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Chapter Approved 2018, What do we expect?  @ 2018/11/12 01:02:42


Post by: IanVanCheese


 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 01:04:44


Post by: Slayer-Fan123


 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).

I insist you go into the Necron Tactica and tell those players that RP is fine. I insist. Seriously.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 01:50:03


Post by: The Newman


ERJAK wrote:
 Xenomancers wrote:
 Daedalus81 wrote:
I agree there is room for improvement. I just disagree on how much would be wise.
You want love taps. What is needed is just as Newman stated 15-30% point reductions across the board.



Automatically Appended Next Post:
Lemondish wrote:
The Newman wrote:

There are admittedly some things where it feels like the price isn't the issue though. The Redemptor is one of them, both for T7 and for having a much worse set of weapon options than an Armiger. The Vindicator also comes to mind, it feels like it needs Grinding Advance more than any points adjustment.


Terminators, too. For 13 points more than a Custodian Guard, you get an assault cannon/power fist Terminator that is slower, has fewer wounds, worse BS/WS, lower toughness, strength, and attacks, and does marginally more damage to GEQ past 12" if stationary. Oh, but it can deep strike.

It should be 50% it's current price, but it can't be, because its wargear is half the damn point cost.

Whats more a custodian guard isn't even very good for it's points. No wonder they see 0 competitive play.


Except you can't do a 20-30% point reduction across the board because then gorram Girlyman becomes a major problem again. 15% is probably doable, but after that Girlybro starts compounding additional firepower on itself and the whole army spirals out of control, just like in the Indexes.(Index Space marines with quad Stormravens are STILL the most powerful army, relative to available field, we've seen in 8th).

The stuff that's really bad: Most of the vehicles, terminators, assault marines, etc. could drop that much and probably still be fine. But you start messing around too much with Centurions or Stormravens or even just devastators and you're setting up for another Girlydude leafblower gunline.


Just to be clear, when I said 15%-30% I meant everything needs to be 15% cheaper at a minimum and some things need more than that. I didn't mean a blanket "x percent for all the things" because some stuff needs a bigger price drop than other stuff.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 02:39:13


Post by: niv-mizzet


IanVanCheese wrote:
 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


I don’t mind like “2 damage on 6’s to wound vs vehicles” or something, but we do NOT need even more mortal wounds. It’s already a bad mechanic, let’s keep the infection as contained as possible.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 02:46:50


Post by: Sasori


Slayer-Fan123 wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).

I insist you go into the Necron Tactica and tell those players that RP is fine. I insist. Seriously.


The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 03:09:40


Post by: IanVanCheese


 niv-mizzet wrote:
IanVanCheese wrote:
 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


I don’t mind like “2 damage on 6’s to wound vs vehicles” or something, but we do NOT need even more mortal wounds. It’s already a bad mechanic, let’s keep the infection as contained as possible.


Contained = screw the two or three armies that can't do it, but we'll let everyone else carry on. Most other armies can reliably crank out mortal wounds way easier than what I'm proposing, without the limitation of vehicles only. If you don't like the MW mechanic as a whole then fine, but you can't say this is OP compared to other MW stuff out there.

D2 on 6's is really weak sauce, especially as they're only ap-1. You're blocking half of the D2 shots at a minimum, so in reality that's an extra wound or two at most.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 05:01:30


Post by: NurglesR0T


Slayer-Fan123 wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).

I insist you go into the Necron Tactica and tell those players that RP is fine. I insist. Seriously.


I'll bring the pop corn



Chapter Approved 2018, What do we expect?  @ 2018/11/12 06:53:33


Post by: Spoletta


IanVanCheese wrote:
 niv-mizzet wrote:
IanVanCheese wrote:
 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


I don’t mind like “2 damage on 6’s to wound vs vehicles” or something, but we do NOT need even more mortal wounds. It’s already a bad mechanic, let’s keep the infection as contained as possible.


Contained = screw the two or three armies that can't do it, but we'll let everyone else carry on. Most other armies can reliably crank out mortal wounds way easier than what I'm proposing, without the limitation of vehicles only. If you don't like the MW mechanic as a whole then fine, but you can't say this is OP compared to other MW stuff out there.

D2 on 6's is really weak sauce, especially as they're only ap-1. You're blocking half of the D2 shots at a minimum, so in reality that's an extra wound or two at most.


Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.,
Also, RPs can never be negated by the enemy, it can be limited which is a different thing. Focus firing a unit does indeed prevent you from getting your guys back, but every time you focus fire something to the bitter end of it, then you had to reduce the efficency of your offensive, so RP did have an effect on the game.
We can argue that the effect becomes smaller the larger the game is, and at the standard point level 1750-2000 then it is overcosted for the effect it brings to the table. That is indeed true.
Saying though that RP can be negated is wrong, RP is never truly negated, which means that it's already in a better state than other faction rules.

Necron's biggest problem is that they are a faction designed to cover all AT needs by means of massed Gauss fire, and all of a sudden the Gauss changed role without redesigning the rest of the faction, so that now Necrons have big issues taking down big targets (and also have some overcosted stuff here and there, probably more than the average faction).
Necron's issues are also meta related. The meta right now is cheap infantry and huge models or very powerful and mobile alpha strikes. Necrons are at theyr best against 3+ / 4+ average T targets which right now are completely missing from the picture.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 06:59:27


Post by: Dysartes


w1zard wrote:
I also personally didn't think ork boyz needed to go to 7 points, but w/e. Guardsmen now feel even more out of place than they already did at 4ppm. I think they should go to 5ppm in this CA and get it over with so people will stop complaining about how good guard chaff is in relation to everything else.


If IS go to 5ppm, the more deranged elements of DakkaDakka will continue to attack the IG - they'll just start to claim IS should go to 6ppm instead...

 Xenomancers wrote:
They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Assuming your use of AM there should've been IG, then there are bad units in their 'dex too - without grabbing the book, the Deathstrike and Chimera spring to mind without even thinking about it, and I'm sure there are plenty of others.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:03:35


Post by: tneva82


 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:15:22


Post by: Spoletta


tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


To a lesser extent all aura effects work like that. Also all psykers do.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:18:30


Post by: p5freak


Spoletta wrote:

Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers. Now tell me, how can necrons do 30 MW per turn ??


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:28:03


Post by: Spoletta


 p5freak wrote:
Spoletta wrote:

Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers. Now tell me, how can necrons do 30 MW per turn ??


Easily for example?

No seriously, have you ever faced 3 vaults?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:30:20


Post by: tneva82


Spoletta wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


To a lesser extent all aura effects work like that. Also all psykers do.


