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Post by: ShumaGorath
Anvildude wrote:... I'm ashamed that anuvva Ork would ever say that. You can tell the ultramarines are actually a squad of ultrawolves because they have two meltaguns instead of a missile launcher. No, they don't have the close combat weapon modeled on and no, that sergeant isn't actually there. Just use your imagination. They're led by a librarian using the wolf priest rules and you'll note my five missile launcher devastator squad. That's the one that can split fire. Ultramar is stronk. Waagh.
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Post by: Bloodwin
ShumaGorath wrote:This is the apocalypse that I always feared. It's fortunate that I'll likely never play to see the dawn of every model being from a different codex since I suspect that unbeatable flying circus lists and rules written by a drunk will drive me out of the game well before that.
40k has always been a game where people are encouraged to write house rules and pay with whatever they like. Just as with FW items I would expect every game to start with "do you mind if I use X' because even without allies and FW there are some pretty OP characters out there that my opponent may not wish to face.
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Post by: ShumaGorath
Bloodwin wrote:ShumaGorath wrote:This is the apocalypse that I always feared. It's fortunate that I'll likely never play to see the dawn of every model being from a different codex since I suspect that unbeatable flying circus lists and rules written by a drunk will drive me out of the game well before that. 40k has always been a game where people are encouraged to write house rules and pay with whatever they like. Just as with FW items I would expect every game to start with "do you mind if I use X' because even without allies and FW there are some pretty OP characters out there that my opponent may not wish to face. I haven't had to regularly give permission for my opponents to use their armies since third. I've never been a fan of house rules or having to soft ban things in the game. If the game starts to break down and forces me to become the arbiter the rulebook should of been I'm not likely to continue to play. A lot of my local playgroup feels similarly. The game has already withered in this area, this edition could well be the nail in the coffin.
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Post by: warboss
ShumaGorath wrote:You can tell the ultramarines are actually a squad of ultrawolves because they have two meltaguns instead of a missile launcher. No, they don't have the close combat weapon modeled on and no, that sergeant isn't actually there. Just use your imagination. They're led by a librarian using the wolf priest rules and you'll note my five missile launcher devastator squad. That's the one that can split fire. Ultramar is stronk.
Waagh.
Sounds legit.  As a side note, the more allies rules and the second detachment are ( ab)used in the first year, the more likely it is that the social and tourny norm will be to disallow them. Keep the ideas flowing on a regular basis!
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Post by: adamsouza
I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
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Post by: RogueRegault
WangoFett wrote:Can someone explain to me why Lash of Submission requires a roll to hit (CSM FAQ) but Jaws of the World Wolf doesn't (SW FAQ)?
The same reason Target Locks(Tau) were removed and Fire Control( SW) was left intact, when both should have been FAQ'd to use the Split Fire USR. GW had the FAQs written by different people who weren't allowed to talk to each other, and half of them wanted to finish early to hit the bars.
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Post by: Jidmah
ShumaGorath wrote:Anvildude wrote:... I'm ashamed that anuvva Ork would ever say that.
You can tell the ultramarines are actually a squad of ultrawolves because they have two meltaguns instead of a missile launcher. No, they don't have the close combat weapon modeled on and no, that sergeant isn't actually there. Just use your imagination. They're led by a librarian using the wolf priest rules and you'll note my five missile launcher devastator squad. That's the one that can split fire. Ultramar is stronk.
Waagh.
Any ork worth two teeth would actually build orks/gretchin with WYSIWYG wargear, or at least with a weapon using identical stats.
Marines being repainted (if at all) for the new best codex isn't something that allies have brought upon us. I know a kid which uses grey/blue sanguine guard models as paladins.
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Post by: Compel
A tournament I went to actually had an 'Ultramarine Space Wolves' army.
It was an ultramarines army with grey blobs painted over their shoulder pads.
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Post by: Nagashek
protonhunter wrote:Of all the races to hate allies wouldn't Tau be the least likely to complain. I mean you guys are all about peace love and communism, why wouldn't you have a group of eldar to fill in the psykic gap you guys have. You had those kroot fill in your CC roles right. Just because they weren't printed in your codex doesn't mean they wouldn't chill with you. Even space marines are supposed to be the Tau protectors now so why wouldn't you find a group of random space marines helping the Tau...essentially I'm asking what's the diffrence between Kroot and SM allies?
Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin?
If anyone should have been BB with Tau amongst the Imperials, it would have been IG, as Gue'vesa have been an established part of their lore since the army was introduced. But instead, Guilleman apparently takes it upon himself to rewrite the Codex Astartes to let Tau be "A-Okay!" If the fluff also included the idea that the Ultramarines had just been branded Excommunicate Traitoris by the Ordos Xenos and Hereticus, then I'd actually be okay with it. But the truth is that it isn't just Ultramarines who are cool with it (and the change people see in Roboute is clearly him rolling over in stasis) but ALL OF VANILLA SM. That means any Codex compliant chapter (IE: any of them that don't have their own book) will gladly back Tau any day of the week. Sure, the Spacewolves may have horrific mutations, but at least they won't tolerate filthy Xeno superfriends.
Eldar at least makes some kind of sense. The Eldar have been approached on numerous occasions by the Tau for inclusion in the Empire, sometimes with a polite refusal, other times with horrific results (Urien Rakarth and the Tau's naive inability to see the difference in the various Eldar subcultures.) The Eldar see the Tau as energetic, idealistic, and sense in them a great destiny. Almost like a lesser form of their own Exodite cousins. Why not help the Tau out here and there?
And sure, I can just model my army to be consistent within the parent army even as parts of it come from different books. I'm already on that. I've contemplated modelling Morathi on a Reaver Jetbike along with other spell casting bits to create a Seercouncil on bikes. They'd be part of a secret cabal fostered by my Archon. Never brought to Comorragh, but kept well funded and safe until needed in his own little secret webway domain. I was going to use Rangers as the troops choice primarily as their fluff states quite explicitly that their rejection of the Path system takes them all over the galaxy in their travels.
I say, screw it. If they want fluff rape, I will GIVE them fluffrape. "Yes, here are Daemons in the "desperate alliance" with Dark Eldar. It's all Slaaneshi demons." "Here is my Tau Army with Marneus Calgar and his Retinue on Jump packs with Shas'o Fal'shia gue'la Bro'f'ist joining the squad." Then again, I could also try, "Here are my Samhain Eldar with this unit of 'Wraith Guard.' They use the Draigo and Paladin rules. They stand apart from the rest of the army because they just don't like them. Or they're Pathfinders or something. Yeah, that's it. And they got monkeigh TDA and decided to wear it." Automatically Appended Next Post: Compel wrote:A tournament I went to actually had an 'Ultramarine Space Wolves' army.
It was an ultramarines army with grey blobs painted over their shoulder pads.
I might actually give props to someone who painted their army all black with nice highlights, then magnetized shoulderpads so they could swap them out for WYSIWYG so they could get the latest FOTM SM build.
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Post by: Panic
yeah, Nagashek wrote:protonhunter wrote:Of all the races to hate allies wouldn't Tau be the least likely to complain. I mean you guys are all about peace love and communism, why wouldn't you have a group of eldar to fill in the psykic gap you guys have. You had those kroot fill in your CC roles right. Just because they weren't printed in your codex doesn't mean they wouldn't chill with you. Even space marines are supposed to be the Tau protectors now so why wouldn't you find a group of random space marines helping the Tau...essentially I'm asking what's the diffrence between Kroot and SM allies? Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin? I don't think the matrix had to be such a mirror image. The matrix was a dumb idea, each army should just have had a list of allies. Like the x axis was the main army and the y axis who they could ally with. Tau could have allied with just about everyone. while not every one accepts tau units into their army. that way IG should have been allowed 'nid amonst their allies - purely for the genestealer cults. while 'nid armies still dont ally with anyone. PAnic...
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Post by: BaronIveagh
Nagashek wrote:
Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin?
We all know that Ward is secretly Slaanesh. I mean, seriously, he's like a serial rapist loose in a women's prison with a Viagra IV.
Now we have catgirls in game. What next, Female Space Marines? (And if it is, do I get to laugh manically and drink the sweet, sweet tears of fatbeards as they ragequit the game?)
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Post by: Nagashek
Panic wrote:yeah,
Nagashek wrote:protonhunter wrote:Of all the races to hate allies wouldn't Tau be the least likely to complain. I mean you guys are all about peace love and communism, why wouldn't you have a group of eldar to fill in the psykic gap you guys have. You had those kroot fill in your CC roles right. Just because they weren't printed in your codex doesn't mean they wouldn't chill with you. Even space marines are supposed to be the Tau protectors now so why wouldn't you find a group of random space marines helping the Tau...essentially I'm asking what's the diffrence between Kroot and SM allies?
Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin?
I don't think the matrix had to be such a mirror image.
The matrix was a dumb idea, each army should just have had a list of allies. Like the x axis was the main army and the y axis who they could ally with.
Tau could have allied with just about everyone. while not every one accepts tau units into their army.
that way IG should have been allowed 'nid amonst their allies - purely for the genestealer cults. while 'nid armies still dont ally with anyone.
PAnic...
That's exactly the solution I was thinking, and for the same reasons. Let IG ally with Nids (No one would do it for anything but Genestealer cults anyway, and how much fun would it be to blow off the dust on your Armored Limo and use the Chimera rules?) Let IG FREELY team up with CSM or Daemons, but only BB with CSM when CSM is your base. This would represent a LATD army getting CSM support, summoning daemons, etc, a CSM army getting cultist support (looking at you, Alpha Legion!), but when Daemons ask for help, the cultists find it a little hard to show up on the other side of the galaxy... or IN THE WARP in time. And, if they cared about 3e fluff, the necrons could be in a desperate alliance with everyone (except eldar, DE likely wouldn't care. That particular tradition given to them by the old ones doesn't seem to matter) as their motivations are their own. Maybe today they want to harvest humans and help the Orks. Maybe tomorrow they want to help Tyranids wipe out a Tau colony in order to scour life from a Tomb World. No one can ever ally with them, though, because they always turn on you...
