tournament treadmill experience, so it's only positive to tag that market too.


GW And What 40k Should Be @ 2022/02/16 23:32:05


Post by: Backspacehacker


EviscerationPlague wrote:
 Tyran wrote:
 Backspacehacker wrote:

Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.

And then it was either worhless if your opponent brought a Sv 2 skew, or overperforming if your opponent only had sv 3.

Plus the modifier system is actually less lethal than the old binary system, as Sv3 actually gets a save against former AP3 weapons.

Yeah, the old all-or-nothing system was bad. It's funny to bring up AP3 for the old system as well because it was actively AVOIDED. Most AP5-6 had enough shots/attacks you can force wounds and eventually failed saved on MEQ, and AP2 I'd honestly argue was a more common profile even in older editions than specifically AP3.


which, was the very specific points of bringing Sv2 units, because having Sv 2 units meant you had to deal with them, with heavy hitting weapons, you could not just turn weapons that were -1 or -2 AP and severely reduce their ability to live.
That is exactly why a bunch of sv2 models got 2W in 9th ed because 2 sv does not mean anything any more.
A 2 sv at one point was a really big deal, now its nothing, now it means jack all. And any weapon can turn a 2 sv into a 3 or a 4 quite easily where as before, you had to bring specific weapons or abilities against them, Thats my point.

The old AP system for its faults was the better system because it was a check and balance system. Weapons that were AP 3 did great at killing sv 3, but sv 2 showed up that weapon was not nearly as good.
Now you just have catch all weapons, that apply negative modifiers to everything which is directly what resulted in more wounds on things, which then resulted in multi damage weapons which led to more invulns and wound on 4+ only now we are at ignore invuln. I can already see it now taht we are going ot start getting "Ignore -1 and -2 AP" on more stuff.

Which as a rubric player make me sad as a side note.


GW And What 40k Should Be @ 2022/02/16 23:34:22


Post by: Platuan4th


 ClockworkZion wrote:
and hosting narrative events as part of the events they run.


They do. The Championships they hosted in Grapevine at the Citadel had an attached Narrative event. They even mentioned it in the WHC article about the event(as well as the 40K vs AoS game that was played there).


GW And What 40k Should Be @ 2022/02/16 23:36:43


Post by: ClockworkZion


 Platuan4th wrote:
 ClockworkZion wrote:
and hosting narrative events as part of the events they run.


They do. The Championships they hosted in Grapevine at the Citadel had an attached Narrative event. They even mentioned it in the WHC article about the event(as well as the 40K vs AoS game that was played there).

I forgot that even happened. Probably because it was such a footnote around the Championships when it should have been given proper coverage of it's own.


GW And What 40k Should Be @ 2022/02/16 23:39:34


Post by: Backspacehacker


 Platuan4th wrote:
 ClockworkZion wrote:
and hosting narrative events as part of the events they run.


They do. The Championships they hosted in Grapevine at the Citadel had an attached Narrative event. They even mentioned it in the WHC article about the event(as well as the 40K vs AoS game that was played there).


Forgive me for sounding like a nob or a bell end here but

A single narrative event at a single GW shop thats sandwiched between a good year tire and a family wine shop does not say much for the support GW provides to narrative campaigns.

When you have companies like pizao that can run multi party pathfinder society events all at the same time which effect each others party, yet GW can only throw the most barest of narrative bones our way, i dont see that as being a win.


GW And What 40k Should Be @ 2022/02/16 23:41:41


Post by: Tyran


 Backspacehacker wrote:
EviscerationPlague wrote:
 Tyran wrote:
 Backspacehacker wrote:

Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.

And then it was either worhless if your opponent brought a Sv 2 skew, or overperforming if your opponent only had sv 3.

Plus the modifier system is actually less lethal than the old binary system, as Sv3 actually gets a save against former AP3 weapons.

Yeah, the old all-or-nothing system was bad. It's funny to bring up AP3 for the old system as well because it was actively AVOIDED. Most AP5-6 had enough shots/attacks you can force wounds and eventually failed saved on MEQ, and AP2 I'd honestly argue was a more common profile even in older editions than specifically AP3.


which, was the very specific points of bringing Sv2 units, because having Sv 2 units meant you had to deal with them, with heavy hitting weapons, you could not just turn weapons that were -1 or -2 AP and severely reduce their ability to live.
That is exactly why a bunch of sv2 models got 2W in 9th ed because 2 sv does not mean anything any more.
A 2 sv at one point was a really big deal, now its nothing, now it means jack all. And any weapon can turn a 2 sv into a 3 or a 4 quite easily where as before, you had to bring specific weapons or abilities against them, Thats my point.

The old AP system for its faults was the better system because it was a check and balance system. Weapons that were AP 3 did great at killing sv 3, but sv 2 showed up that weapon was not nearly as good.
Now you just have catch all weapons, that apply negative modifiers to everything which is directly what resulted in more wounds on things, which then resulted in multi damage weapons which led to more invulns and wound on 4+ only now we are at ignore invuln. I can already see it now taht we are going ot start getting "Ignore -1 and -2 AP" on more stuff.

Which as a rubric player make me sad as a side note.


Except that AP 2 weapons were just as good at killing sv 3. It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.

Like sure, the modifier system weakened sv 2 models. But sv 3, 4, 5 and 6? they all benefit more in a modifier system than in a binary one. Also terminators really needed that extra wound, as it was easy to brute force through a sv 2 even without modifiers.


GW And What 40k Should Be @ 2022/02/16 23:43:11


Post by: Backspacehacker


 Tyran wrote:
Except that AP2 weapons were just as good at killing sv3.

It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.

Like sure, the modifier system weakened sv 2 models. But sv 3, 4, 5 and 6? they all benefit more in a modifier system than in a binary one.