At least all auras and psykers do SOMETHING in bigger games. RP doesn't.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 07:51:53


Post by: Aaranis


I faced codex Necrons twice with my AdMech and got traumatised twice. Between the Tesseract Vaults that vaporized my characters one by one with the C'tan powers + the Tesla, and the unkillable Wraiths I'm pretty scarred.

I don't believe the whole codex is really good because of that though, maybe just those few units (and AdMech is not the most serious opponent when not optimised) but there's strong stuff in there. And it didn't strike me as lacking MW sources. Meanwhile AdMech's only reliable sources are Wrath of Mars (so, Forge-World related) and flimsy Fulgurites.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 08:18:09


Post by: p5freak


Spoletta wrote:

Easily for example?


10 psykers and decimators with soulburner petards. Magnus has a 2D6 smite. Every tson HQ unit can spam smite, at 24". Ahriman gets +1 to psychic tests, they have a stratagem which gives them +2 to psychic tests, getting a 11 is very possible. Decimators do MW by simply hitting.

Spoletta wrote:

No seriously, have you ever faced 3 vaults?


No, i havent. They cant do 30 MW per turn.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 08:37:17


Post by: Not Online!!!


Decimators do MW by simply hitting.
and are also easily blowing themselves up, meanwhile have better weapon options then petards but he, let's ignore that.
Not to mention that Decimators are rather fragile units and the petard has a low range for it's priecetag.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 08:40:04


Post by: IanVanCheese


Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.,
Also, RPs can never be negated by the enemy, it can be limited which is a different thing. Focus firing a unit does indeed prevent you from getting your guys back, but every time you focus fire something to the bitter end of it, then you had to reduce the efficency of your offensive, so RP did have an effect on the game.
We can argue that the effect becomes smaller the larger the game is, and at the standard point level 1750-2000 then it is overcosted for the effect it brings to the table. That is indeed true.
Saying though that RP can be negated is wrong, RP is never truly negated, which means that it's already in a better state than other faction rules.

Necron's biggest problem is that they are a faction designed to cover all AT needs by means of massed Gauss fire, and all of a sudden the Gauss changed role without redesigning the rest of the faction, so that now Necrons have big issues taking down big targets (and also have some overcosted stuff here and there, probably more than the average faction).
Necron's issues are also meta related. The meta right now is cheap infantry and huge models or very powerful and mobile alpha strikes. Necrons are at theyr best against 3+ / 4+ average T targets which right now are completely missing from the picture.


What you're saying is that because we can spam 3 superheavies, our codex is fine? Sure, also why fix Space Marines, they can just spam Knights so it's fine right? The reason triple vault is the only list that shows up at tournaments (and still doesn't do well) is that the rest of our book is so underpowered and overcosted. You're even admitting that you know what our issue is: necrons were designed with the idea that mass gauss fire made up for our lack of AT weaponry. Now that it doesn't, we're boned.

Also just because other factions also need fixing, doesn't mean Necrons don't. Yes ATSNNF sucks. That's an issue for to fix in their codex, not a reason to not fix ours.

RP can absolutely be negated. Not getting to use it is negating it. As for the meta, well yeah. Massive vehicles is the meta and we suck against armour. Necrons need points cost and viable anti-armour to drag them off the bottom of the army rankings (alongside Grey Knights)


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:06:31


Post by: Not Online!!!


RP can absolutely be negated. Not getting to use it is negating it. As for the meta, well yeah. Massive vehicles is the meta and we suck against armour. Necrons need points cost and viable anti-armour to drag them off the bottom of the army rankings (alongside Grey Knights)


When you can force someone to focus fire a unit through a rule, then yes actually he could not negate the rule but he could limit it's impact. Forcing someone to play in a certain way, (in this case forcing someone to wipe out a necron unit completely) is an advantage. (not to say that the current RP rules are not bad, but the rule is not as abbmissal as certain people make it out to be.)


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:30:50


Post by: Covenant


In my last (Fun-)Game against Necrons I was not able to kill a single Necronwarrior with my SoB. I realy tried to, but failed everytime the last modell had to go. The next turn it came back with 7 Modells. In a casual Game I would be pissed, if RP would work better. 0:-)

MW on a 6 for Gauss-weapons ist truely insane. I like the suggestion of double-damage against vehicles. I think it would be fluffy without killing the Game.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:34:36


Post by: tneva82


Not Online!!! wrote:
RP can absolutely be negated. Not getting to use it is negating it. As for the meta, well yeah. Massive vehicles is the meta and we suck against armour. Necrons need points cost and viable anti-armour to drag them off the bottom of the army rankings (alongside Grey Knights)


When you can force someone to focus fire a unit through a rule, then yes actually he could not negate the rule but he could limit it's impact. Forcing someone to play in a certain way, (in this case forcing someone to wipe out a necron unit completely) is an advantage. (not to say that the current RP rules are not bad, but the rule is not as abbmissal as certain people make it out to be.)


Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


Automatically Appended Next Post:
Covenant wrote:
In my last (Fun-)Game against Necrons I was not able to kill a single Necronwarrior with my SoB. I realy tried to, but failed everytime the last modell had to go. The next turn it came back with 7 Modells. In a casual Game I would be pissed, if RP would work better. 0:-)

MW on a 6 for Gauss-weapons ist truely insane. I like the suggestion of double-damage against vehicles. I think it would be fluffy without killing the Game.


Ah yes let's go with anedoctal luck of dice arquments. "His conscripts killed my grand master grey knight on dreadknight on overwatch! THEY ARE CHEESY BROKEN IN OVERWATCH!" (yes that's actually true story. Deep strike, charge, got blown to bits. Albeit I was the conscript fielder)


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:38:10


Post by: Not Online!!!


Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


My point was that his argumentation made no sense. My point was not that the rule is great, frankly i would prefer the oldcron rules as in get back up regardless of CP at 4+ at the end of each turn but before morale. Not that it matters, just like it made absolute no sense that ork boyz are now 7ppm.



Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:46:45


Post by: tneva82


Not Online!!! wrote:
Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


My point was that his argumentation made no sense. My point was not that the rule is great, frankly i would prefer the oldcron rules as in get back up regardless of CP at 4+ at the end of each turn but before morale. Not that it matters, just like it made absolute no sense that ork boyz are now 7ppm.



But it can be negated by smart opponent. Playing counting on opponent playing badly is not that smart idea. Sure if your opponent plays badly it's great. What happens when you run into sensible opponent?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:49:09


Post by: Tyel


tneva82 wrote:
Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


That's because the codex is generally overpriced and bad. You can focus down any vaguely threatening units (destroyers, bikers etc) and then mop up the rest later.