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Post by: Vampirate of Sartosa
The Tau should have been desperate allies with SM (and disallowed for the BTs); in previous fluff, Imperials have been known to form pragmatic alliances with the more tolerable xenos if, say, there's a Chaos Warfleet about to land on an Imperial system with a Tau outpost in.
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Post by: ph34r
adamsouza wrote:I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
Your ignorance was strength. The concept of people saying "hm, I want grey hunters, but don't want to have any space wolves, time to convert a tac squad!" is repulsive to the fluff and gameplay.
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Post by: Sigvatr
ph34r wrote:adamsouza wrote:I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
Your ignorance was strength. The concept of people saying "hm, I want grey hunters, but don't want to have any space wolves, time to convert a tac squad!" is repulsive to the fluff and gameplay.
The entire allies concept is, for the most part, repulsive to the fluff and gameplay.
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Post by: A Town Called Malus
Sigvatr wrote:ph34r wrote:adamsouza wrote:I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
Your ignorance was strength. The concept of people saying "hm, I want grey hunters, but don't want to have any space wolves, time to convert a tac squad!" is repulsive to the fluff and gameplay.
The entire allies concept is, for the most part, repulsive to the fluff and gameplay.
^This. Been reading through the main rulebook and the only instance which I can see which presents the possibility of Tau and SM being battle brothers is when,mid-battle with each other, they awoke a Necron Tomb World and temporarily joined forces to fight the bigger threat. Apparently Calgar let the Tau evacuate their ground forces from the planet before launching Exterminatus. That sounds more like Allies of Convenience to me.
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Post by: Alpharius
I'm with Sigvatr and Malus (the hidden Jam fan?) - I don't like the idea behind the whole Allies thing, and I certainly don't like the allowable pairings and levels they came up with!
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Post by: Anvildude
A Space Marine letting Xenos evacuate before Exterminatus? That's above and beyond Allies of Convenience.
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Post by: A Town Called Malus
Alpharius wrote:I'm with Sigvatr and Malus (the hidden Jam fan?) - I don't like the idea behind the whole Allies thing, and I certainly don't like the allowable pairings and levels they came up with! Oh no, my secret is revealed! Automatically Appended Next Post: Anvildude wrote:A Space Marine letting Xenos evacuate before Exterminatus? That's above and beyond Allies of Convenience. Only as a sign of respect for the Tau's skill at war. Later on the Ultramarines are noted as having "liberated" an Imperial world from Tau control so Allies of Convenience is more accurate than battle brothers. They were OK fighting with them when there was a greater threat but after that it's business as usual. Battle Brothers seems more like a permanent alliance, which is impossible unless the Imperium starts giving up its worlds to the Tau expansions freely.
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Post by: Compel
To be fair, the ultramarines tend to like letting the Tau evacuate places before exterminatus....
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Post by: adamsouza
ph34r wrote:adamsouza wrote:I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
Your ignorance was strength. The concept of people saying "hm, I want grey hunters, but don't want to have any space wolves, time to convert a tac squad!" is repulsive to the fluff and gameplay.
That example would just be extreme laziness on someones part. I was thinking more like captured Imperial Guard Units fighting for Orks, or Tau allies with more Tau Looking gear, etc...
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Post by: ShumaGorath
adamsouza wrote:ph34r wrote:adamsouza wrote:I hadn't thought of "counts as" models for Allies....
<runs off to figure out who Orks can Ally with just so he can convert more models>
Your ignorance was strength. The concept of people saying "hm, I want grey hunters, but don't want to have any space wolves, time to convert a tac squad!" is repulsive to the fluff and gameplay.
That example would just be extreme laziness on someones part. I was thinking more like captured Imperial Guard Units fighting for Orks, or Tau allies with more Tau Looking gear, etc...
The example will be the most common form of allies. Codexes might as well not even exist.
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Post by: Archonate
Sidstyler wrote:5. I don't even want to dignify that with a response, but that's like saying "It's okay that all of our CC options suck, because now we can take a Blood Thirster!" What in god's name is the point of Kroot then? I'll just take Eldar Rangers or SM scouts if I need infiltrate/outflank and Assault Marines if I need CC. Bad design is bad design, and as much fun as some people might find it, Allies is an obvious cash grab at worst, and a patch for poorly designed books at best.
Allies in a nutshell, and obviously what GW planned when they introduced the rules in the first place. You can't let imbalance like the one that exists between xenos and Space Marines go on for too long if you don't want people to get bored and quit your bs game for lack of variety and obvious favoritism (because no matter how big of a fanboy you are, SM vs. SM battles will get old), which, combined with ever-ludicrous prices that just keep getting higher, is probably attributing to a loss of sales. So what's the easiest way to fix that? Let all the whiny xenos who don't have this or can't deal with that take something from another codex that can. Boom. "Fixed."
Sad thing is it probably will work, it probably will help balance things out a little better and sell more models...but at what cost? How many people out there are really happy with the idea that their pure Tau or pure Eldar armies can no longer function in a competitive environment without having to borrow units from another army? I'm sure as hell not. It opens the way up for some cool themed forces, like traitor Guard with Daemon allies, or that Ultramarines with Macragge Planetary Defense Force that was showcased on "What's New Today", or Chaos Space Marines being able to take actual daemons again (zomg just how it should have been all along!!11), but for some of us it's just going to lead to bs, nonsensical alliances that we have to make out of necessity, or just shelve our armies. Like Tau and Orks, Dark Eldar and Daemons, Dark Eldar and Space Wolves, Grey Knights and any xenos, etc.
So in a way the allies rules still benefit Imperial players the most, because not only does it help them but it's easily justifiable in the background and makes sense. For xenos it's necessary for survival but really hard to justify in a lot of cases, and will no doubt get you a lot of crap from donkey-cave players who don't (or simply don't want to) understand why you have to break the fluff.
I'll accept allies because in order to keep playing the game I kinda have to, but this is seriously the biggest load of crap and really goes to show just how increasingly lazy and uncaring GW is becoming about their product. WHF 8th was a mess as far as I'm concerned. Finecast really needs no explanation. And now 40k 6th, while certainly looking better than WHF 8th did, is not doing much to instill my confidence in this company. I'm tired of paying top dollar (seriously, $80 for that fething book, are you gaking me?) and feeling like I'm getting ripped off. I guess, like most aspects of the hobby, I'm just "doing it wrong", though. I shouldn't be judging the book based on its content but rather how pretty it looks.
This sentiment is very similar to what I've been trying to convey in this thread. Allies serves SM players who want, say, Railguns in their armies, for example. Are allies fluffy? Mostly only by a stretch of imagination. DE, Tau, etc. are not satisfied with being 'allowed' to forge dopey-ass alliances to become competitive. But apparently wanting their army balanced was too much to ask, so here we are...
Allies probably wouldn't be that bad if the armies themselves were balanced. I feel like GW expects me to thank them for their generosity in allowing my lowly xenos to include space marines... As if that's what I always wanted.
If I had to make the allies matrix I would have made it MUCH less liberal.
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Post by: Mick A
Well I plan to use Valhalan allies with my Space Puppies (more for the air cover...).
Mick
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Post by: Backfire
Archonate wrote:
This sentiment is very similar to what I've been trying to convey in this thread. Allies serves SM players who want, say, Railguns in their armies, for example. Are allies fluffy?
Allies is one of the oldest concept in 40k - they were around longer than they were not.
I don't think they're going to be as gamebreaking as people think. For example, your SM player wants Railguns in his army. So he buys a Broadside team. That will come mighty useful, no doubt. Alas, he will also have to buy Tau HQ and a troop, which are much less useful to him. Does the whole exercise make his army actually better? Doubtful. I'm sure some 'broken' combos exist but for most part, mono-armies will probably be more cost-effective, at least under 2000 points.
After all, it's not so long since, for example, any Guard player could add Grey Knights or Sister of Battles to his or her army, and did the world end there? Nope...
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Post by: adamsouza
Would it really be worth adding a Tau HQ and Troop Choice, just to get a Heavy Choice with RailGuns ?
I don't think this will be as bif of a problem as people are imagining it will be.
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Post by: warboss
adamsouza wrote:Would it really be worth adding a Tau HQ and Troop Choice, just to get a Heavy Choice with RailGuns ?
I don't think this will be as bif of a problem as people are imagining it will be.
Doubtful. I suspect the majority of bad scenarios that people will encounter with allies will involve a pairing of a powerful HQ along with a cheap or powerful troops unit, which are the mandatory choices. An eldar farseer with a ranger squad might fit the bill as does a space wolf rune priest with a grey hunter squad are the two that come to mind for me personally. Both provide a large bubble of psychic defense (tablewide for the farseer, 24" for the SW priest) as well as a solid troops choice. Even though I don't like the allies rules, I'd consider taking one of them for my otherwise vulnerable tau and IG.
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Post by: darknightwing
The eldar one is the most effective, others that ive seen have been deathcompany added to guard to give it melee defense. None of the combos are broke though. I play nids and bt primarily so I doubt I will do alies anytime soon.
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Post by: DarkStarSabre
warboss wrote:adamsouza wrote:Would it really be worth adding a Tau HQ and Troop Choice, just to get a Heavy Choice with RailGuns ?
I don't think this will be as bif of a problem as people are imagining it will be.