Also terminators really needed that extra wound, as it was easy to brute force through a sv 2 even without modifiers.


Yes and you paid the points for them.

AP 2 and 1 being able to kill sv 3 4 and 5 jsut as good was not a problem, because you could not spam AP 2 and 3 nearly as easy, you had like 1 or 2 a squad, or had dedicated units that cost a lot of points.
Now in current 40k you can spam AP -1 and -2 which drastically reduce the survivability of anything they look at.


GW And What 40k Should Be @ 2022/02/16 23:46:24


Post by: Tyran


 Backspacehacker wrote:
 Tyran wrote:
Except that AP2 weapons were just as good at killing sv3.

It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.

Like sure, the modifier system weakened sv 2 models. But sv 3, 4, 5 and 6? they all benefit more in a modifier system than in a binary one.

Also terminators really needed that extra wound, as it was easy to brute force through a sv 2 even without modifiers.


Yes and you paid the points for them.

AP 2 and 1 being able to kill sv 3 4 and 5 jsut as good was not a problem, because you could not spam AP 2 and 3 nearly as easy, you had like 1 or 2 a squad, or had dedicated units that cost a lot of points.
Now in current 40k you can spam AP -1 and -2 which drastically reduce the survivability of anything they look at.


... plasma, grav, battlecannons, demolisher cannons, Ion weapons, long fang spam. There were plenty of armies that could indeed spam AP 2 and 3, even as large blasts so they were efficient even against horde units.


GW And What 40k Should Be @ 2022/02/16 23:46:43


Post by: Backspacehacker


We are not talking about what it lead to with pie plates though.

We can agree taht pie plate AP2 is not a good thing, and i would agree its not.

But tahts not what the discussion is about here, its about old AP vs new rending AP. Old AP had a direct check and balance to it, either it penned or it did not, and if the weapon did not pen it did not then continue to effect the same.

current AP everything gets its survivability reduced because of it.
Thats not even something you can aruge, its directly observable, we know that the reason for the problems is 40k are directly tied to the AP system.

the fact taht AP -1 and -2 can so drastically reduce the survivability of SV2 and SV3 models is what directly led to so many 2w models, which then it became a problem of these 2 wound models dont die, now its multi wound weapons, now things have invulns everywhere, now things just ignore invuln.
Its not even a debate that the current AP rending system is whats causing issues.


plasma: came with get hot risk reward removed in 8th
grav: Never should have been a weaon and fully agree that it being AP2 and even 3 was redicuous should have been AP -
battlecannons Its a russ, its guards gimick
demolisher cannons has always been a pie plate large blast and came on a very sub par platform that got glanced and stun locked

Again them existing was not the issue, the issue was they applied their AP only to things that were worse armor saves not better, thats the problem here.
We can aruge about codex creep all day and end up agreeing it sucked and it happens. But thats not what we are here to talk about, we are here to talk about the system as they work not what happened to them.
GW handing out ap 2 and 3 late in editions is no better then GW handing out ap -1 and -2 on multi damage all over the place. What im trying to point out is that its far worse now then it was before.


GW And What 40k Should Be @ 2022/02/16 23:51:52


Post by: Tyran


You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.


GW And What 40k Should Be @ 2022/02/16 23:54:23


Post by: nou


The main problem with narrative games is that they aren't really suitable for a pick-up culture. If you can assemble even a tiny group of narrative players, a TTG equivalent of a regular RPG "party", then narratives are pretty much an emergent way of exploring 40K and GW rules naturally become more of a guideline than the law. But if you want to play narratively within a pick-up environment, then each gaming night is a new beginning and people rely on the official, god given "law" to provide the functioning substitute for what can't ever be codified - companionship and likemindedness.

I think this is why narrative gaming is more of a thing in Europe, where wargaming had a strong tradition of historicals, where narrative and wider context were always a fundamental part of the experience, and preparing unique scenarios was the norm, so there was a different profile of a typical player. Some of that culture was passed on early 40k and lived on with veterans, who then nurtured new generations of players.

The bottom line is - no matter how tight narrative rules GW will provide, those won't ever be enough to provide you with a long term play partner. That's on you.

With standardised tournament/matched rules? You can pretty much enjoy "single serving" play companions and in extreme cases never bother with any kind of social interaction beyond "2000pts ITC", because games are one-off, disconnected encounters. In some cases, the player on the other side of the table is little more than an NPC.

Another huge difference - when you build your army with matched/tournament play in mind, then this build is universal, you can play against any other matched player and can very well be "crunched" at home solo. With a proper narrative however? Lists should fit the narrative, should be cross-tailored or even be entirely scenario driven, and require a joined effort. That is not something you can do on the fly on PUG night. Campaign systems like Crusade or Necromunda work well within a closed circle of players, otherwise they require an arbitrator to keep track of things, so a more organised event.

There is a huge overhead involved in narrative gaming when compared to the more straightforward matched, and an entirely different gaming culture required for (and at the same time generated by) narrative gaming.


GW And What 40k Should Be @ 2022/02/16 23:54:41


Post by: TangoTwoBravo


I used to play WW2 Microarmour where we had a referee who designed the scenario and forces each week. We had a double-blind movement system with maps etc. Lots of fun narrative gaming, but it also required that our group had a common vision of how we wanted to have fun. Hard to attract new people, and it collapsed after a couple of years. People want to play with the miniatures that they have collected and painted.

Miniatures games that try to have set scenarios face the problem that players have varied collections of terrain, tablespace and miniatures.

I took a scan through my 4th Ed MRB. There are special missions etc, but I wouldn't call them narrative masterpieces. Especially when you work in the Secondaries for 9th Ed Matched Play you can indeed have a narrative for your game. If you want. There was a fellow in the old Flames of War forum who had in his signature line: "If you want the game to be narrative you have to play it narratively." You don't make a story for your dudes in the fight? If you want to abandon victory/throw away VPs to do something heroic with your dudes what exactly is stopping you?