Necrons suffer from the curse of MEQ and RP is valued as if it was a 5+++. Its not however as good. This is especially true on the smaller elite squads that pay through the nose for no obvious reason.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 09:52:00


Post by: Not Online!!!


tneva82 wrote:
Not Online!!! wrote:
Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


My point was that his argumentation made no sense. My point was not that the rule is great, frankly i would prefer the oldcron rules as in get back up regardless of CP at 4+ at the end of each turn but before morale. Not that it matters, just like it made absolute no sense that ork boyz are now 7ppm.



But it can be negated by smart opponent. Playing counting on opponent playing badly is not that smart idea. Sure if your opponent plays badly it's great. What happens when you run into sensible opponent?


You're fethed, but he still had to make sure to wipe, which might leads to overcommitment, ergo he potentially wasted firepower, ergo he has LIMITED not NEGATED. I agree wholeheartedly that the rule is terrible, but the simple fact remains that in lower pts cases the rule is comparatively speaking overperforming and in higher pts limit matches basically useless.

As for reliance of playing against bad people: Errare humanum est, if anything you can always count on human beeings to do dumb stuff.


Automatically Appended Next Post:
Tyel wrote:
tneva82 wrote:
Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


That's because the codex is generally overpriced and bad. You can focus down any vaguely threatening units (destroyers, bikers etc) and then mop up the rest later.

Necrons suffer from the curse of MEQ and RP is valued as if it was a 5+++. Its not however as good. This is especially true on the smaller elite squads that pay through the nose for no obvious reason.


Would a pricecut (say around10-15% ) be enough to get more threats on the table, to the point where oppurtunity cost actually kicks in?
IDK personally.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:02:48


Post by: Spoletta


 p5freak wrote:
Spoletta wrote:

Easily for example?


10 psykers and decimators with soulburner petards. Magnus has a 2D6 smite. Every tson HQ unit can spam smite, at 24". Ahriman gets +1 to psychic tests, they have a stratagem which gives them +2 to psychic tests, getting a 11 is very possible. Decimators do MW by simply hitting.

Spoletta wrote:

No seriously, have you ever faced 3 vaults?


No, i havent. They cant do 30 MW per turn.


Getting to 30 MW in a single turn with Tsons is possible, but is defintely not the average value. On the other hand 3 vaults can easily push that numbers of MW.


Automatically Appended Next Post:
IanVanCheese wrote:
Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.,
Also, RPs can never be negated by the enemy, it can be limited which is a different thing. Focus firing a unit does indeed prevent you from getting your guys back, but every time you focus fire something to the bitter end of it, then you had to reduce the efficency of your offensive, so RP did have an effect on the game.
We can argue that the effect becomes smaller the larger the game is, and at the standard point level 1750-2000 then it is overcosted for the effect it brings to the table. That is indeed true.
Saying though that RP can be negated is wrong, RP is never truly negated, which means that it's already in a better state than other faction rules.

Necron's biggest problem is that they are a faction designed to cover all AT needs by means of massed Gauss fire, and all of a sudden the Gauss changed role without redesigning the rest of the faction, so that now Necrons have big issues taking down big targets (and also have some overcosted stuff here and there, probably more than the average faction).
Necron's issues are also meta related. The meta right now is cheap infantry and huge models or very powerful and mobile alpha strikes. Necrons are at theyr best against 3+ / 4+ average T targets which right now are completely missing from the picture.


What you're saying is that because we can spam 3 superheavies, our codex is fine? Sure, also why fix Space Marines, they can just spam Knights so it's fine right? The reason triple vault is the only list that shows up at tournaments (and still doesn't do well) is that the rest of our book is so underpowered and overcosted. You're even admitting that you know what our issue is: necrons were designed with the idea that mass gauss fire made up for our lack of AT weaponry. Now that it doesn't, we're boned.

Also just because other factions also need fixing, doesn't mean Necrons don't. Yes ATSNNF sucks. That's an issue for to fix in their codex, not a reason to not fix ours.

RP can absolutely be negated. Not getting to use it is negating it. As for the meta, well yeah. Massive vehicles is the meta and we suck against armour. Necrons need points cost and viable anti-armour to drag them off the bottom of the army rankings (alongside Grey Knights)


No, i never said that the codex is fine. I just said that "Necrons are the faction which is boned MW wise" is completely false and "RP can be completely negated" is partially false.
No one here disagrees on the fact that necrons need an hand.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:16:03


Post by: tneva82


Tyel wrote:
tneva82 wrote:
Rarely focusing is bad thing though. Even without RP good player would generally be focus firing. And that's even assuming he needs to do anything more than what he would have done anyway...I have yet to play vs necrons and go "oh crap I had to finish off that unit instead of firing somewhere else".


That's because the codex is generally overpriced and bad. You can focus down any vaguely threatening units (destroyers, bikers etc) and then mop up the rest later.

Necrons suffer from the curse of MEQ and RP is valued as if it was a 5+++. Its not however as good. This is especially true on the smaller elite squads that pay through the nose for no obvious reason.


Doesn't change that if having to focus would be so bad I should have met it.

Also index orks were even worse off so...At least necrons could kill stuff.


Automatically Appended Next Post:
Not Online!!! wrote:

Would a pricecut (say around10-15% ) be enough to get more threats on the table, to the point where oppurtunity cost actually kicks in?
IDK personally.


RP opportunity? Not really. You would have more intact units running around but RP itself would be limited by unit sizes having maximum.

Issue here is price reduction would then turn necrons absolute terror in small games. Non scalable rule like RP is pretty much impossible to point correctly.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:26:44


Post by: CthuluIsSpy


Necrons aren't actually that bad in the MW department. C'tan powers in general are better than their psychic equivalents, as they are easier to cast, cannot be denied and don't have a chance of hurting the caster.
C'tan are actually pretty dangerous themselves, though they are fragile.

What necrons do need is better psychic defense; for a race that's supposed to be experienced in fighting psychics, they aren't great at it. They beat the old ones, and only lost to the Eldar because they weakened themselves fighting C'tan.

RP in theory is fine, in practice though its not that great as there's not much synergy compared to the other versions of it; the buffs you can give RP are pathetic.
2CP to reroll 1s is laughable
35 points for a single use item that rerolls RP is a joke.
+1 to RP if you are within 3", and as its at the start of the turn you might have trouble getting in position
The only good buff is from the Ghost Ark, and that's warrior specific.

Not to mention that there's no squad resurrection, even though several armies can do that now.
I think that RP needs to happen at the end of a phase or turn, not at the beginning. Then you can get buffers in position. That's one of the reason why Ghost Arks are so good; you get its rerolls at the end of the movement phase, which gives you a lot of flexibility.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:30:49


Post by: Not Online!!!


RP opportunity? Not really. You would have more intact units running around but RP itself would be limited by unit sizes having maximum.

Issue here is price reduction would then turn necrons absolute terror in small games. Non scalable rule like RP is pretty much impossible to point correctly.