Doubtful. I suspect the majority of bad scenarios that people will encounter with allies will involve a pairing of a powerful HQ along with a cheap or powerful troops unit, which are the mandatory choices. An eldar farseer with a ranger squad might fit the bill as does a space wolf rune priest with a grey hunter squad are the two that come to mind for me personally. Both provide a large bubble of psychic defense (tablewide for the farseer, 24" for the SW priest) as well as a solid troops choice. Even though I don't like the allies rules, I'd consider taking one of them for my otherwise vulnerable tau and IG.
Epidemius and a squad of plaguebearers.
Or, if you really want to be cheap. Nurglings. Cheapest Troop Tax EVER.
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Post by: Backfire
warboss wrote:adamsouza wrote:Would it really be worth adding a Tau HQ and Troop Choice, just to get a Heavy Choice with RailGuns ?
I don't think this will be as bif of a problem as people are imagining it will be.
Doubtful. I suspect the majority of bad scenarios that people will encounter with allies will involve a pairing of a powerful HQ along with a cheap or powerful troops unit, which are the mandatory choices. An eldar farseer with a ranger squad might fit the bill as does a space wolf rune priest with a grey hunter squad are the two that come to mind for me personally. Both provide a large bubble of psychic defense (tablewide for the farseer, 24" for the SW priest) as well as a solid troops choice. Even though I don't like the allies rules, I'd consider taking one of them for my otherwise vulnerable tau and IG.
Yes, or armies which can get really powerful troop unit - for example, Warboss + bunch of Nob bikers to support a Guard or Tau army. Time will tell if they really make powerful combos.
Real silliness starts with 2000 points, with double FOC. There you can see things like Space Wolves taking 8 different HQ's. You can squeeze many Rune priests there. Or Green Tides with around 300 Ork boyz...
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Post by: warboss
Backfire wrote:
Yes, or armies which can get really powerful troop unit - for example, Warboss + bunch of Nob bikers to support a Guard or Tau army. Time will tell if they really make powerful combos.
Real silliness starts with 2000 points, with double FOC. There you can see things like Space Wolves taking 8 different HQ's. You can squeeze many Rune priests there. Or Green Tides with around 300 Ork boyz...
I can't see why they wouldn't be good. If nob bikers plus warboss on bike (or draigo plus paladins) are good on their own as deathstars, I suspect they're good as deathstars in a force that lacks their own (like tau or IG).
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Post by: Trevak Dal
Did they ever FAQ that Farsight and Shadowsun can't be taken outside of a points limit, and if not, would it be alright to bring them theoretically as allies?
Cause 60 points for a minimum sized Firewarrior squad is a small price to pay for up to 11 Crisis suits. Farsight's bodyguards are a Point-And-Click unit mostly. They're hard to position, and hard to keep safe, but it would be nasty to have them backing up my Chaos Space Marines.
I got Chaos Space Marines, and I got Tau. Both are kinda incomplete, but now I got a way to use them together so I don't have to buy more models/paint/supplies/etc.
Obviously, it was a scheme to sell more models. Gamesworkshop says they primarily are a model company, not a Rules company, so there isn't some big conspiracy-cause they aren't trying to hide that they are trying to get as much money as they can from us, and they want to give us incentive to Buy Moar Stuff so they will nerf the stuff that everybody has 6 of (Carnifexes, most likely Crisis suits and CSM Daemon Princes in the future) to get us to buy the New Hotness.
Where the scheme falls short is people like me, who have two armies that can run together just fine, and can indeed support each other pretty well.
I don't have to buy a Devastator box and "Make them Horny" (convert to chaos) since I can get Autocannons and Safe Plasma on a manuverable platform-I got the suits to spare, so I can dedicate 3 to my Chaos Space Marines, along with one of the Stealth Teams that just sit around and don't get used, and every tau player has an excess of drones. We have enough drones that if we could field them in comprable units, they'd probably outnumber Imperial Guard Blob squads with bodies on deck (or hovering above...)
Yeah some of the stuff is goofy from a fluff perspective but they are trying to get the guys who are FOTM Marine guys to maybe stay as Codex Marines to get better benefits with Tau, buy more stuff and all that noise.
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Post by: Anvildude
Hehe. about the Drones. A friend and I were looking at the old 4th Ed (or earlier? 3rd? The one before the current one) Tau Codex, and we realized it was possible to take an army consisting of about 100 Drones of various kinds. It was incredible.
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Post by: SoloFalcon1138
The doubled FOCs is really going to make this version Herohammer like back in the day. Lots of independent characters beating wholesale butt...
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Post by: The Dwarf Wolf
Nagashek wrote:
Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin?
I would not complain about it, i would not say a word about it... But hell, you asked...
Dont like the fluff changes? Ok, stay with the fluff you like, tell the others your fluff view when that affect the game (or even when not, is nice to talk about fluff), and have fun explaining how your fluff affect the fluff of a game. You are a space marine player facing tau allied with space marines? Those space marines are obvious traitors, they betrayed the emperor and must die, you opponent will come with an "excuse" for the alliance, and you will be very fluffywise telling him your Space Marine Captain dont believe in it, and will like to tear the throat of the traitors commander. See? Brothers fighting themselves due to slight mistakes of interpretations, that is 40k.
And I was not here in the last 20 years, at least i was not here playing the game... But tell me, it is not true that orkz where hired as mercenaries once? And space marines where not "super soldiers", but just Sorm Troopers with better equipment? The fluff have been twisted and destroyed a lot of times in video-games, books, RPGs and the game itsellf. You are acting like one of those guys who say "i will not play Space Marine TM (the video game), because the bolter there shoot like a machinegun, and we all know that in fluff they shoot fist sized rockets at lower fire rate".
Feel happy if you beloved xonophobic super soldiers now can ally with xenos... Your chapter dont accept that, and like the great majority of them, condemn the practice. Feel happy, at least your favorite race has not been wiped out from the scenario (like squats), or you have no way to play your favorite faction (like genestealers cults).
About Count'as allies: well, lets keep the rule of cool, your Ultramarines have "allied space wolves" just to use cheap missile launchers, a rune priest and a squad with 2 melta's? No problem for me, but make it look good, make the unit make sense, and make his presence fun. Better yeat, make them a "not so conservative" faction within your army, who actually see the Codex Astartes as a guide (not a rulebook), madel them as slightly less disciplined (they have no sarge around!!!). I must say that ork players will bring lots of cool conversions for it... I would even let you play with your genestealer allies in that IGenestealer Cult, it is fluff wise enough. Lets use the rule of cool...
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Post by: Blokus
This is a great opportunity for me as I never went all in with any faction. I probably own about 1k points for every army but sisters and GKs.
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Post by: Quintinus
SoloFalcon1138 wrote:The doubled FOCs is really going to make this version Herohammer like back in the day. Lots of independent characters beating wholesale butt...
I don't buy it. The big problem this edition is going to be a 2+ save, especially for characters. Most of the time they could rely on going first and beating down models by ignoring their armor saves. Even Draigo and Mephiston, with all of their power, will bounce off even a unit of Tactical Terminators since their weapons are AP3. Even then, you just feed them a sacrificial sergeant and they are relegated to killing a single model that turn!
If anything I see this edition moving away from uber close combat heroes, but more towards support characters like Psykers, and lots of spamming of powerful non- HQ FOC choices like flyers, long fangs, etc.
Of course you could argue that it's Characterhammer since Wolf Guard and all that can do directed shots.
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Post by: ZebioLizard2
Oh, the TAU would love to have the Eldar help them. The TAU would love to have 8ft tall genetically engineered supermen help them. But the TAU are unholy, Emperor cursed XENOS SCUM, and if you can't understand that, then you don't seem to understand how 40k fluff works, or why the humans are in the spot they are, or why the game has been this way for over 20 years. In otherwords, hey Mat Ward. How ya doin?
I wonder what you would have been like if you had been around the time when humans and eldar could breed together, and that was one of the original eldar plans to repopulate their race, back in RT.
Or when the Emporer wasn't dying, he was just asleep from exertion.
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Post by: The Dwarf Wolf
Vladsimpaler wrote: Even then, you just feed them a sacrificial sergeant and they are relegated to killing a single model that turn!
No, the excedent wounds of any chalenge are not lost, they are redirected into the unit, so, its more probable tha YOU will chalenge the sarge with PF, and see your opponent thinking about it (very unlikely chance to stroke blows with the boss, or make the sarge run for his life?).
Close combat HQs with dedicated units can do a good job...
Automatically Appended Next Post: ZebioLizard2 wrote:
I wonder what you would have been like if you had been around the time when humans and eldar could breed together, and that was one of the original eldar plans to repopulate their race, back in RT.
Or when the Emporer wasn't dying, he was just asleep from exertion.
Holy Godess!!! Fluff changes!!!! Run for your lifes!!!! Automatically Appended Next Post: Blokus wrote:This is a great opportunity for me as I never went all in with any faction. I probably own about 1k points for every army but sisters and GKs.
You luccky one
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Post by: warboss
The Dwarf Wolf wrote:Vladsimpaler wrote: Even then, you just feed them a sacrificial sergeant and they are relegated to killing a single model that turn! No, the excedent wounds of any chalenge are not lost, they are redirected into the unit, so, its more probable tha YOU will chalenge the sarge with PF, and see your opponent thinking about it (very unlikely chance to stroke blows with the boss, or make the sarge run for his life?). Close combat HQs with dedicated units can do a good job... You may want to check out the several threads in YMDC dedicated to that question as that is quite debatable. http://www.dakkadakka.com/dakkaforum/posts/list/0/459779.page
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Post by: Slayer le boucher
The Dwarf Wolf wrote:Vladsimpaler wrote: Even then, you just feed them a sacrificial sergeant and they are relegated to killing a single model that turn!