Matched Play provides a framework, a lingua franca, for two players to have a fair fight with a minimum of pre-game negotiation. It seems to work. Over the years of Saturday pick-up games at the FLGS I can think of just a couple of times when we played a "Narrative" scenario instead of Matched Play (or the standard missions in previous editions). If you are a hard-core Narrative player then you can use the rules to make your own hard-core narrative games. Works great if you have like-minded players who want to play with you. Don't blame others, though, if they want to play another way.


GW And What 40k Should Be @ 2022/02/16 23:57:11


Post by: nou


TangoTwoBravo wrote:
I used to play WW2 Microarmour where we had a referee who designed the scenario and forces each week. We had a double-blind movement system with maps etc. Lots of fun narrative gaming, but it also required that our group had a common vision of how we wanted to have fun. Hard to attract new people, and it collapsed after a couple of years. People want to play with the miniatures that they have collected and painted.

Miniatures games that try to have set scenarios face the problem that players have varied collections of terrain, tablespace and miniatures.

I took a scan through my 4th Ed MRB. There are special missions etc, but I wouldn't call them narrative masterpieces. Especially when you work in the Secondaries for 9th Ed Matched Play you can indeed have a narrative for your game. If you want. There was a fellow in the old Flames of War forum who had in his signature line: "If you want the game to be narrative you have to play it narratively." You don't make a story for your dudes in the fight? If you want to abandon victory/throw away VPs to do something heroic with your dudes what exactly is stopping you?

Matched Play provides a framework, a lingua franca, for two players to have a fair fight with a minimum of pre-game negotiation. It seems to work. Over the years of Saturday pick-up games at the FLGS I can think of just a couple of times when we played a "Narrative" scenario instead of Matched Play (or the standard missions in previous editions). If you are a hard-core Narrative player then you can use the rules to make your own hard-core narrative games. Works great if you have like-minded players who want to play with you. Don't blame others, though, if they want to play another way.


We just wrote basically the same post in parallel and posted it at the same time


GW And What 40k Should Be @ 2022/02/16 23:57:34


Post by: Backspacehacker


 Tyran wrote:
You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.


Im fine with a marine not getting a save. I use the Sv 2 because its the most easy to show the issues of the sytem.
Even something as a minus 1 and its spamability along with the spam ability of AP -2.

Take a look at just an AP-1 that would have been an AP 4 weapon previously doing nothing to a 3+ save which would have been a 66% save chance, now its very easy to spam -1 resulting in a 50% save chance, but that -1 also reducing a model that you end up paying for the 2+ save, but are getting knocked down to a 3+ save as a result.

Over all the rending system created so much more killing potential, and thats causing a problem because, because it turns balancing into an arms race of making things counter act or negate the effects of previous bandaid fixes.
Previous editions had their issues yes, but nothing to the degree that this ap system is causing.

This run away AP system is what's causing things like Vehicles to be worthless to field, before they relied on their amrmor now they can get spammed with -1 and -2 weapons dropping most to a 5 or 6+ save, monster's creatures can get away with it because most of them have some invuln, keyword, or FNP to fall back on.
The AP screwing over vehicles is even proveable in the recent guard FAQ buffing russ from a 3+ to 2 + which again, means nothing in the game anymore with all the spamable AP -1,2,and 3.
so looking at vehicles you have to ask, well whats the solution here? Have them ignore -1 and -2? have them ignore the AP of weapons that dont reach stregth x?
Any fix you give just results in the same problem, its all because of the rending AP system.


GW And What 40k Should Be @ 2022/02/17 00:06:08


Post by: TangoTwoBravo


nou wrote:
TangoTwoBravo wrote:
I used to play WW2 Microarmour where we had a referee who designed the scenario and forces each week. We had a double-blind movement system with maps etc. Lots of fun narrative gaming, but it also required that our group had a common vision of how we wanted to have fun. Hard to attract new people, and it collapsed after a couple of years. People want to play with the miniatures that they have collected and painted.

Miniatures games that try to have set scenarios face the problem that players have varied collections of terrain, tablespace and miniatures.

I took a scan through my 4th Ed MRB. There are special missions etc, but I wouldn't call them narrative masterpieces. Especially when you work in the Secondaries for 9th Ed Matched Play you can indeed have a narrative for your game. If you want. There was a fellow in the old Flames of War forum who had in his signature line: "If you want the game to be narrative you have to play it narratively." You don't make a story for your dudes in the fight? If you want to abandon victory/throw away VPs to do something heroic with your dudes what exactly is stopping you?

Matched Play provides a framework, a lingua franca, for two players to have a fair fight with a minimum of pre-game negotiation. It seems to work. Over the years of Saturday pick-up games at the FLGS I can think of just a couple of times when we played a "Narrative" scenario instead of Matched Play (or the standard missions in previous editions). If you are a hard-core Narrative player then you can use the rules to make your own hard-core narrative games. Works great if you have like-minded players who want to play with you. Don't blame others, though, if they want to play another way.


We just wrote basically the same post in parallel and posted it at the same time


Too funny. As it all loaded I thought - Nou's post is what I wrote but better!


GW And What 40k Should Be @ 2022/02/17 00:10:09


Post by: Backspacehacker


I do agree that narrative does not offer the ability to pickup and play nearly as easy if at all.

My issue im having now with GW leaning so hard into the tournament scene, is that its to far on the spectrum one way. Where you cant have the game be 100% narrative because then it would be impossible to do pick up games, but the other side of that coin is, you cant have it be as heavy tournament focused as it is now, because you just end up sanitizing the game.