Well then, it seems that going back to a FNP wannabee save would probably make it better? I mean if anyone is equally disgustingly resilient to DG then mostliekly Necrons no?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:36:23


Post by: Tyel


tneva82 wrote:
Doesn't change that if having to focus would be so bad I should have met it.

Also index orks were even worse off so...At least necrons could kill stuff.


I encounter it a fair bit. You regularly see people commit to "inefficient" shooting to secure first blood - and with Necrons its like that all the time.
The problem is that RP really only works on big squads of warriors who don't matter. Its a bit annoying on say 6 destroyers - but that's a significant investment that everyone should dedicate to shooting down.
Units of 10 immortals - never mind any other infantry - are too expensive and inflexible to really take while MSU 5 man squads do not really benefit from RP.

Since Index Orks consistently placed higher in tournaments than Necrons I don't really understand the claim they were worse off.

I don't know if a 10-15% drop would cut it - but some units clearly need a reduction. The thing is I think some are screwed. Lychguard are in a similar boat to Terminators. A unit which may get to assault in turn 3 is just bad full stop. Praetorians are a bit of an everything unit - but they do everything badly. The complaints then move to the flyers and some of the vehicles.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 10:43:30


Post by: Not Online!!!


I don't know if a 10-15% drop would cut it - but some units clearly need a reduction. The thing is I think some are screwed. Lychguard are in a similar boat to Terminators. A unit which may get to assault in turn 3 is just bad full stop. Praetorians are a bit of an everything unit - but they do everything badly. The complaints then move to the flyers and some of the vehicles.


"Heavy" infantry atm suffers from an overestimation of value of durability. Infact i think that the durability needs to go through the roof for Heavy infantry as terminators and similar units (like the DG termis) in order to be used again, or which probably would be better more output of damage.

As for what will probably happen, more FW nerfs. Jokes aside, i sincerly hope they will take a look at certain FW index lists, and units (cough malcador cough)

I honestly hope, just for the sake of my sanity, that the R&H list in the FW department get's an general improvemnt, i am sick of beeing overpriced by 25% just on the troop side of things . I want to be able to field my Renegade grenadiers again, i want to have impactfull covenants again. Probably not going to happen, but they should atleast consider to split up DKoK list again into siege and assult lists.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 11:28:58


Post by: IanVanCheese


 CthuluIsSpy wrote:
Necrons aren't actually that bad in the MW department. C'tan powers in general are better than their psychic equivalents, as they are easier to cast, cannot be denied and don't have a chance of hurting the caster.
C'tan are actually pretty dangerous themselves, though they are fragile.

What necrons do need is better psychic defense; for a race that's supposed to be experienced in fighting psychics, they aren't great at it. They beat the old ones, and only lost to the Eldar because they weakened themselves fighting C'tan.

RP in theory is fine, in practice though its not that great as there's not much synergy compared to the other versions of it; the buffs you can give RP are pathetic.
2CP to reroll 1s is laughable
35 points for a single use item that rerolls RP is a joke.
+1 to RP if you are within 3", and as its at the start of the turn you might have trouble getting in position
The only good buff is from the Ghost Ark, and that's warrior specific.

Not to mention that there's no squad resurrection, even though several armies can do that now.
I think that RP needs to happen at the end of a phase or turn, not at the beginning. Then you can get buffers in position. That's one of the reason why Ghost Arks are so good; you get its rerolls at the end of the movement phase, which gives you a lot of flexibility.


Agree on psychic defense, having it tied to Spyders (which suck) and a warlord trait is weak sauce.

I think RP at the end of every phase would be insanely overpowered. End of the movement phase would be reasonable compromise, to allow buffing units to move into position. I agree that there should be a way (a costly way mind you) to bring back a dead unit. personally I think Res Orbs should allow for you to roll RP for a dead unit at the end of the phase they died in.

Still not seen any explanation as to what would be overpowered about MW vehicles on 6+ for Gauss, other than people don't like MW. If you absolutely must not have MW, then D2 AND ap-4 on 6's would also work and wouldn't cause MW. That way Inv saves still work.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 11:38:55


Post by: CthuluIsSpy


Well, I did say at the end of a phase, not every. Every phase would be nuts with the persistent nature of 8th ed RP. In 5th ed it was fine because failed RP models stayed dead. Maybe at the end of the psychic phase, just so that we have something to do .
Something like "reanimation phase - replaces psychic phase for necrons during their player turn".

Mortal wounds on gauss is a bad idea because its on a ubiquitous weapon type, and it overlaps with Synaptic Disintegrators.
+1D is probably enough, -4AP would be goofy because Heavy Gauss Cannons already have -4AP.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 11:51:09


Post by: Kdash


Spoletta wrote:
 p5freak wrote:
Spoletta wrote:

Easily for example?


10 psykers and decimators with soulburner petards. Magnus has a 2D6 smite. Every tson HQ unit can spam smite, at 24". Ahriman gets +1 to psychic tests, they have a stratagem which gives them +2 to psychic tests, getting a 11 is very possible. Decimators do MW by simply hitting.

Spoletta wrote:

No seriously, have you ever faced 3 vaults?


No, i havent. They cant do 30 MW per turn.


Getting to 30 MW in a single turn with Tsons is possible, but is defintely not the average value. On the other hand 3 vaults can easily push that numbers of MW.




I’ve not played 3 Vaults, with or against, so, can you break the 30+ MW a turn idea down for me please?

With 3 Vaults, I can see you can get each power twice (unless you roll for them), and then, can likely cast 9 powers turn 1. Which powers are being cast in order to reliably get the 30+ MW turns 1 (and likely 2)?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:02:20


Post by: CthuluIsSpy


Probably something like this -

TV1 - Sky of Falling Stars, Time's Arrow, Seismic

TV2 - Thunderbolt, Cosmic Fire, Meteor

TV3 - Thunderbolt, Sky, Meteor

A lot of it depends on positioning and enemy unit composition, but Sky of Falling stars can inflict up to 9MW, Thunderbolt depends on if the initial target is surrounded by enemies, Cosmic Fire depends on how many units are in range, and seismic isn't too bad on a vault as it procs on a 5+, but it's not great.
Those have the potential to inflict the most MW in a single cast, and a few of those powers can target multiple units allowing.

Time's arrow is a tax - you have to take it before taking something you do want, unless you go full random.

Ditto for Meteor, though if you don't have anything else that's worth casting the AoE ones on that one could be useful.

You can then use Wrath of the C'tan to cast a randomly chosen power, and if you get lucky you can cast the above AoE ones again.