No, the excedent wounds of any chalenge are not lost, they are redirected into the unit, so, its more probable tha YOU will chalenge the sarge with PF, and see your opponent thinking about it (very unlikely chance to stroke blows with the boss, or make the sarge run for his life?).
Nope, the exceding wounds isn't put on the squad or anything, it just counts towards the combat results.
So even if your HQ only kills one model, he win the fight 1-0.
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Post by: The Dwarf Wolf
Yeah, i read it in disbelif. Make no sense. I foresee it to be FAQed (or not at all).
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Post by: Slackermagee
The Dwarf Wolf wrote:
Holy Godess!!! Fluff changes!!!! Run for your lifes!!!!
It isn't that the fluff is changing, its that the fluff changes run counter to all the Grim Dark goodness that drew us in to the hobby in the first place. Well, all the Grim Dark fluff prior to Matt Ward's GM character fap fest.
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Post by: adamsouza
What really has changed, other than them shoe horning in Dark Eldar, Necrons, and Tau ?
And who wouldn't want a sweet little harem of Eldar Babes ? Other than having the Inquisition torture and execute you, it seems little a pretty sweet deal.
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Post by: Vampirate of Sartosa
Archonate wrote:If I had to make the allies matrix I would have made it MUCH less liberal.
If I had made the Allies matrix I would have made it so that you have to agree to use them with your opponent beforehand, which would stop people going "BUT YOU HAVE TO PLAY ME, IT'S IN THE RUUUUULES!"
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Post by: DarkStarSabre
I fail to see why an allies matrix was needed in the first place.
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Post by: Revenent Reiko
DarkStarSabre wrote:I fail to see why an allies matrix was needed in the first place.
Because it maeks more people buy more tha none army so they can use it as an ally....dirty and under-handed marketing tactics from GW...
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Post by: Sigvatr
DarkStarSabre wrote:I fail to see why an allies matrix was needed in the first place.
Balancing each army out individually takes time and effort.
Making a half-assed allies matrix that completely screws any fluff over takes about 30-60 min.
More time to count money.
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Post by: Dysartes
Vampirate of Sartosa wrote:If I had made the Allies matrix I would have made it so that you have to agree to use them with your opponent beforehand, which would stop people going "BUT YOU HAVE TO PLAY ME, IT'S IN THE RUUUUULES!"
To which the correct response is "Show me where in the rules it says I have to play you."
The army may be legal, but outside a tournament, there is nothing saying player A has to play player B, as far as I'm aware - you can always choose to go play Player C, for instance.
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Post by: ShumaGorath
Dysartes wrote:Vampirate of Sartosa wrote:If I had made the Allies matrix I would have made it so that you have to agree to use them with your opponent beforehand, which would stop people going "BUT YOU HAVE TO PLAY ME, IT'S IN THE RUUUUULES!"
To which the correct response is "Show me where in the rules it says I have to play you."
The army may be legal, but outside a tournament, there is nothing saying player A has to play player B, as far as I'm aware - you can always choose to go play Player C, for instance.
Translation: "There's nothing in the rules that says that I have to play 40k"
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Post by: Dysartes
ShumaGorath wrote:Dysartes wrote:Vampirate of Sartosa wrote:If I had made the Allies matrix I would have made it so that you have to agree to use them with your opponent beforehand, which would stop people going "BUT YOU HAVE TO PLAY ME, IT'S IN THE RUUUUULES!"
To which the correct response is "Show me where in the rules it says I have to play you."
The army may be legal, but outside a tournament, there is nothing saying player A has to play player B, as far as I'm aware - you can always choose to go play Player C, for instance.
Translation: "There's nothing in the rules that says that I have to play 40k"
If someone is trying to claim there is a clause in the rules which means I have to play them after I've expressed a desire to play without allies, then they're going to have to provide a rules reference to support their claim. Outside of a tournament - where I have agreed to abide by whatever the TO has described in the rules pack - there is nothing preventing me from walking away from a particular game because of the use of allies, just as if I didn't like the opponent.
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Post by: Brometheus
I must be the bad guy for taking the Mastery Level 4 Ahriman. I lost the game horribly.. but much fun was had.
Gate + Molten Beam + Puppetmaster on a melta gun = two dead tanks on different sides of the board.
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Post by: adhuin
Dysartes wrote:ShumaGorath wrote:Dysartes wrote:Vampirate of Sartosa wrote:If I had made the Allies matrix I would have made it so that you have to agree to use them with your opponent beforehand, which would stop people going "BUT YOU HAVE TO PLAY ME, IT'S IN THE RUUUUULES!"
To which the correct response is "Show me where in the rules it says I have to play you."
The army may be legal, but outside a tournament, there is nothing saying player A has to play player B, as far as I'm aware - you can always choose to go play Player C, for instance.
Translation: "There's nothing in the rules that says that I have to play 40k"
If someone is trying to claim there is a clause in the rules which means I have to play them after I've expressed a desire to play without allies, then they're going to have to provide a rules reference to support their claim. Outside of a tournament - where I have agreed to abide by whatever the TO has described in the rules pack - there is nothing preventing me from walking away from a particular game because of the use of allies, just as if I didn't like the opponent.
You might have missed the point:
Allies allowed as default:
You're being unreasonable, if you demand that others play with Your house rules.
If agreed on previously, it's fun to play with house rules.
Allies as optional/ask your opponent:
Your opponent is unreasonable, if he demands to be allowed to use allies.
If agreed on previously, it's fun to play with optional rules.
6th edition has made allies as an official part of the game -> You would be making unreasonable demands on your opponent.
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Post by: Chrysis
Brometheus wrote:I must be the bad guy for taking the Mastery Level 4 Ahriman. I lost the game horribly.. but much fun was had.
Gate + Molten Beam + Puppetmaster on a melta gun = two dead tanks on different sides of the board.
Pity he's only Mastery Level 3.
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Post by: Crazyterran
Chrysis wrote:Brometheus wrote:I must be the bad guy for taking the Mastery Level 4 Ahriman. I lost the game horribly.. but much fun was had.
Gate + Molten Beam + Puppetmaster on a melta gun = two dead tanks on different sides of the board.
Pity he's only Mastery Level 3.
This. It's in the FAQ.
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Post by: Brometheus
I was making a joke because of page 3 discussion about Black Staff plus Mark of Tzeentch.
That is how we play him in house rules until new book, anyways. This wasn't against someone random
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Post by: Vain
adhuin wrote:You might have missed the point:
Allies allowed as default:
You're being unreasonable, if you demand that others play with Your house rules.
If agreed on previously, it's fun to play with house rules.
Allies as optional/ask your opponent:
Your opponent is unreasonable, if he demands to be allowed to use allies.
If agreed on previously, it's fun to play with optional rules.
6th edition has made allies as an official part of the game -> You would be making unreasonable demands on your opponent.
...I think his/her point was "If you don't like playing against people with allies, you can always choose to say 'no thanks' to them when they ask for a game."
Forcing them to play as you want, in either direction, would be unreasonable. But removing yourself from a game is not.
Person 1: Sorry I don't want to play you because you are a racist jerkoff who breaks my figures by rolling your oversized dice at them.
Person 2: YOU CAN'T DO THAT! I HAVE PERFECTLY LEGAL FORCE!!!!!111!!!
Person 1: Oh, I see that you do. My apologies, lets start rolling our cubes now.
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Post by: Dysartes
Vain wrote:...I think his/her point was "If you don't like playing against people with allies, you can always choose to say 'no thanks' to them when they ask for a game."
Forcing them to play as you want, in either direction, would be unreasonable. But removing yourself from a game is not.
That's pretty much what I was getting at, Vain, yes.
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Post by: The Dwarf Wolf
Archonate wrote:If I had to make the allies matrix I would have made it MUCH less liberal.
I would have made a lot MORE liberal. The rules should not enforce the fluff... That is the wrong way. The players should enforce the fluff and use the rules that way.
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Post by: warboss
The Dwarf Wolf wrote:Archonate wrote:If I had to make the allies matrix I would have made it MUCH less liberal.
I would have made a lot MORE liberal. The rules should not enforce the fluff... That is the wrong way. The players should enforce the fluff and use the rules that way.
Those are some serious high apple pie in the sky hopes you got their, Mr. Half Glass Full. Unfortuantely, rules exist because people need explicit direction even when the intended actions are very clear in the fluff. In the end, I'm ok with them making allies a part of the game but would have strongly preferred if they were an integral part of larger games only, along with the 2nd FOC (like 2001+ pts), and optional/opponent's permission in smaller ones (2000 and under).
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Post by: shasolenzabi
Ah, Retrohammer mixed in with Herohammer/apoc/Dawn of war for the tabletop. Everything old is new again basically. BUT prices in RT days and 2nd ed were so much cheaper. (2 landraider Mk-I's for 25bucks was awesome!)
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Post by: Agamemnon2
adhuin wrote:6th edition has made allies as an official part of the game -> You would be making unreasonable demands on your opponent.
Quite. However, since one is allowed to concede at any time, including before deployment, you can just go "Fine, I've 'played' against you, now go away."
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Post by: adhuin
Dysartes wrote:Vain wrote:...I think his/her point was "If you don't like playing against people with allies, you can always choose to say 'no thanks' to them when they ask for a game."
Forcing them to play as you want, in either direction, would be unreasonable. But removing yourself from a game is not.
That's pretty much what I was getting at, Vain, yes.
There could be social costs involved:
Depends on social event. Random pick ups at the store? Sure choose your opponent based on use of allies, likeability or any other criteria.
Organized play in store -> Probably can get away with it. Ruining gaming night for a person, whose designated opponent you were.