40k now has, imo, never been more boring to play, because they have standardized the game so much that basically anywhere i go, its the same match, the same table, the same ITC terrain, everything, 40k has been horribly sanitized and sterilized that every game feel like you are playing in a clean room, and its just a match to get ready for the next tournament.
Any more a game of 40k to me feels like a game of MTG, most of the time is spent on list building and making your deck/army, when you get to the table, you are mostly just there for the ride.


GW And What 40k Should Be @ 2022/02/17 00:13:24


Post by: Tyran


 Backspacehacker wrote:
 Tyran wrote:
You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.


Im fine with a marine not getting a save. I use the Sv 2 because its the most easy to show the issues of the sytem.
Even something as a minus 1 and its spamability along with the spam ability of AP -2.

Take a look at just an AP-1 that would have been an AP 4 weapon previously doing nothing to a 3+ save which would have been a 66% save chance, now its very easy to spam -1 resulting in a 50% save chance, but that -1 also reducing a model that you end up paying for the 2+ save, but are getting knocked down to a 3+ save as a result.

Over all the rending system created so much more killing potential, and thats causing a problem because, because it turns balancing into an arms race of making things counter act or negate the effects of previous bandaid fixes.
Previous editions had their issues yes, but nothing to the degree that this ap system is causing.

This run away AP system is what's causing things like Vehicles to be worthless to field, before they relied on their amrmor now they can get spammed with -1 and -2 weapons dropping most to a 5 or 6+ save, monster's creatures can get away with it because most of them have some invuln, keyword, or FNP to fall back on.
The AP screwing over vehicles is even proveable in the recent guard FAQ buffing russ from a 3+ to 2 + which again, means nothing in the game anymore with all the spamable AP -1,2,and 3.
so looking at vehicles you have to ask, well whats the solution here? Have them ignore -1 and -2? have them ignore the AP of weapons that dont reach stregth x?
Any fix you give just results in the same problem, its all because of the rending AP system.

...?

What is killing vehicles is AP -3 or better weapons with Damage D3+3 or better, you know weapons that used to be AP 2 or 1. Autocannons are not killing vehicles, because to be blunt no one brings autocannons.

Reverting back to the binary system would do nothing to help with that.


GW And What 40k Should Be @ 2022/02/17 00:20:12


Post by: Backspacehacker


I get that weapons dealing that kinda damage are made for that.
Autocanons are pointless to bring because of the wounding system.

And it would because it would no longer require these constant bandaid fixes we get.

If we went back to the old AP system, every weapon now that is doing -1, would go back to AP4, there would not be no reason to hand out multi wounds to models that live or die on a 2 or 3 + save, because they are no longer at great threat from the AP-1 their save is not getting knocked down while still paying he point for a 3+ save. Which is why they went up to 2 wounds in the first place.


There would then be no need to start handing out all these multi wound weapons, there would be no need to start handing out all these invulns and wound only of 4+

The game went along fine, for 10+ years under the old system and we never once had the amount of changes we have seen in the last 2 editions because of this AP change.

The game got a long just fine with almost every weapon being a single wound weapon and being an all or nothing save.


GW And What 40k Should Be @ 2022/02/17 00:20:27


Post by: Waaaghpower


 Backspacehacker wrote:
 Tyran wrote:
You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.


Im fine with a marine not getting a save. I use the Sv 2 because its the most easy to show the issues of the sytem.
Even something as a minus 1 and its spamability along with the spam ability of AP -2.

Take a look at just an AP-1 that would have been an AP 4 weapon previously doing nothing to a 3+ save which would have been a 66% save chance, now its very easy to spam -1 resulting in a 50% save chance, but that -1 also reducing a model that you end up paying for the 2+ save, but are getting knocked down to a 3+ save as a result.

Over all the rending system created so much more killing potential, and thats causing a problem because, because it turns balancing into an arms race of making things counter act or negate the effects of previous bandaid fixes.
Previous editions had their issues yes, but nothing to the degree that this ap system is causing.

This run away AP system is what's causing things like Vehicles to be worthless to field, before they relied on their amrmor now they can get spammed with -1 and -2 weapons dropping most to a 5 or 6+ save, monster's creatures can get away with it because most of them have some invuln, keyword, or FNP to fall back on.
The AP screwing over vehicles is even proveable in the recent guard FAQ buffing russ from a 3+ to 2 + which again, means nothing in the game anymore with all the spamable AP -1,2,and 3.
so looking at vehicles you have to ask, well whats the solution here? Have them ignore -1 and -2? have them ignore the AP of weapons that dont reach stregth x?
Any fix you give just results in the same problem, its all because of the rending AP system.


The old AP system was broken, favoring an all-or-nothing approach where you either got the best possible AP or didn't care at all, and the best possible armor or didn't care at all. Power Swords were useless because they got AP3, leading to everyone either taking Axes or Mauls. Similarly, the way it interacted with shooting made it worse - most units didn't care if they had armor against range unless they had really good armor, because they'd probably just grab cover instead.

The new AP system also has issues, favoring weapons that can get a point or two of AP, but isn't nearly as bad as the old all-or-nothing system. New changes like New Storm Shields and more generally cover actually mattering for 2+ armor helps balance out terminator durability against weapons that try to deal chip damage.

Vehicles have *always* been hard to balance because you're ultimately putting a huge amount of points into a single vulnerable model that you can sink multi-damage hits into with peak efficiency. In older editions they could explode, now they can just take 6+ wounds in a single pop without wasting damage. Without making the system more complex or inventing a good rule that I can't even imagine that would increase durability without being exploitable or overpowered, I don't know how you propose fixing that.


Automatically Appended Next Post:
 Tyran wrote:

... plasma, grav, battlecannons, demolisher cannons, Ion weapons, long fang spam. There were plenty of armies that could indeed spam AP 2 and 3, even as large blasts so they were efficient even against horde units.