If we were to assume there are 3 units that are 3" away from each other and 9" away from the Fire vault though, and assuming you successful cast all powers and their effects as well as rolling max damage -
Sky of Falling Stars (on 2 vaults) - Max 18MW
Thunderbolt (on 2 vaults, across 3 units) - Max 18MW
Cosmic Fire (on 1 Vault, across 3 untis) = Max 9MW
Total - 45 MW

This is without Wrath of the C'tan.
Wrath of the C'tan would add a few more.

Note that unlike psychic powers, there does not appear to be any restriction for casting C'tan powers other than the defined limit. So you can cast the same power from a different vault.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:09:57


Post by: Ice_can


IanVanCheese wrote:
 CthuluIsSpy wrote:
Necrons aren't actually that bad in the MW department. C'tan powers in general are better than their psychic equivalents, as they are easier to cast, cannot be denied and don't have a chance of hurting the caster.
C'tan are actually pretty dangerous themselves, though they are fragile.

What necrons do need is better psychic defense; for a race that's supposed to be experienced in fighting psychics, they aren't great at it. They beat the old ones, and only lost to the Eldar because they weakened themselves fighting C'tan.

RP in theory is fine, in practice though its not that great as there's not much synergy compared to the other versions of it; the buffs you can give RP are pathetic.
2CP to reroll 1s is laughable
35 points for a single use item that rerolls RP is a joke.
+1 to RP if you are within 3", and as its at the start of the turn you might have trouble getting in position
The only good buff is from the Ghost Ark, and that's warrior specific.

Not to mention that there's no squad resurrection, even though several armies can do that now.
I think that RP needs to happen at the end of a phase or turn, not at the beginning. Then you can get buffers in position. That's one of the reason why Ghost Arks are so good; you get its rerolls at the end of the movement phase, which gives you a lot of flexibility.


Agree on psychic defense, having it tied to Spyders (which suck) and a warlord trait is weak sauce.

I think RP at the end of every phase would be insanely overpowered. End of the movement phase would be reasonable compromise, to allow buffing units to move into position. I agree that there should be a way (a costly way mind you) to bring back a dead unit. personally I think Res Orbs should allow for you to roll RP for a dead unit at the end of the phase they died in.

Still not seen any explanation as to what would be overpowered about MW vehicles on 6+ for Gauss, other than people don't like MW. If you absolutely must not have MW, then D2 AND ap-4 on 6's would also work and wouldn't cause MW. That way Inv saves still work.

The biggest issue with MW is that it favours the all ready OP/best armies who have FNP on their vehicals.
MW is supposed to be an answer to GW giving out invulnerable saves like candy.
It makes actually having High toughness and decent armour even more irrelevant.
If Guass sucks against vehicals maybe it should be -3AP on a wound roll of 6+. If you go much further you punish only the armies who already feel that their vehicals suck, while Aeldari negative to hit and Deathguard, deamon unit are all still just as indestructible.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:11:51


Post by: CthuluIsSpy


But what about Heavy Gauss Cannons? Those are already -4AP. -3AP on a 6 would be wasted. Its why I think +1D on a 6 to wound would be better overall, as then all weapons could benefit from it.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:15:04


Post by: Kdash


Ok, cool, thanks!

So, on turn 1, we’re realistically looking at an average of around 22 MW, should there be 2 units within 3” of the Thunderbolt target etc.

I’m guessing Vaults can advance and use the powers without issue as well?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:15:56


Post by: CthuluIsSpy


Kdash wrote:
Ok, cool, thanks!

So, on turn 1, we’re realistically looking at an average of around 22 MW, should there be 2 units within 3” of the Thunderbolt target etc.

I’m guessing Vaults can advance and use the powers without issue as well?


Yeah, its not a shooting attack, so they should be able to. I didn't see anything that says that advancing restricts power usage.
Keep in mind that you still have seismic and meteor. I didn't bother doing the former because its dependent on how many models are in the enemy unit, and meteor should get a mention because it can deal D6 mortal wounds on a 5+, D3 otherwise. So if you don't have any good targets for the other powers (Nothing clumped together for thunder, no large units for sky and seismic, no low wound stat characters for arrow, at most 1 unit in 9" range for fire), you can just throw a meteor at them.

All the powers have their use, though I prefer Sky of Falling Stars and Thunderbolt because of the range and AoE.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 12:21:16


Post by: Kdash


 CthuluIsSpy wrote:
Kdash wrote:
Ok, cool, thanks!

So, on turn 1, we’re realistically looking at an average of around 22 MW, should there be 2 units within 3” of the Thunderbolt target etc.

I’m guessing Vaults can advance and use the powers without issue as well?


Yeah, its not a shooting attack, so they should be able to. I didn't see anything that says that advancing restricts power usage.


Thanks!

Trying to work out in my head who would win... 3 Vaults or my MW spamming TSons lol. All seems to depend on whether they get lucky with Times Arrow snipes and whether or not the TSons are forced to go first.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:15:33


Post by: Xenomancers


Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.

They aren't 12 point troops.


Automatically Appended Next Post:
 p5freak wrote:
Spoletta wrote:

Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers. Now tell me, how can necrons do 30 MW per turn ??

Considering they could have multiple mortal wounds spouting auras - their mortal wound protection is top teir.

Not to mention the fact that Ctan explode on 4's doing more AOE mortal damage. I'm not saying it OP. Just saying Crons can do epic tons of mortals with a ctan focus build.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).

I insist you go into the Necron Tactica and tell those players that RP is fine. I insist. Seriously.

Yeah I think I've read the ability is useless. Cause enemies are just going to wipe out your units - because they have complete control of what happens in a dice game - plus no necron army has more than one threatening unit AND all armies have just enough firepower to finish off everything they shoot. LOL. Ofc none of that is true. Units coming back to life is totally on the same level as a reroll leadership...Seriously?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:44:58


Post by: Darsath


Mortal Wounds on 6s isn't OP. It already exists in the codex and no-one plays them.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:45:30


Post by: Daedalus81


 p5freak wrote:


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers.


Sure, if you want a non-function army. How are you getting 15+ smites off?

2DPs, Ahriman = 6 MW
3 MSU Rubrics = 3 MW
3 Shamans = 6 MW

That's the best you could get on one detachment. Scarabs would be entirely inefficient for MW spam.

If you're spamming 9 DPs and Ahriman - that's not Thousand Sons and is still only 20 MW.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:47:29


Post by: Xenomancers


Spoletta wrote:
IanVanCheese wrote:
 niv-mizzet wrote:
IanVanCheese wrote:
 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


I don’t mind like “2 damage on 6’s to wound vs vehicles” or something, but we do NOT need even more mortal wounds. It’s already a bad mechanic, let’s keep the infection as contained as possible.


Contained = screw the two or three armies that can't do it, but we'll let everyone else carry on. Most other armies can reliably crank out mortal wounds way easier than what I'm proposing, without the limitation of vehicles only. If you don't like the MW mechanic as a whole then fine, but you can't say this is OP compared to other MW stuff out there.