Gaming night at friends place -> Now you're just ruining friends nights. If you do this enough maybe they try fill paired # players without you.
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Post by: DarkStarSabre
adhuin wrote:Dysartes wrote:Vain wrote:...I think his/her point was "If you don't like playing against people with allies, you can always choose to say 'no thanks' to them when they ask for a game."
Forcing them to play as you want, in either direction, would be unreasonable. But removing yourself from a game is not.
That's pretty much what I was getting at, Vain, yes.
There could be social costs involved:
Depends on social event. Random pick ups at the store? Sure choose your opponent based on use of allies, likeability or any other criteria.
Organized play in store -> Probably can get away with it. Ruining gaming night for a person, whose designated opponent you were.
Gaming night at friends place -> Now you're just ruining friends nights. If you do this enough maybe they try fill paired # players without you.
Costs?
Let's look at your scenarios.
Random Pick Ups in a store - if someone is a tit bringing allies and trying to spring them on people then he deserves to get no games. Had a guy here once do it with an armoured company, deliberately trying to get games with Orks and other anti-armour light armies.
Organised play in store/gaming night - Depends on what the rules set in advance are. Otherwise it's a pick up game with That Guy. Doesn't matter otherwise.
Gaming at a friend's place - I should hope you communicate with your friends and make them vaguely aware of things like this and they do the same. To invite you over and go SURPRISE! ALLIES! DERP! is not the sort of thing friends would do in my experience.
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Post by: Mick A
As allies (and fortifications) are now an option in creating forces surely saying you don't want to play against someone who uses them is like saying you don't want to play against someone who uses heavy support, fast attack or elite choices?
Mick
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Post by: Vain
DarkStarSabre wrote:Random Pick Ups in a store - if someone is a tit bringing allies and trying to spring them on people then he deserves to get no games. Had a guy here once do it with an armoured company, deliberately trying to get games with Orks and other anti-armour light armies.
The other two points I am fully behind you, this one not so much, but mainly for calling him a tit for bringing allies. That is like calling him a tit for having a Landraider and not wanting to play against him coz you have 0 anti-tank.
Option X is in the rules as a default. You wish to not play him/her because of their inclusion of Option X (for whatever reason, fear, distrust, paranoia, douchiness, legitimate concerns, whatever) that is cool, but far from needing to call them names about it.
Cherry picking opponents however like that Armoured Comp guy, that is bad form indeed.
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Post by: adhuin
DarkStarSabre wrote:
Costs?
<snip>
Gaming at a friend's place - I should hope you communicate with your friends and make them vaguely aware of things like this and they do the same. To invite you over and go SURPRISE! ALLIES! DERP! is not the sort of thing friends would do in my experience.
Playing 40k: 6th edition, current codexes, latest faqs. Why would you expect something else?
I don't usually advertise what army I'm bringing. It might be orks, marines, IG and thanks to 6th edition, any legal combination of those.
Only thing you need to agree on beforehand is point limits and its only used to speed up game start and needing to bring only my army, not my collection.
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Post by: Slayer le boucher
What baffles me the most, is the fixation that everyone as on Allies, wich isn't the worst feature of 6th...
While there is worst things like this damn disembarkment rules and those stupid duels, or the fact that the Faqs where done in a louzy manner...
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Post by: DarkStarSabre
Mick A wrote:As allies (and fortifications) are now an option in creating forces surely saying you don't want to play against someone who uses them is like saying you don't want to play against someone who uses heavy support, fast attack or elite choices?
Mick
Emphasis mine. Unless you're quite happy for every opponent you face to show up with a Fortress of Redemption and a smug grin on their face.
Whatever happened to placing things on the field because of the way they looked? Whatever happened to the convenience of house rules for people wanting to fire the guns etc. from a building.
Allies is a lazy option, just like purchased fortifications etc. are another lazy option, both designed to do nothing more than grab money. Surely the way forward is not to ignore the holes and weaknesses in various armies by telling them to bring along convenient allies or buying a fortification to counter something they normally can't?!
Oh hey, can't deal with flyers?
Why, buy some Imperial Guard and bring Hydras! Or buy an Aegis Line or Fortress of Redemption!
Oh hey, can't deal with psykers?
Why, buy some Space Wolves and get this Wolf Priest!
Yeah, no.
Sorry, but I don't feel allies and fortifications are anything more than blatant money grabs from GW and an indication they're not going to bother to try and fix glaring holes in certain armies with any form of ingenuity.
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Post by: shasolenzabi
seems 6th ediion is showing signs from what I am hearing of something that was being worked on, but then additions and revisions were made and it was rushed out?
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Post by: adhuin
Option:
Fortress of Redemption (everyone)
Ally detachment (no tyranids allowed, see rulebook for options)
Squad of Tactical Marines (does not apply to all armies. See codex)
Meltagun (also codex dependant option) Automatically Appended Next Post: DarkStarSabre wrote:
Emphasis mine. Unless you're quite happy for every opponent you face to show up with a Fortress of Redemption and a smug grin on their face.
Whatever happened to placing things on the field because of the way they looked? Whatever happened to the convenience of house rules for people wanting to fire the guns etc. from a building.
I woudl be happy. He spends 200+ for firing positions, which I can spend on units.
You still can setup terrain cooperatively, IF your opponent agrees. Same with house rules: IF your opponent agrees.
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Post by: Mick A
I've been using Space Puppies for years now, following the logic of some peoples arguments here is it ok for me to refuse to play someone who uses an army with fliers? Puppies don't have any fliers or anti flier weaponry... Perhaps I should just bin my whole army and go for one that has a bit of everything... Or... I can just take some IG allies (Valhalans in my case), which makes perfect sense to me. I know some of the alliance team ups are daft but allies can be used properly in the spirit of the game and fluff.
As for GW putting in rules such as allies to make more money, why are people so suprised about this? They do the same thing with every codex, army book and rules release... (anyway, how many people on here only have one army...?)
Mick
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Post by: ph34r
DarkStarSabre wrote:Whatever happened to placing things on the field because of the way they looked? Whatever happened to the convenience of house rules for people wanting to fire the guns etc. from a building.
You have a problem with GW making rules for things you like to do official? Diminishing your ability to do them, instead of enhancing it?
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Post by: DarkStarSabre
More a problem with blatant sales grabs that very likely indicate that there will be no real effort to creatively balance holes within certain armies to deal with their new shiny things.
Their excuse will be 'Take X, Take Y' rather than taking a step back and realising that Codex A is ridiculous compared to Codex B and why that is so. They won't realise that the Take X, Take Y approach doesn't change the disparity of balance, only increases it for while Codex A can take X and Y to become comparable to Codex B, Codex B can do the same and put itself even further ahead.
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Post by: warboss
DarkStarSabre wrote:Random Pick Ups in a store - if someone is a tit bringing allies and trying to spring them on people then he deserves to get no games. Had a guy here once do it with an armoured company, deliberately trying to get games with Orks and other anti-armour light armies. Unfortunately, having them as a standard part of the rules means that a random player is no more "springing them on people" than if he happened to take 3 Fast Attack slots. Its now just a normal part of list building no matter how much we don't like it. Automatically Appended Next Post: Mick A wrote:I've been using Space Puppies for years now, following the logic of some peoples arguments here is it ok for me to refuse to play someone who uses an army with fliers? You've always had the right to refuse to play someone for any reason (your marines have blue shoulder pads... next player!!)... you just look like a jerk if you actually end up doing it. The same thing will likely be true of refusing to play with allies. I'll be asking my random opponents right away if we're playing a 5th edition 40k style game (1 FOC, no allies) or the mini apoc that GW adopted with this edition (allies, 2 FOC @ 2000pts, and I'm throwing in FW stuff there too).
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Post by: Alpharius
DarkStarSabre wrote:Mick A wrote:As allies (and fortifications) are now an option in creating forces surely saying you don't want to play against someone who uses them is like saying you don't want to play against someone who uses heavy support, fast attack or elite choices?
Mick
Emphasis mine. Unless you're quite happy for every opponent you face to show up with a Fortress of Redemption and a smug grin on their face.
Whatever happened to placing things on the field because of the way they looked? Whatever happened to the convenience of house rules for people wanting to fire the guns etc. from a building.
Allies is a lazy option, just like purchased fortifications etc. are another lazy option, both designed to do nothing more than grab money. Surely the way forward is not to ignore the holes and weaknesses in various armies by telling them to bring along convenient allies or buying a fortification to counter something they normally can't?!
Oh hey, can't deal with flyers?
Why, buy some Imperial Guard and bring Hydras! Or buy an Aegis Line or Fortress of Redemption!
Oh hey, can't deal with psykers?
Why, buy some Space Wolves and get this Wolf Priest!
Yeah, no.
Sorry, but I don't feel allies and fortifications are anything more than blatant money grabs from GW and an indication they're not going to bother to try and fix glaring holes in certain armies with any form of ingenuity.
This is pretty much how I feel about all of this too!
We'll see how it plays out in reality, but looking at it now - I can't say I'm a fan.
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Post by: gorgon
warboss wrote:You've always had the right to refuse to play someone for any reason (your marines have blue shoulder pads... next player!!)... you just look like a jerk if you actually end up doing it. The same thing will likely be true of refusing to play with allies. I'll be asking my random opponents right away if we're playing a 5th edition 40k style game (1 FOC, no allies) or the mini apoc that GW adopted with this edition (allies, 2 FOC @ 2000pts, and I'm throwing in FW stuff there too).
I think you can do this without being or looking like a jerk.
"I was actually kinda hoping to play a game without flyers, just for a change of pace."
"I forgot to bring my allies...would it be okay if we play without them for this game?"
It's a social game, and a minimum amount of social skill can spackle over any issues. Not that all gamers have basic social skills, mind you.