Oh god, those were the days. Five Long Fangs with Plamsa Cannons, buffed by prescience or if you were lucky and brought an inquisitor, Psycollum. You could drop small blasts with almost perfect accuracy and take out pretty much any infantry target with hilarious efficiency.

*Shudders*.


GW And What 40k Should Be @ 2022/02/17 00:21:56


Post by: Backspacehacker


I get the old system was not the best, but its miles better then what it is now, because it worked and did not cause the multitude of problems we have now.


GW And What 40k Should Be @ 2022/02/17 00:25:07


Post by: JNAProductions


Waaaghpower wrote:
The old AP system was broken, favoring an all-or-nothing approach where you either got the best possible AP or didn't care at all, and the best possible armor or didn't care at all. Power Swords were useless because they got AP3, leading to everyone either taking Axes or Mauls. Similarly, the way it interacted with shooting made it worse - most units didn't care if they had armor against range unless they had really good armor, because they'd probably just grab cover instead.
Wait, so you're saying well-armored models, basically walking tanks like Marines in Power Armor, didn't need cover, while lightly-armored models, like Guardsmen in Flak jackets, did need cover?
Instead of cover being basically useless for a 6+ armor cultist, even against AP0, but a massive durability buff for a Marine against that same weapon?

How horrid! /s


GW And What 40k Should Be @ 2022/02/17 00:27:48


Post by: Backspacehacker


 JNAProductions wrote:
Waaaghpower wrote:
The old AP system was broken, favoring an all-or-nothing approach where you either got the best possible AP or didn't care at all, and the best possible armor or didn't care at all. Power Swords were useless because they got AP3, leading to everyone either taking Axes or Mauls. Similarly, the way it interacted with shooting made it worse - most units didn't care if they had armor against range unless they had really good armor, because they'd probably just grab cover instead.
Wait, so you're saying well-armored models, basically walking tanks like Marines in Power Armor, didn't need cover, while lightly-armored models, like Guardsmen in Flak jackets, did need cover?
Instead of cover being basically useless for a 6+ armor cultist, even against AP0, but a massive durability buff for a Marine against that same weapon?

How horrid! /s


And thats why they cost more to take space marines, because you were paying for that 3+ an 4 stat line, and the only thing that robbed you of that, was specifically being targeted by a weapon designed to strip that save. Now that save is stripped by anything that was once ap4
The issue is worse on models that you payed for 2+ saves on, because now that also gets stripped by a previously AP4 weapon.


GW And What 40k Should Be @ 2022/02/17 00:31:03


Post by: JohnHwangDD


 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat.


I used to believe this, but have come to the conclusion that the current level of balance, or lack thereof, is perfectly fine as long as:

1. There are a few choices at the very top that are contain a meta-balanced amongst themselves. These should be mono-builds designed to extract the maximum revenue from WAAC players chasing the meta, and cycle out with every Codex release or two. GW host Official Tournaments with rules that strongly enforce WYSIWYG that includes locks SM faction color schemes, bans proxies of named models, and so forth to ensure that tournament players must pay through the nose if they want to stay on top.

2. The rest of the stuff is roughly balanced amongst themselves, where nothing is particularly good, nor particularly bad, giving casual players the freedom to select narrative armies without any significant penalty.

I believe that GW is missing an opportunity to adequately tax the tournament scene doesn't pay enough for being the tail that wags the dog. The vast majority of players are casuals and don't participate in the well-publicized major tournaments, so they should be given the freedom to play narrative armies without much penalty. The handful of 'serious' players spend $1,000s USD annually, so the cost of the hobby shouldn't be an issue.

Balance isn't my major concern.

IMO, 40k should be a lot simpler from a mechanics standpoint. GW ought to dial back the rules volume from what feels worse than the bloat of 2E back down to the streamlined 3E rulebook army era. Keep it simple, so that it's easy to get in, easy to play correctly. Make up the difference with more Fluff and Background, more varied Scenarios, and so forth.


GW And What 40k Should Be @ 2022/02/17 00:34:21


Post by: Waaaghpower


 Backspacehacker wrote:
 JNAProductions wrote:
Waaaghpower wrote:
The old AP system was broken, favoring an all-or-nothing approach where you either got the best possible AP or didn't care at all, and the best possible armor or didn't care at all. Power Swords were useless because they got AP3, leading to everyone either taking Axes or Mauls. Similarly, the way it interacted with shooting made it worse - most units didn't care if they had armor against range unless they had really good armor, because they'd probably just grab cover instead.
Wait, so you're saying well-armored models, basically walking tanks like Marines in Power Armor, didn't need cover, while lightly-armored models, like Guardsmen in Flak jackets, did need cover?
Instead of cover being basically useless for a 6+ armor cultist, even against AP0, but a massive durability buff for a Marine against that same weapon?

How horrid! /s


And thats why they cost more to take space marines, because you were paying for that 3+ an 4 stat line, and the only thing that robbed you of that, was specifically being targeted by a weapon designed to strip that save. Now that save is stripped by anything that was once ap4
The issue is worse on models that you payed for 2+ saves on, because now that also gets stripped by a previously AP4 weapon.

In theory that might be true, but in practice it didn't work out that way because there were so many weapons that denied 3+ saves. In practice, Power Armor *sometimes* got you a +1 or a +2 over what even the most fragile of troops got, as often as not it did nothing, and marines were very easy to kill.

Now, Power Armor offers consistent, reliable increases in durability. A Space Marine in power armor will always get you +3 over what an Ork Boy gets, and +4 over TShirts. Cover is not broken on hordes, and denies cover doesn't need to be ubiquitous.