D2 on 6's is really weak sauce, especially as they're only ap-1. You're blocking half of the D2 shots at a minimum, so in reality that's an extra wound or two at most.


Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.,
Also, RPs can never be negated by the enemy, it can be limited which is a different thing. Focus firing a unit does indeed prevent you from getting your guys back, but every time you focus fire something to the bitter end of it, then you had to reduce the efficency of your offensive, so RP did have an effect on the game.
We can argue that the effect becomes smaller the larger the game is, and at the standard point level 1750-2000 then it is overcosted for the effect it brings to the table. That is indeed true.
Saying though that RP can be negated is wrong, RP is never truly negated, which means that it's already in a better state than other faction rules.

Necron's biggest problem is that they are a faction designed to cover all AT needs by means of massed Gauss fire, and all of a sudden the Gauss changed role without redesigning the rest of the faction, so that now Necrons have big issues taking down big targets (and also have some overcosted stuff here and there, probably more than the average faction).
Necron's issues are also meta related. The meta right now is cheap infantry and huge models or very powerful and mobile alpha strikes. Necrons are at theyr best against 3+ / 4+ average T targets which right now are completely missing from the picture.

Correct me if I am wrong but destroyers and doomsday arks are in the necron codex. I think we could even venture to say these are good units right?


Automatically Appended Next Post:
Darsath wrote:
Mortal Wounds on 6s isn't OP. It already exists in the codex and no-one plays them.

It exists on a 19 point deathmark(not a troop - makes it worthless) not a 12 point warrior (which is a troop so can be easily spammed) Plus if you have literally every gauss weapon doing mortals on a 6 - come on man. You that would be OP as feth.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:57:01


Post by: IanVanCheese


 Xenomancers wrote:
Spoletta wrote:
IanVanCheese wrote:
 niv-mizzet wrote:
IanVanCheese wrote:
 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


A full unit of 20 in rapid fire range averages 6 mortal wounds on a vehicle. It's hardly disgusting, especially not when you consider that necron warriors used to be able to easily destroy vehicles in the other editions. Warriors currently have no way to embed special weapons. No meltaguns for us, no lascannons for us, no plasma for us. All our anti-tank is tied up in expensive units that are easy to focus down. This rule would give out rank and file a way to fight armour without being overpowered.


I don’t mind like “2 damage on 6’s to wound vs vehicles” or something, but we do NOT need even more mortal wounds. It’s already a bad mechanic, let’s keep the infection as contained as possible.


Contained = screw the two or three armies that can't do it, but we'll let everyone else carry on. Most other armies can reliably crank out mortal wounds way easier than what I'm proposing, without the limitation of vehicles only. If you don't like the MW mechanic as a whole then fine, but you can't say this is OP compared to other MW stuff out there.

D2 on 6's is really weak sauce, especially as they're only ap-1. You're blocking half of the D2 shots at a minimum, so in reality that's an extra wound or two at most.


Necrons are among the best factions when it comes to spam mortal wounds, probably the best one, so i don't follow your argument. You actually have the only mortal spam viable build in the game.,
Also, RPs can never be negated by the enemy, it can be limited which is a different thing. Focus firing a unit does indeed prevent you from getting your guys back, but every time you focus fire something to the bitter end of it, then you had to reduce the efficency of your offensive, so RP did have an effect on the game.
We can argue that the effect becomes smaller the larger the game is, and at the standard point level 1750-2000 then it is overcosted for the effect it brings to the table. That is indeed true.
Saying though that RP can be negated is wrong, RP is never truly negated, which means that it's already in a better state than other faction rules.

Necron's biggest problem is that they are a faction designed to cover all AT needs by means of massed Gauss fire, and all of a sudden the Gauss changed role without redesigning the rest of the faction, so that now Necrons have big issues taking down big targets (and also have some overcosted stuff here and there, probably more than the average faction).
Necron's issues are also meta related. The meta right now is cheap infantry and huge models or very powerful and mobile alpha strikes. Necrons are at theyr best against 3+ / 4+ average T targets which right now are completely missing from the picture.

Correct me if I am wrong but destroyers and doomsday arks are in the necron codex. I think we could even venture to say these are good units right?


Yeah they're good units, no doubt. Destroyers are a good unit with an amazing stratagem, but they're very easy to focus down once they've made a play at something. DDA are good AT firepower, but random shots and random damage makes them very difficult to rely on.

Not saying we don't have some decent units, just that we have a lot of chaff that needs fixing. As an aside, this quote chain is getting ridiculous lol.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 15:58:39


Post by: Martel732


Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:16:06


Post by: p5freak


 Daedalus81 wrote:
 p5freak wrote:


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers.


Sure, if you want a non-function army. How are you getting 15+ smites off?

2DPs, Ahriman = 6 MW
3 MSU Rubrics = 3 MW
3 Shamans = 6 MW

That's the best you could get on one detachment. Scarabs would be entirely inefficient for MW spam.

If you're spamming 9 DPs and Ahriman - that's not Thousand Sons and is still only 20 MW.


I never said 15 smites. Next time continue to read, before asking questions which already have been answered.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:36:49


Post by: Daedalus81


 p5freak wrote:
 Daedalus81 wrote:
 p5freak wrote:


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers.


Sure, if you want a non-function army. How are you getting 15+ smites off?

2DPs, Ahriman = 6 MW
3 MSU Rubrics = 3 MW
3 Shamans = 6 MW

That's the best you could get on one detachment. Scarabs would be entirely inefficient for MW spam.

If you're spamming 9 DPs and Ahriman - that's not Thousand Sons and is still only 20 MW.


I never said 15 smites. Next time continue to read, before asking questions which already have been answered.


Cool. Hey did you know that the average smite is 2 mortal wounds? And that there is a 16% chance you fail to cast without a bonus? That means each smite is 1.7 MW on average, which takes 17 or more full smites to accomplish 30 mortal wounds per turn.

Next time learn some math and know what you're talking about instead of just throwing out some numbers.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:39:46


Post by: torblind


 kastelen wrote:
Darsath wrote:
 Xenomancers wrote:
IanVanCheese wrote:
Necron Wishlist:

Warriors: Give them back the gauss rule (MW on 6+ to wound vs vehicles) and/or pts drop.

Monolith: Inv save and pts drop. Allow unit to disembark the turn it deepstrikes.

Flyers: God knows. Pts drop + ignore move and firing heavy as standard at the least.

Flayed ones: Ap-1 in combat.

Lychguard: pts drop.

Stratagems: Enhanced RP to 1CP (it still wouldn't be great,but it's hilariously bad at 2CP.