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Post by: Zachilles
I've always been of the opinion that the "for fun" gamers care a lot more about winning than the so called "WAAC" gamers because they refuse to play in games that they don't think they can win.
Seriously, not playing against people with allies or fortifications is like not playing against people with melta guns in their list, the game designers put it in the game, who are you to decide someone shouldn't use it?
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Post by: Formosa
At first i thought allies were a good way of adding some stuff to fluffy armies, then i played an ork player with GK allies... um ok.
Next I played Tau with SW allies... um ok
Then lastly I played Chaos marines with Deamon allies... ah ha! finally an army that makes sense.
I look foward to fluffy allies, but totally dread WAAC allies list, so far i have refused to play 2k+ games as the group as most of the games i play are against WAAC people (vassal, but not everyone is like this)
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Post by: adamsouza
Mick A wrote:As allies (and fortifications) are now an option in creating forces surely saying you don't want to play against someone who uses them is like saying you don't want to play against someone who uses heavy support, fast attack or elite choices?
Mick
I'm with Mick on this one.
I could see turning down a casual pickup game. Because if it's not fun for you it's your prerogative not to play.
In organized play you should forced to concede, instead of just refusing to play, to be fair to others. Other players should not be punished for your prejudices.
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Post by: Grimtuff
DarkStarSabre wrote:Mick A wrote:As allies (and fortifications) are now an option in creating forces surely saying you don't want to play against someone who uses them is like saying you don't want to play against someone who uses heavy support, fast attack or elite choices?
Mick
Emphasis mine. Unless you're quite happy for every opponent you face to show up with a Fortress of Redemption and a smug grin on their face.
I'm more happy to see exactly how little Timmy is going to lug said Fortress down to his local GW to play with it every week. Should be good fro a few laughs!
But, yes. making scenery a buyable part of your army in the BASIC RULES SET (not an expansion like Planetstrike) is just stupid and a blatant cash grab IMO. Expansions beyond the norm, fine, then we can have these odd rules, but not here.
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Post by: Balance
Grimtuff wrote:
But, yes. making scenery a buyable part of your army in the BASIC RULES SET (not an expansion like Planetstrike) is just stupid and a blatant cash grab IMO. Expansions beyond the norm, fine, then we can have these odd rules, but not here.
I disagree with this. if anything, my concern with this element is that such scenery needs to be very strongly defined (Specify the shape it occupies, fire slits, mounted weapons, cover saves, etc. and expect modeling to model to this with the rules written that it provides no more and no less) and it needs to be balanced like any other element. In many games purchasable terrain is basically a non-moving vehicle.
Flames Of War has several lists were either light terrain (barbed wire, etc.) can be bought as a bonus to engineers, or where larger pieces like gun pits, turrets, etc. can be purchased. They do some interesting stuff, like a 'defensive' army that is forced into a battle where they can't use their defenses can either swap them for mobile stuff or lose them. It's not an 'every list' option and I don't believe the FoW community finds these lists to be broken, in general. (Happy to hear thoughts from FoW players who have played with/against fortification lists). Fortification armies do look like they could end up a little 'expensive' if a player needs to have the fortification version and the replacement unit.
Heavy Gear Blitz does purchasable terrain as part of the Support Point rules. These are purchases with a second 'currency' (Support Points) not the primary point value (TV). Many tournaments do disallow most support point uses for speed-of-play options, but I've not heard that being able to purchase a bunker (Which has defined sizes and abilities) or a Defense Turret (which has a threatening but not overpowering choice of weapons) is considered broken. Most complain about the other SP uses like air strikes and artillery.
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Post by: Grimtuff
Balance wrote:Grimtuff wrote:
But, yes. making scenery a buyable part of your army in the BASIC RULES SET (not an expansion like Planetstrike) is just stupid and a blatant cash grab IMO. Expansions beyond the norm, fine, then we can have these odd rules, but not here.
I disagree with this. if anything, my concern with this element is that such scenery needs to be very strongly defined (Specify the shape it occupies, fire slits, mounted weapons, cover saves, etc. and expect modeling to model to this with the rules written that it provides no more and no less) and it needs to be balanced like any other element. In many games purchasable terrain is basically a non-moving vehicle.
Then GW must make terrain for races other than their spoilt rotten Imperial lines. Because ATM all we have is some random rules and a few "guideline" models of what GW has produced. They're leaving it up to the players to decide, which is just lazy rules writing, just like the whole Power Weapon and allies things, they're assuming players won't be dicks about it, and we all know this is inevitable they will.
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Post by: warboss
gorgon wrote:warboss wrote:You've always had the right to refuse to play someone for any reason (your marines have blue shoulder pads... next player!!)... you just look like a jerk if you actually end up doing it. The same thing will likely be true of refusing to play with allies. I'll be asking my random opponents right away if we're playing a 5th edition 40k style game (1 FOC, no allies) or the mini apoc that GW adopted with this edition (allies, 2 FOC @ 2000pts, and I'm throwing in FW stuff there too).
I think you can do this without being or looking like a jerk.
"I was actually kinda hoping to play a game without flyers, just for a change of pace."
"I forgot to bring my allies...would it be okay if we play without them for this game?"
It's a social game, and a minimum amount of social skill can spackle over any issues. Not that all gamers have basic social skills, mind you. 
While I see where you're trying to go, encouraging people to lie isn't exactly the type of social skill I'd advocate.  A change of pace would currently be playing WITH flyers since they weren't a core part of the rules... and not collecting allies because you hate the rule isn't forgetting to bring them. Unfortunately, in most cases, these changes are now part and parcel of the standard game.
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Post by: Balance
Grimtuff wrote:Balance wrote:Grimtuff wrote:
But, yes. making scenery a buyable part of your army in the BASIC RULES SET (not an expansion like Planetstrike) is just stupid and a blatant cash grab IMO. Expansions beyond the norm, fine, then we can have these odd rules, but not here.
I disagree with this. if anything, my concern with this element is that such scenery needs to be very strongly defined (Specify the shape it occupies, fire slits, mounted weapons, cover saves, etc. and expect modeling to model to this with the rules written that it provides no more and no less) and it needs to be balanced like any other element. In many games purchasable terrain is basically a non-moving vehicle.
Then GW must make terrain for races other than their spoilt rotten Imperial lines. Because ATM all we have is some random rules and a few "guideline" models of what GW has produced. They're leaving it up to the players to decide, which is just lazy rules writing, just like the whole Power Weapon and allies things, they're assuming players won't be dicks about it, and we all know this is inevitable they will.
Definitely. To use an example, there's a chart in the Heavy Gear Blitz rules that says "This is the standard size for a 'Bunker' and lists its armor, dimensions, etc. Froma rules point of view it's a box of that size. The theming is left up to the player.
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Post by: warboss
Maybe its just me but I see a simple solution to this possible problem within their own ruleset. Since the Fortress of Redemption is so much bigger and so many more points than the other standard fortifications, why didn't they say that it counts as two fort slots? That way, you can still use it via the rules in standard games but it gets shunted towards the larger ones (2000pts and up that allow 2 FOC slots with two fort choices) where the other player is likely able to handle them (especially with the 6 FA/HS/Elite choices available).
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Post by: Dysartes
adamsouza wrote:In organized play you should forced to concede, instead of just refusing to play, to be fair to others. Other players should not be punished for your prejudices.
If you're taking part in an OP event, then you agree to whatever restrictions the organiser decrees.
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Post by: djones520
It suprises me all the complaining about allies. It makes me think that many of those folks never played in 2nd edition.
I just see it as a nod back to the era of the game that made me fall in love with it. It also adds a more challenging aspect to the game. I'm sorry some of your 5th edition lists are no longer the creme de la creme, but new rules, new ways to play the game. Adapt to it. Find ways to make your army work against these new lists, or heaven forbid bring allies of your own to make some interesting combo's.
This edition is a lot more like how I learned to play the game then some of the last few were, and for that i'm happy.
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Post by: warboss
djones520 wrote:It suprises me all the complaining about allies. It makes me think that many of those folks never played in 2nd edition.
I just see it as a nod back to the era of the game that made me fall in love with it. It also adds a more challenging aspect to the game. I'm sorry some of your 5th edition lists are no longer the creme de la creme, but new rules, new ways to play the game. Adapt to it. Find ways to make your army work against these new lists, or heaven forbid bring allies of your own to make some interesting combo's.
This edition is a lot more like how I learned to play the game then some of the last few were, and for that i'm happy.
I started in 3rd. I don't have any problem adapting armies to new codicies and editions but I have a problem with allies as I've played impromptu games against them in 3rd-5th (two friends show up with partial armies each and want a game... and you're the only other opponent) and disliked pretty much every game. It's worse when the two forces are under the control of the same player as they're synchronized perfectly in tandem which doesn't happen when two players control them. Call me old fashioned but I like the idea that an army has a weakness that you need to consider when playing or playing against them... with allies, those weaknesses are taken care of. Tau and IG suck at close combat? Take some allies from the absolute best CC armies in the game! Not my thing but since it's a part of the standard rules I'll have to live with it for the next 4-5 years in most cases.
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Post by: Grimtuff
djones520 wrote:It suprises me all the complaining about allies. It makes me think that many of those folks never played in 2nd edition.
It surprises me that no-one remembers there was no Internet back when 2nd ed. was in its heyday, thus no cookie cutter netlists, which is the crux of many of the issues regarding allies.
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Post by: wyomingfox
djones520 wrote:It suprises me all the complaining about allies. It makes me think that many of those folks never played in 2nd edition.
I would bet that the majority of today's 40K populace has not played 2nd edition  .
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Post by: Compel
Did people even play 2nd edition "competitively"?
From my memory of it, people either.