GW And What 40k Should Be @ 2022/02/17 00:34:31


Post by: ClockworkZion


 Tyran wrote:
You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.

Even weirder when Terminators weren't even seen as good for editions unless they were Grey Knight Paladins (who came with 2 wounds instead of 1).


GW And What 40k Should Be @ 2022/02/17 00:36:05


Post by: Backspacehacker


 JohnHwangDD wrote:
 JNAProductions wrote:
So, I like a well-balanced game. I like a game where player skill at the table is the main determinant of victory and defeat.


I used to believe this, but have come to the conclusion that the current level of balance, or lack thereof, is perfectly fine as long as:

1. There are a few choices at the very top that are contain a meta-balanced amongst themselves. These should be mono-builds designed to extract the maximum revenue from WAAC players chasing the meta, and cycle out with every Codex release or two. GW host Official Tournaments with rules that strongly enforce WYSIWYG that includes locks SM faction color schemes, bans proxies of named models, and so forth to ensure that tournament players must pay through the nose if they want to stay on top.

2. The rest of the stuff is roughly balanced amongst themselves, where nothing is particularly good, nor particularly bad, giving casual players the freedom to select narrative armies without any significant penalty.

I believe that GW is missing an opportunity to adequately tax the tournament scene doesn't pay enough for being the tail that wags the dog. The vast majority of players are casuals and don't participate in the well-publicized major tournaments, so they should be given the freedom to play narrative armies without much penalty. The handful of 'serious' players spend $1,000s USD annually, so the cost of the hobby shouldn't be an issue.

Balance isn't my major concern.

IMO, 40k should be a lot simpler from a mechanics standpoint. GW ought to dial back the rules volume from what feels worse than the bloat of 2E back down to the streamlined 3E rulebook army era. Keep it simple, so that it's easy to get in, easy to play correctly. Make up the difference with more Fluff and Background, more varied Scenarios, and so forth.


The irony being they have bloated it worse now then i think i have ever seen in my life. With the editions that was meant to make the game more streamlined its become more of a hot mess then i have seen.


GW And What 40k Should Be @ 2022/02/17 00:42:01


Post by: ClockworkZion


 Tyran wrote:
 Backspacehacker wrote:
 Tyran wrote:
Except that AP2 weapons were just as good at killing sv3.

It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.

Like sure, the modifier system weakened sv 2 models. But sv 3, 4, 5 and 6? they all benefit more in a modifier system than in a binary one.

Also terminators really needed that extra wound, as it was easy to brute force through a sv 2 even without modifiers.


Yes and you paid the points for them.

AP 2 and 1 being able to kill sv 3 4 and 5 jsut as good was not a problem, because you could not spam AP 2 and 3 nearly as easy, you had like 1 or 2 a squad, or had dedicated units that cost a lot of points.
Now in current 40k you can spam AP -1 and -2 which drastically reduce the survivability of anything they look at.


... plasma, grav, battlecannons, demolisher cannons, Ion weapons, long fang spam. There were plenty of armies that could indeed spam AP 2 and 3, even as large blasts so they were efficient even against horde units.

Heck melta spam was extra good since it was AP1 AND S8 where it would trigger Instant Death on T4 or less models preventing them from being able to FnP out of it.


GW And What 40k Should Be @ 2022/02/17 00:42:13


Post by: Backspacehacker


 ClockworkZion wrote:
 Tyran wrote:
You have a point with Sv 2+, but Sv 3+ is actually more durable. Or are you ignoring the fact that AP -2 weapons used to be AP 3? a space marine gets a 5+ save against a missile launcher or a battle cannon, while previously he would have just died.

I find it weird you are defining the whole thing around 1 particular group of models: Sv 2+ models.

Even weirder when Terminators weren't even seen as good for editions unless they were Grey Knight Paladins (who came with 2 wounds instead of 1).

DW were not have bad if you ran them with DW knights for that T5 and a command squad to get the FNP.
But you are correct yes.


Automatically Appended Next Post:
 ClockworkZion wrote:
 Tyran wrote:
 Backspacehacker wrote:
 Tyran wrote:
Except that AP2 weapons were just as good at killing sv3.

It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.

Like sure, the modifier system weakened sv 2 models. But sv 3, 4, 5 and 6? they all benefit more in a modifier system than in a binary one.

Also terminators really needed that extra wound, as it was easy to brute force through a sv 2 even without modifiers.


Yes and you paid the points for them.

AP 2 and 1 being able to kill sv 3 4 and 5 jsut as good was not a problem, because you could not spam AP 2 and 3 nearly as easy, you had like 1 or 2 a squad, or had dedicated units that cost a lot of points.
Now in current 40k you can spam AP -1 and -2 which drastically reduce the survivability of anything they look at.


... plasma, grav, battlecannons, demolisher cannons, Ion weapons, long fang spam. There were plenty of armies that could indeed spam AP 2 and 3, even as large blasts so they were efficient even against horde units.

Heck melta spam was extra good since it was AP1 AND S8 where it would trigger Instant Death on T4 or less models preventing them from being able to FnP out of it.

Which honestly i dont see the issue with that because i mean, thats a unit that you paid specifically to be a F U unit to anything it gets in range of. Like its designed to do just that.


GW And What 40k Should Be @ 2022/02/17 00:51:10


Post by: Tyran


 Backspacehacker wrote:
I get the old system was not the best, but its miles better then what it is now, because it worked and did not cause the multitude of problems we have now.

Then what caused the multitude of problems of the old system?

I mean, for all the problems of the new system, at least it does not have re-rolleable 2+ invulnerable saves, D strength weapons or snap shots.


GW And What 40k Should Be @ 2022/02/17 01:55:36


Post by: waefre_1


 Backspacehacker wrote:
I get the old system was not the best, but its miles better then what it is now, because it worked and did not cause the multitude of problems we have now.