Entropic strike: make it apply to all attacks, not just the first one.


There a ton more changes tbh, but these are the big ones. RP is what it is, no point hoping for an overhaul there.
Those are all fine. Except the mortals on 6's for warriors. That is ultimately insane - with that rule alone you would never lose a game just spamming warriors. Warriors just need their 3+ save back. Rp is totally fine too. You have to understand this ability is to be messure against other army wide abilites. Marines have a completely useless ability called ATSKNF - eldar get battle focus (decen't but not game breaking), tau get supporting fire, RP could potentially bring back 19 warriors from death...seriously. It is fine. Necrons aren't in nearly as bad of shape as anyone claims. They have some extremely overcosted weapon options and those need to be fixed - they have some bad units that could use point drops (but literally every army has these complaints in some form that isn't named DE or AM).


Don't Deathmarks already do Mortals on 6's in addition to their normal damage though? I don't see them being spammed as a result.


They aren't troops and aren't in units of 20.


Just make the warriors do special stuff to vehicles only

As for flayed ones, how about letting them advance and charge? And keep the price tag and at 3A only


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:42:21


Post by: Tyel


Martel732 wrote:
Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


I guess CA could really upset people by making Guardsmen 6 points, Kabs 8 points, moving Fire Warriors up to 9 etc.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:42:55


Post by: Darsath


Models don't have to be troops to be worth playing. What is that based on?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 16:45:53


Post by: Sir Heckington


Tyel wrote:
Martel732 wrote:
Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


I guess CA could really upset people by making Guardsmen 6 points, Kabs 8 points, moving Fire Warriors up to 9 etc.


I think 5 point guardsmen/8 point fire warriors would be more reasonable tbh. At 9 points they get to feeling like a Tax. Could need some testing tho.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 17:08:09


Post by: Xenomancers


Darsath wrote:
Models don't have to be troops to be worth playing. What is that based on?

CP


Automatically Appended Next Post:
 Daedalus81 wrote:
 p5freak wrote:
 Daedalus81 wrote:
 p5freak wrote:


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers.


Sure, if you want a non-function army. How are you getting 15+ smites off?

2DPs, Ahriman = 6 MW
3 MSU Rubrics = 3 MW
3 Shamans = 6 MW

That's the best you could get on one detachment. Scarabs would be entirely inefficient for MW spam.

If you're spamming 9 DPs and Ahriman - that's not Thousand Sons and is still only 20 MW.


I never said 15 smites. Next time continue to read, before asking questions which already have been answered.


Cool. Hey did you know that the average smite is 2 mortal wounds? And that there is a 16% chance you fail to cast without a bonus? That means each smite is 1.7 MW on average, which takes 17 or more full smites to accomplish 30 mortal wounds per turn.

Next time learn some math and know what you're talking about instead of just throwing out some numbers.

Lets be nice. TS can do a lot of MW - which is what he ment. Necrons can do more...That much is clear.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 17:50:27


Post by: Bharring


Dire Avengers are t3, no WBB, and base AP0. Assault 2 18" vs RF1 24" is basically a wash. 12ppm. On 6s, their shots are AP-3.

Necron Warrors are much more durable (T4, WBB), and have AP-1.

If you gave Necron Warrors Mortal Wounds on 6s, how is that fair? That's strictly better than AP-3 on 6s, by a lot. In addition to the native AP-1.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 17:53:25


Post by: Sasori


tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 18:05:30


Post by: Spoletta


 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 19:49:52


Post by: Xenomancers


 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 21:02:03


Post by: Necronplayer


 Xenomancers wrote:

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.

You either get to roll for RP or you don't. With more dakka in higher point games, your chances of rolling go down as it's easier to wipe a unit.

Maybe I'm misinterpreting your comment, but it is definitely not getting better in higher point games.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 21:17:13


Post by: Xenomancers


Necronplayer wrote:
 Xenomancers wrote:

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.

You either get to roll for RP or you don't. With more dakka in higher point games, your chances of rolling go down as it's easier to wipe a unit.

Maybe I'm misinterpreting your comment, but it is definitely not getting better in higher point games.

We are talking about in theory here. Typically units do more damage the closer they get in this game - but the space to get closer to a unit does not increase as points go up - so this space to deal increased damage to units goes down. Fire lanes don't get bigger as points go up - so LOS has a bigger effect in a large game than a smaller one.

There also always an inherent risk of bad rolls when shooting at a unit with RP. Opponents know that it's possible to fail to kill a unit and have it respawn so they are more likely to engage units that can't come back first. (Think about constructs and vehicles) So just by not being shot at RP is doing something effective. This is something that most Necron players seem to ignore.

When I am playing Tau sept and no one charges me because the damage threat is too high. I don't consider the improved overwatch useless ability - it's keeping my units alive - it is doing something very important at that point. Without ever actually using it. It doesn't show up on the stat sheet though. It what we call "intangibles".


Chapter Approved 2018, What do we expect?  @ 2018/11/12 21:28:34


Post by: w1zard


Tyel wrote:
Martel732 wrote:
Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


I guess CA could really upset people by making Guardsmen 6 points, Kabs 8 points, moving Fire Warriors up to 9 etc.


This is the point I was trying to make in other threads... There are the "good" factions (Eldar, DE, Guard) and there are the "bad" factions (GK, SM, Necrons). Do we nerf the "good" factions down to the bad? Or do we buff the "bad" factions up to the good?


Chapter Approved 2018, What do we expect?  @ 2018/11/12 21:46:21


Post by: p5freak


Daedalus81 wrote:
Cool. Hey did you know that the average smite is 2 mortal wounds? And that there is a 16% chance you fail to cast without a bonus? That means each smite is 1.7 MW on average, which takes 17 or more full smites to accomplish 30 mortal wounds per turn.

Next time learn some math and know what you're talking about instead of just throwing out some numbers.


You obviously have no clue how to build a tsons army that is capable of 30 MW per turn.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 22:03:39


Post by: Ice_can


w1zard wrote:
Tyel wrote:
Martel732 wrote:
Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


I guess CA could really upset people by making Guardsmen 6 points, Kabs 8 points, moving Fire Warriors up to 9 etc.


This is the point I was trying to make in other threads... There are the "good" factions (Eldar, DE, Guard) and there are the "bad" factions (GK, SM, Necrons). Do we nerf the "good" factions down to the bad? Or do we buff the "bad" factions up to the good?
The game needs both though. As those top tier codex's have brutally devastating turn 1's while the bottom tier can't actually do enough damage to survive any return.
The game would need rebalanced if everyone was nerfed down to GK level of useless, as tabling would be impossible, but it doesn't need to go to the other extreme of DE/Guard deleting 1/3 of the opponent turn 1.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 22:06:42


Post by: IanVanCheese


 Xenomancers wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Wait are you seriously saying you think RP gets better in high point games?