1) Played it 'as intended' - an afternoon (and evening, and night) playing the game.
2) In modern parlance, trolled each other with rad grenades and virus bombs etc
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Post by: Sidstyler
warboss wrote:Call me old fashioned but I like the idea that an army has a weakness that you need to consider when playing or playing against them...
I would like it, if GW were ever smart enough to design codices in such a way that armies have weaknesses, but they aren't crippling, and you're given something else to make up for it. Tau supposedly have superior shooting to make up for being complete ass in CC, but that's kind of a joke when every other army in the game can put out more shots than you, and the few shots you do have don't even hit half the time. fething Space Wolves have superior firepower FFS and they're supposed to be a bunch of drunk vikings.
Most of the time when armies have "weaknesses" it's due to poor game balance, not any kind of grand plan by GW. Unless the plan for Tau was to make the experience of playing with them unbearably frustrating so no one would buy the models.
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Post by: Pyriel-
I would like it, if GW were ever smart enough to design codices in such a way that armies have weaknesses, but they aren't crippling, and you're given something else to make up for it. Tau supposedly have superior shooting to make up for being complete ass in CC, but that's kind of a joke when every other army in the game can put out more shots than you, and the few shots you do have don't even hit half the time. fething Space Wolves have superior firepower FFS and they're supposed to be a bunch of drunk vikings.
Well since tau arent complete asses in CC that is not a valid point.
Firewarriors compared to guardsmen do better in CC (way better saves) and then tau have kroot etc so what is this sucks in CC whining all about I wonder.
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Post by: adamsouza
Compel wrote:Did people even play 2nd edition "competitively"?
From my memory of it, people either.
1) Played it 'as intended' - an afternoon (and evening, and night) playing the game.
2) In modern parlance, trolled each other with rad grenades and virus bombs etc
Vortex Grenade, single use, just basically obliterated anything under the template.
I played BA, in 2nd edition, and Lord Mephiston NEVER died, ever. Wargear invulnearble save, Psychic Power invulnerable save, Look out sir card, etc.. Then 3rd edition didn't just nerf him, they beat him with a steel baseball bat.
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Post by: Jayden63
All I know is that thanks to allies I will never loose to Tau, orks, SW, IG, BA, GK, Sisters, DA, Chaos, SM, DE, Eldar, BT, Deamons, and Necrons ever again.
I'll loose to SM/Tau, BA/ SW, GK/ IG, etc. about as often as I loose any other game now. Because, I think that is all I'm going to be seeing.
Armies are supposed to have weakness, hell my army has weaknesses. The point is to play to your armies strengths and win inspite of your weaknesses. If everything is all strength and no weakness, we might as well all be playing checkers.
             
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Post by: warboss
Pyriel- wrote:
Firewarriors compared to guardsmen do better in CC (way better saves) and then tau have kroot etc so what is this sucks in CC whining all about I wonder.
Wow... I think that's the first time I've ever seen someone claim that. So... the IG being able to swing first and hit more often (better Initiative and WS) is dwarfed by a 1 point better save? You clearly have never played that exact fight on the tabletop nor crunched the numbers in mathhammer either. Kroot can take down IG but that's not exactly an achievement for the galactic annals of close combat either... In the grimdarkness of the future, nobody brags about being able to beat up IG in close combat.
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Post by: Kingsley
Yeah. Fire Warriors are at a disadvantage against Guardsmen in close combat. The Guardsmen hit 2/3 of the time, wound 1/2 of the time, and get 1/2 of their wounds through armor for 1/6 of a kill per attack. Fire Warriors hit Guardsmen 1/2 of the time, wound 1/2 of the time, and get 2/3 of their wounds through armor for the exact same 1/6 of a kill per attack. However, the Guardsmen strike first, so any Fire Warriors that die don't get a chance to attack. Further, Imperial Guard squads have Sergeants with two additional attacks (two on profile, one for dual armed), while Fire Warrior Shas'uis only get one additional attack.
To make matters worse, Guardsmen cost about half as much as Fire Warriors. When you're at a disadvantage when fighting at equal numbers with a unit that is half your cost it seems confusing and wrong to claim that you are better in close combat.
The one advantage that Fire Warriors do have in close combat is that their low Weapon Skill is irrelevant against units with Weapon Skill 4 or higher, who would already hit on 3+ even against Weapon Skill 3. So Fire Warriors are indeed slightly better than Guardsmen against Marines in that they have more survivability. However, the advantage is minimal, and when you consider the greatly increased cost for a Fire Warrior over a Guardsman, it becomes largely irrelevant.
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Post by: Pyriel-
Wow... I think that's the first time I've ever seen someone claim that. So... the IG being able to swing first and hit more often (better Initiative and WS) is dwarfed by a 1 point better save? You clearly have never played that exact fight on the tabletop nor crunched the numbers in mathhammer either. Kroot can take down IG but that's not exactly an achievement for the galactic annals of close combat either... In the grimdarkness of the future, nobody brags about being able to beat up IG in close combat.
So you choose to "forget" about kroot in order to make your own point stronger...I see.
Must be nice and cozy to be ignorant.
True, it´s not a super melee unit but still gives some armies the run for the money in cc and *gasp* is no longer the weakest army of them all in melee.
As for mathammer, yes if you are arrogant enough to take 10 IG out of thin air and put them in melee with 7 firewarriors (the usual comparable point cost) then yes, IG will win.
However, should you actually start to play this game yourself you will no doubt notice that there is more to it then just taking unit A and magically putting it in CC base to base with unit B.
Automatically Appended Next Post: Besides, I can bet money on that GW will lower the point cost of firewarriors and kroot significantly in the next tau codex. The trend to make troops spammable will in all probability continue.
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Post by: Ehsteve
Pyriel- wrote:Wow... I think that's the first time I've ever seen someone claim that. So... the IG being able to swing first and hit more often (better Initiative and WS) is dwarfed by a 1 point better save? You clearly have never played that exact fight on the tabletop nor crunched the numbers in mathhammer either. Kroot can take down IG but that's not exactly an achievement for the galactic annals of close combat either... In the grimdarkness of the future, nobody brags about being able to beat up IG in close combat.
So you choose to "forget" about kroot in order to make your own point stronger...I see.
Must be nice and cozy to be ignorant.
True, it´s not a super melee unit but still gives some armies the run for the money in cc and *gasp* is no longer the weakest army of them all in melee.
As for mathammer, yes if you are arrogant enough to take 10 IG out of thin air and put them in melee with 7 firewarriors (the usual comparable point cost) then yes, IG will win.
However, should you actually start to play this game yourself you will no doubt notice that there is more to it then just taking unit A and magically putting it in CC base to base with unit B.
Automatically Appended Next Post:
Besides, I can bet money on that GW will lower the point cost of firewarriors and kroot significantly in the next tau codex. The trend to make troops spammable will in all probability continue.
Both strike after marines with worse saves and T3. Of course weight of attacks could well kill a few marines. However it takes 12 kroot attacks to kill a single marine whilst it only takes 3 marine attacks to kill a single kroot. So in that regard, so long as kroot get the charge, they can possibly equal marines in terms of close combat capability...if they have three or more time the models that is.
Plus you are using a single entry in the codex to justify an army wide close combat issue. Also with the new rule meaning outflanking units can't assault, kroot just took a massive hit.
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Post by: Jayden63
Pyriel- wrote:
Besides, I can bet money on that GW will lower the point cost of firewarriors and kroot significantly in the next tau codex. The trend to make troops spammable will in all probability continue.
I really hope not. Tau do not need to become a horde army. There are already enough of those. They just need stats, guns, and abilities that make their 10 points worth 10 points.
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Post by: Shandara
Jayden63 wrote:Pyriel- wrote:
Besides, I can bet money on that GW will lower the point cost of firewarriors and kroot significantly in the next tau codex. The trend to make troops spammable will in all probability continue.
I really hope not. Tau do not need to become a horde army. There are already enough of those. They just need stats, guns, and abilities that make their 10 points worth 10 points.
You could have Eldar Guardians instead.
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Post by: Pyriel-
Plus you are using a single entry in the codex to justify an army wide close combat issue. Also with the new rule meaning outflanking units can't assault, kroot just took a massive hit.
I know but it was a fun way to counter someone "forgetting" about kroot in a tau codex as well as taking units out of thin air and comparing only one aspect of their roles in order to prove a point
I really hope not. Tau do not need to become a horde army. There are already enough of those. They just need stats, guns, and abilities that make their 10 points worth 10 points.
I hope that wont happen too but looking at how troop point costs have changed (grey hunters, necron warriors, grey knights etc) we are probably ending up with some gakking 6p a piece firewarrior spam or something equally dreadful in the next codex. After all GW needs to sell models in bigger numbers.
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Post by: A Town Called Malus
Pyriel- wrote:Wow... I think that's the first time I've ever seen someone claim that. So... the IG being able to swing first and hit more often (better Initiative and WS) is dwarfed by a 1 point better save? You clearly have never played that exact fight on the tabletop nor crunched the numbers in mathhammer either. Kroot can take down IG but that's not exactly an achievement for the galactic annals of close combat either... In the grimdarkness of the future, nobody brags about being able to beat up IG in close combat.
So you choose to "forget" about kroot in order to make your own point stronger...I see. Must be nice and cozy to be ignorant. True, it´s not a super melee unit but still gives some armies the run for the money in cc and *gasp* is no longer the weakest army of them all in melee. As for mathammer, yes if you are arrogant enough to take 10 IG out of thin air and put them in melee with 7 firewarriors (the usual comparable point cost) then yes, IG will win. However, should you actually start to play this game yourself you will no doubt notice that there is more to it then just taking unit A and magically putting it in CC base to base with unit B. Automatically Appended Next Post: Besides, I can bet money on that GW will lower the point cost of firewarriors and kroot significantly in the next tau codex. The trend to make troops spammable will in all probability continue. IG have Ogryn, S5, T5, W3 and a 5+ save. So I guess that means that Tau are back on the bottom of the CC pile.