By that metric, the new system is miles better than the old one because the new one does not cause the multitude of problems we used to have.

Remember, binary AP was the system where:

- 5+ and 6+ saves were functionally useless since the vast majority of ranged weapons (including the basic weapons of every single Space Marine (spiky, square, or special enough to get their own dex)) were AP5 or better, but you still had to pay for them
- A model in power armor saw no difference between a lasgun and an autocannon (despite autocannons putting some serious hurt on light and sometimes medium vehicles and lasguns being, well... lasguns)
- A model in power armor was gak-scared of Battle Cannons, but a model in Terminator armor saw the Battle Cannon as basically the same as both an autocannon and a lasgun

And yes, I am aware that an autocannon had a much easier time wounding a Space Marine, and that Battle Cannons could Instant Death T4 (making it technically scarier to Terminators than autocannons). However, wounding was a different system - no amount of S was ever enough to modify even a 6+ save.

It's fine if you prefer the old system, but let's not pretend that the fact that it technically functioned makes it any better than the new system.


GW And What 40k Should Be @ 2022/02/17 02:15:06


Post by: H.B.M.C.


 waefre_1 wrote:
- 5+ and 6+ saves were functionally useless since the vast majority of ranged weapons (including the basic weapons of every single Space Marine (spiky, square, or special enough to get their own dex)) were AP5 or better, but you still had to pay for them
- A model in power armor saw no difference between a lasgun and an autocannon (despite autocannons putting some serious hurt on light and sometimes medium vehicles and lasguns being, well... lasguns)
- A model in power armor was gak-scared of Battle Cannons, but a model in Terminator armor saw the Battle Cannon as basically the same as both an autocannon and a lasgun
And to think a simple USR would've solved all of that, and would have been scalable for HTH combat, and covered even outliers like the dumb Choppa rules.


GW And What 40k Should Be @ 2022/02/17 02:20:46


Post by: ClockworkZion


 H.B.M.C. wrote:
 waefre_1 wrote:
- 5+ and 6+ saves were functionally useless since the vast majority of ranged weapons (including the basic weapons of every single Space Marine (spiky, square, or special enough to get their own dex)) were AP5 or better, but you still had to pay for them
- A model in power armor saw no difference between a lasgun and an autocannon (despite autocannons putting some serious hurt on light and sometimes medium vehicles and lasguns being, well... lasguns)
- A model in power armor was gak-scared of Battle Cannons, but a model in Terminator armor saw the Battle Cannon as basically the same as both an autocannon and a lasgun
And to think a simple USR would've solved all of that, and would have been scalable for HTH combat, and covered even outliers like the dumb Choppa rules.

Nah, bringing back 2nd ed's AP system was better for fixing the way AP worked from 3rd through 7th. How binary that system was never felt right.


GW And What 40k Should Be @ 2022/02/17 02:53:21


Post by: PenitentJake


So I want to address some of the thoughts about narrative gaming:

The mission complexity you seek absolutely does exist. If you actually play a crusade over a season using the campaign books, crusade mission packs and White Dwarf Flashpoints, you have just a crazy amount of material to work with. Using these resources can also help with the pick-up game consistency piece, as can the notion of a campaign season.

If you've played Crusade, you'll know that every battle will include mission objectives which confer victory points for the army, agendas which confer experience points for individual units, and quest objectives which are the peculiar intangibles that are specific to each faction- like infiltrating the institutions of a planet to incite rebellion, the quest for sainthood or repentance, or the acquisition and control of territory in Commorragh. Often, these "quests" interact with Agendas and Requisitions.

All three of these types of objectives exist in dynamic tension- so you can fight to win the battle, but you might not be able to achieve as many goals for individual units or advance as many of your faction's long term goals. This combination of multiple goals means that even a lost game can feel like a win if your Captain becomes Chapter Master, or your Aspiring Saint completes one of the trials of sainthood.

In campaign settings, there's another layer of objectives because you're advancing a shared narrative on a faction-wide scale. You might choose to forego some of the unit-level goals and quests in order to win one of the legendary battles. Theatres of war also feature in campaign settings; they aren't usually mandatory in regular games, but they provide some of that whacky randomness that people say is missing from the game.

These campaigns DO work best if you have an Arbitrator to set ground rules for the progression of the campaign, and tracks its progress. All of the campaign setting books offer guidelines on various ways to do this. I don't think GW needs to do anything to improve the quality of narrative offerings, people just need to be in an environment where they can use these things.






GW And What 40k Should Be @ 2022/02/17 03:21:09


Post by: H.B.M.C.


 ClockworkZion wrote:
Nah, bringing back 2nd ed's AP system was better for fixing the way AP worked from 3rd through 7th. How binary that system was never felt right.
It never felt right because it didn't scale.

A simple "High Impact" rule that allowed for certain weapons to reduce armour saves whilst still allowing full saves against most things would've solved the issue. Marines would still get their 3+ save against most things (rather than now where they'll get 4+ or 5+ all the time, and 3+ hardly ever*), but you could avoid issues where a Battle Cannon does nothing to Terminator Armour or, worse, where a Choppa reduces a Terminator to a 4+ save, but somehow leaves a Guardsman's save perfectly in tact!




*Certainly better than 2nd Ed, where everyone and his dog has a -1 Save Mod, so Marines never got to take 3+ saves except against Gretchin with Autoguns.


GW And What 40k Should Be @ 2022/02/17 03:25:38


Post by: Eldarain


PenitentJake wrote:
So I want to address some of the thoughts about narrative gaming:

The mission complexity you seek absolutely does exist. If you actually play a crusade over a season using the campaign books, crusade mission packs and White Dwarf Flashpoints, you have just a crazy amount of material to work with. Using these resources can also help with the pick-up game consistency piece, as can the notion of a campaign season.