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Post by: warboss
Pyriel- wrote:As for mathammer, yes if you are arrogant enough to take 10 IG out of thin air and put them in melee with 7 firewarriors (the usual comparable point cost) then yes, IG will win.
However, should you actually start to play this game yourself you will no doubt notice that there is more to it then just taking unit A and magically putting it in CC base to base with unit B.
I'm using the EXACT scenario you postulated in your "tau don't suck at CC" post. You're basing your "theory" of Tau not sucking at close combat on the (incorrect) premise that fire warriors can beat IG in CC. LOL, you're even cherry picking your baseline unit as the IG which are renowned for getting their butts kicked by EVERYONE but the tau in close combat. If you think that comparison that you yourself postulated is arrogant, far be it for me to stop you trolling yourself.
Either way, my Tau won't suck in close combat anymore now that they have their bestest friends ever (the space marines) around to help them when those mean Catachans come looking for a fist fight. The kroot, frankly, with their T3 and NO SAVE were never very reliable even when they themselves were charging.
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Post by: Pyriel-
IG which are renowned for getting their butts kicked by EVERYONE
Thus according to you, IG are the very worst in CC of every codex.
lol
My point is, in case you "forgot", that tau can be build in a way that no longer automatically make them the worst thing in melee since the invention of sliced bread.
Either way, my Tau won't suck in close combat anymore now that they have their bestest friends ever (the space marines) around to help them
Dont remind me, I absolutely hate that allies-crap in the rule book.
IG have Ogryn, S5, T5, W3 and a 5+ save. So I guess that means that Tau are back on the bottom of the CC pile.
I did not know ogryns, a specialized and expensive melee unit was the equivalent to spammable CC-ish alternatives to firewarriors.
How many ogryns do you have in your CC oriented IG army again, 40? 80?
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Post by: A Town Called Malus
Pyriel- wrote: IG have Ogryn, S5, T5, W3 and a 5+ save. So I guess that means that Tau are back on the bottom of the CC pile.
I did not know ogryns, a specialized and expensive melee unit was the equivalent to spammable CC-ish alternatives to firewarriors. How many ogryns do you have in your CC oriented IG army again, 40? 80? You claimed that Tau were not the worst CC army there is, on the basis of a single unit in their Codex being halfway good in CC. I claim that they are as the only Codex that is possibly as bad has a unit which is better than the Tau option.
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Post by: warboss
Pyriel- wrote:IG which are renowned for getting their butts kicked by EVERYONE
Thus according to you, IG are the very worst in CC of every codex. lol Now I know you're just trolling and have absolutely nothing useful to say nor are you capable of having a reasoned discussion. You're selectively quoting and deleting parts of my sentances in order to twist my words to "prove" you're right. The full sentance I wrote: warboss wrote: LOL, you're even cherry picking your baseline unit as the IG which are renowned for getting their butts kicked by EVERYONE but the tau in close combat.
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Post by: Pyriel-
You claimed that Tau were not the worst CC army there is, on the basis of a single unit in their Codex being halfway good in CC. I claim that they are as the only Codex that is possibly comparably as bad has a unit which is better than the Tau option.
I still claim they are not always the worst melee army simply because they are given builds that are cc oriented and dont rely on ridiculous analogues like ogryns or descriptions only using Cliché points.
Take a look at orks, an extremely CC oriented army...but wait, lets simply swap two main units for a couple equally viable and cheap ones (without grasping any ogryn comparisons) and all of a sudden we end up with one of the most shooty armies of them all.
Now I know you're just trolling and have absolutely nothing useful to say nor are you capable of having a reasoned discussion. You're selectively quoting and deleting parts of my sentances in order to twist my words to "prove" you're right. The full sentance I wrote:
Have fun with you opinion.
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Post by: Backfire
wyomingfox wrote:djones520 wrote:It suprises me all the complaining about allies. It makes me think that many of those folks never played in 2nd edition.
I would bet that the majority of today's 40K populace has not played 2nd edition  .
But you don't have to go back all the way to 2nd edition to find Allies. 3rd edition Inquisition books could be used as Allies and last of them (Witch Hunters) was obsoleted less than a year ago. Granted they weren't quite as crazy or widespread as current Ally rules, but they were still available to all Imperial armies, ie. about half of all armies in the game.
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Post by: youbedead
Pyriel- wrote:You claimed that Tau were not the worst CC army there is, on the basis of a single unit in their Codex being halfway good in CC. I claim that they are as the only Codex that is possibly comparably as bad has a unit which is better than the Tau option.
I still claim they are not always the worst melee army simply because they are given builds that are cc oriented and dont rely on ridiculous analogues like ogryns or descriptions only using Cliché points.
Take a look at orks, an extremely CC oriented army...but wait, lets simply swap two main units for a couple equally viable and cheap ones (without grasping any ogryn comparisons) and all of a sudden we end up with one of the most shooty armies of them all.
Now I know you're just trolling and have absolutely nothing useful to say nor are you capable of having a reasoned discussion. You're selectively quoting and deleting parts of my sentances in order to twist my words to "prove" you're right. The full sentance I wrote:
Have fun with you opinion.
Then who is the worst melee army, the bottom of the totem pole is tau
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Post by: str00dles1
Good thing Tau and IG close comabt is a discussion that deals with the FAQ....wait....
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Post by: dalsiandon
adhuin wrote:Option:
Fortress of Redemption (everyone)
Ally detachment (no tyranids allowed, see rulebook for options)
Squad of Tactical Marines (does not apply to all armies. See codex)
Meltagun (also codex dependant option)
Automatically Appended Next Post:
DarkStarSabre wrote:
Emphasis mine. Unless you're quite happy for every opponent you face to show up with a Fortress of Redemption and a smug grin on their face.
Whatever happened to placing things on the field because of the way they looked? Whatever happened to the convenience of house rules for people wanting to fire the guns etc. from a building.
I woudl be happy. He spends 200+ for firing positions, which I can spend on units.
You still can setup terrain cooperatively, IF your opponent agrees. Same with house rules: IF your opponent agrees.
Yeah there is some odd stuff for sure in 6th edition and while the fortification rules are odd they do have some advantages I just have to wonder if we will soon be seeing race specific fortifications? And what will help balance Tyranids because they can ally with no one and so other armies will have 3 HQ choices to there 2 4 Elites to their 3 8 troops to their 6 and so on down the line, what balance do they get there?
But I figure in most big tournies if you buy the fortification for your army they will let you place it where you wish within the confines of what they have set up already. I can see myself maybe buying the aegis line and the quad gun but that's about it, sorry but I'm not hauling a fortress of redemption to some Con or my local gamestore, sorry not gonna happen.
Also why this cash grab outcry? If your like me you just spent 80 bucks on a rule book, not ot mention possibly the new tape measure or the templates; and have probably spent thousands of dollars on armies and codex already, add in paints and supplies there? GW is a business and along with Citadel they are in the business of selling a product for money. If you complain about how much this game costs then its not the game for you, or I've got one, get some self control and learn to say "I'm not gonna buy anymore my 7 armies of 4000 points a piece will just have to do and my entire bombed out ruined city worth of scenery that I already own will just have to be enough.
Sometimes complaining is justified, for example the yearly price increase that is sometimes so outrageous, like how a Rhino was 25 bucks when I first started playing this game 3 almost four years ago and it has almost doubled in price in that time, so that I'm game but some of these cash grab arguments are just silly.
I have yet to meet a 40K player with just 1 army, and that includes players with only a year under their belt. (There armies may not be finished but WIP is still owned by said player)
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Post by: The Dwarf Wolf
Formosa wrote:At first i thought allies were a good way of adding some stuff to fluffy armies, then i played an ork player with GK allies... um ok.
Next I played Tau with SW allies... um ok
Then lastly I played Chaos marines with Deamon allies... ah ha! finally an army that makes sense.
I look foward to fluffy allies, but totally dread WAAC allies list, so far i have refused to play 2k+ games as the group as most of the games i play are against WAAC people (vassal, but not everyone is like this)
All of those have nice and easy fluffy explanations:
Orkz and GK? GK can ally with practically anything because a) they are inquisition, and no one ask the inquisition what they are doying, and b) they are jerks who care not about anything besides killing daemons. So, guess it: GK grand masters decided that helping that little one green horde was necessary to beat a chance of chaos incursion somewhere. Fluffy as hell!!!
Tau and SW: this one could be more tricky, but basically, Space Wolves dont care so much to Empire Rules, somewhat a wolf lord started to like some Tau force, and decided to help them in dire circunstances. You know, space wolves are attained to a very specific code of honor, who basically say "respect those who show greatness in battle".
Chaos Marines and Daemons are just a dumb easy alliance, they should be in the same codex...
One thing allies bring is the ideia that each 40k game is a possibility of how something could have happened somewhere into the scenario. Your list is not the exact force your cammander have, but what it had for that spacific battle. That way, it is very easy to explain it, as allied alliances are not "happy familys" who travel the space together, they are situational allys willing to fight ONE battle together...
The real problem behind this allys thing is not the fluff, but the codex creep created by the sillyness of GW game designers. It would not be a bad thing, if we dont have "better units" or "better codexes" in the game. Look at warpath and Kings of War from Mantic games, you can create the force you want fallowing some simple rules (1 core unit = 1 unit of other types from the same list), but all units are balanced and worth its points (in some cases it was not that way, but the community showed it, and Mantic gladdly changed unit stats, officially).
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