If you've played Crusade, you'll know that every battle will include mission objectives which confer victory points for the army, agendas which confer experience points for individual units, and quest objectives which are the peculiar intangibles that are specific to each faction- like infiltrating the institutions of a planet to incite rebellion, the quest for sainthood or repentance, or the acquisition and control of territory in Commorragh. Often, these "quests" interact with Agendas and Requisitions.

All three of these types of objectives exist in dynamic tension- so you can fight to win the battle, but you might not be able to achieve as many goals for individual units or advance as many of your faction's long term goals. This combination of multiple goals means that even a lost game can feel like a win if your Captain becomes Chapter Master, or your Aspiring Saint completes one of the trials of sainthood.

In campaign settings, there's another layer of objectives because you're advancing a shared narrative on a faction-wide scale. You might choose to forego some of the unit-level goals and quests in order to win one of the legendary battles. Theatres of war also feature in campaign settings; they aren't usually mandatory in regular games, but they provide some of that whacky randomness that people say is missing from the game.

These campaigns DO work best if you have an Arbitrator to set ground rules for the progression of the campaign, and tracks its progress. All of the campaign setting books offer guidelines on various ways to do this. I don't think GW needs to do anything to improve the quality of narrative offerings, people just need to be in an environment where they can use these things.


That definitely sounds interesting but it falls apart for me as the actual games will just be 9th 40k which with it's point and click lethality just doesn't strike me as very interesting as a narrative.

I fully admit I haven't read any of the crusade content so I'll try and find at least one to better understand how it works.


GW And What 40k Should Be @ 2022/02/17 03:26:49


Post by: vict0988


PenitentJake wrote:
One of the reasons that I'm CONSTANTLY harping on game size and ways to play is that almost all of the people talking about "how to balance better" are absolutely not thinking about this. They want to improve points-based competitive game play at the 2k level, and every single decision they would make would be through that lens.

And I think Auticus is right- I know that we have Dakkanaughts that could better balance the 2k, point-based competitive game. I just think they'd destroy everything else by doing it. At the very least, I don't think they'd care if they destroyed everything else when they did it.

And don't get me wrong- some of the suggestions I've seen would actually be good for all sizes and ways to play. But many proposed changes would not suit all the varieties of game, and some would outright destroy other varieties of game.

You cannot have one set of points that works as well for both 500 points and 2000 points, 2000 points is a priority because that's what I think 40k is best at, where you get the right amount of models and stuff. Did nerfing Skitarii Vanguard make them more or less balanced in 500 pts? I think with the errors of margin 40k is currently working under 95% of changes that would be good for 2k would be good for 500. I don't think making a big mission and points set is even worth it for sub-2k, even if you made the perfect 500 point mission set and points system you'd still be playing 500 point games. I'm kind of sad when I see someone playing their fifth or sixth 500 point game on tabletop simulator, models and painting is not an issue so I see no good reason why they would not move on to 1000 points and soon after 2000.

I don't even want balance when I'm playing 500 points, I don't need a fair chance to beat a noob and I'm not going to pull any punches on purpose once the first turn has started and I am certainly never going to play a 500 point game against another veteran, the exercise just doesn't interest me.


GW And What 40k Should Be @ 2022/02/17 05:25:40


Post by: ccs


 Tyran wrote:
 Backspacehacker wrote:
EviscerationPlague wrote:
 Tyran wrote:
 Backspacehacker wrote:

Because a weapon that was designed to deal with MEQ at AP3 was pointed specifically to be able to deal with sv 3 models and nothing else.

And then it was either worhless if your opponent brought a Sv 2 skew, or overperforming if your opponent only had sv 3.

Plus the modifier system is actually less lethal than the old binary system, as Sv3 actually gets a save against former AP3 weapons.

Yeah, the old all-or-nothing system was bad. It's funny to bring up AP3 for the old system as well because it was actively AVOIDED. Most AP5-6 had enough shots/attacks you can force wounds and eventually failed saved on MEQ, and AP2 I'd honestly argue was a more common profile even in older editions than specifically AP3.


which, was the very specific points of bringing Sv2 units, because having Sv 2 units meant you had to deal with them, with heavy hitting weapons, you could not just turn weapons that were -1 or -2 AP and severely reduce their ability to live.
That is exactly why a bunch of sv2 models got 2W in 9th ed because 2 sv does not mean anything any more.
A 2 sv at one point was a really big deal, now its nothing, now it means jack all. And any weapon can turn a 2 sv into a 3 or a 4 quite easily where as before, you had to bring specific weapons or abilities against them, Thats my point.

The old AP system for its faults was the better system because it was a check and balance system. Weapons that were AP 3 did great at killing sv 3, but sv 2 showed up that weapon was not nearly as good.
Now you just have catch all weapons, that apply negative modifiers to everything which is directly what resulted in more wounds on things, which then resulted in multi damage weapons which led to more invulns and wound on 4+ only now we are at ignore invuln. I can already see it now taht we are going ot start getting "Ignore -1 and -2 AP" on more stuff.

Which as a rubric player make me sad as a side note.


Except that AP 2 weapons were just as good at killing sv 3. It was not a check and balance system, it was an escalation system that inevitable lead to AP 2 large blasts blasting away anyone that didn't have an invulnerable save.


You say this like its a bad thing.... Yet that's exactly the vision I've always had of a full on battlefield in M41.


GW And What 40k Should Be @ 2022/02/17 05:57:32


Post by: Racerguy180


ccs wrote:


You say this like its a bad thing.... Yet that's exactly the vision I've always had of a full on battlefield in M41.

Right, the setting is OVER over the top, just like the weapons/armour/technology etc...and the factions themselves.