Also that other comment above from Ice Can, you're basically saying that some armies should just suck, so that your top tier armies feel special. Good lord.

Anyway, don't want to hijack this thread anymore than I already have. Necrons need love, some disagreement as to how much is the tl:dr


Chapter Approved 2018, What do we expect?  @ 2018/11/12 22:19:18


Post by: Blndmage


Allow Spyders to effect RP again.

Then have them function like the repair from the Ghost ark, but they only allow d6 models per Spyder in range to roll RP at the end of the movement phase.

Spyders cannot use this ability if they have used a Fabricator Claw this turn.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 23:43:50


Post by: meleti


I expect another 30 page thread once CA comes out arguing if CA did enough.


Chapter Approved 2018, What do we expect?  @ 2018/11/12 23:48:47


Post by: Martel732


meleti wrote:
I expect another 30 page thread once CA comes out arguing if CA did enough.


Duh. It's a law.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 00:06:00


Post by: NurglesR0T


IanVanCheese wrote:
 Xenomancers wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Wait are you seriously saying you think RP gets better in high point games?


He really has no idea the state of Necrons at the moment. I'm assuming he was tabled in 5th ed by a flying crossiant list and has never gotten over it.






Chapter Approved 2018, What do we expect?  @ 2018/11/13 00:55:49


Post by: alextroy


meleti wrote:
I expect another 30 page thread once CA comes out arguing if CA did enough.
Given the wish list I have seen on this thread, it will be a 30 page thread about how CA didn't do enough.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:01:38


Post by: Darsath


In all seriousness, though. What do people genuinely think Chapter Approved will include? At least as far as changes go, will it stick to points values, or will they introduce some sort of mono army bonus for certain factions. Will there be some sort of overhaul in the Command Point system.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:01:56


Post by: Slayer-Fan123


Bharring wrote:
Dire Avengers are t3, no WBB, and base AP0. Assault 2 18" vs RF1 24" is basically a wash. 12ppm. On 6s, their shots are AP-3.

Necron Warrors are much more durable (T4, WBB), and have AP-1.

If you gave Necron Warrors Mortal Wounds on 6s, how is that fair? That's strictly better than AP-3 on 6s, by a lot. In addition to the native AP-1.

The fact you imply RP is worth anything defensively is laughable.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:39:31


Post by: IanVanCheese


Darsath wrote:
In all seriousness, though. What do people genuinely think Chapter Approved will include? At least as far as changes go, will it stick to points values, or will they introduce some sort of mono army bonus for certain factions. Will there be some sort of overhaul in the Command Point system.



Mostly realistic wishlist:

A CP overhaul. Either only get CP from warlord's army or can only use CP on the faction that generated it (I prefer the latter option). This basically fixes 90% of soup issues (Eldar soup still kinda gross, but that's a whole other thing).
Nemesis Strike Force rule for Grey Knights (Turn 1 Deepstrike)
Buffs to Space Marines Chapter Tactics (apply to all units, specific buffs to each chapter to bring them in line with newer codexes).
Ravagers and Disintegrator Cannons going up in price. Probably Talos too.
All the necron buffs mentioned earlier.
Plasma fix (only explode on natural 1s).
Natural 6 is always a hit for all armies.
Crisis suits get cheaper.
Castellan is going up in cost.
Undo some of the silly rules that killed certain units utility (poxwalkers not being able to go above starting numbers etc)

I think most of these are reasonable on their own, but I don't see us getting more than half of it at best.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:43:16


Post by: NurglesR0T


IanVanCheese wrote:
Darsath wrote:
In all seriousness, though. What do people genuinely think Chapter Approved will include? At least as far as changes go, will it stick to points values, or will they introduce some sort of mono army bonus for certain factions. Will there be some sort of overhaul in the Command Point system.



Mostly realistic wishlist:

A CP overhaul. Either only get CP from warlord's army or can only use CP on the faction that generated it (I prefer the latter option). This basically fixes 90% of soup issues (Eldar soup still kinda gross, but that's a whole other thing).
Nemesis Strike Force rule for Grey Knights (Turn 1 Deepstrike)
Buffs to Space Marines Chapter Tactics (apply to all units, specific buffs to each chapter to bring them in line with newer codexes).
Ravagers and Disintegrator Cannons going up in price. Probably Talos too.
All the necron buffs mentioned earlier.
Plasma fix (only explode on natural 1s).
Natural 6 is always a hit for all armies.
Crisis suits get cheaper.
Castellan is going up in cost.
Undo some of the silly rules that killed certain units utility (poxwalkers not being able to go above starting numbers etc)

I think most of these are reasonable on their own, but I don't see us getting more than half of it at best.


I could get on board with quite a few of these actually.

Realistically though, I'm not expecting much. A point tweak for several units is probably all we will get by way of balance changes. I think a lot of the focus will be shifted on the beta sisters codex.



Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:47:49


Post by: Inquisitor Lord Katherine


Darsath wrote:
In all seriousness, though. What do people genuinely think Chapter Approved will include? At least as far as changes go, will it stick to points values, or will they introduce some sort of mono army bonus for certain factions. Will there be some sort of overhaul in the Command Point system.


It's been already said, however, I expect:
Points adjustment: I expect to see common units increased in price, but nothing to be done for underperforming units.
Sisters beta codex: The same thing as the index, with a set of marginally mediocre Order Convictions and relics, with one or two decent strategems.
Looted Wagon: Rules that aren't actually ever applicable, but give you more precise customization over your looted wagons than slotting them into the current pool of Ork vehicles, but open play only.
New missions: I don't know what they'll be, since Planetstrike and Cities of Death and Apocalyse have already been covered.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 01:52:02


Post by: Quickjager


What we genuinely think it will include?

IG guardsmen point increase
Castellan Knight point increase
Probably some psychic power changes for Eldar and SM
Some Keyword adjustment on IG and AdMech units
Plasma cost increase
Melta and equiv cost decrease
GSC ambush changes
Lots of CP nerfs across the board
I actually expect Custodes point decreases except for the biker.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 03:01:54


Post by: w1zard


 Quickjager wrote:
What we genuinely think it will include?

IG guardsmen point increase
Castellan Knight point increase
Probably some psychic power changes for Eldar and SM
Some Keyword adjustment on IG and AdMech units
Plasma cost increase
Melta and equiv cost decrease
GSC ambush changes
Lots of CP nerfs across the board
I actually expect Custodes point decreases except for the biker.

This is what would happen in a sane and rational world, not what will actually happen.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 03:26:34


Post by: Sasori




He really has no idea the state of Necrons at the moment. I'm assuming he was tabled in 5th ed by a flying crossiant list and has never gotten over it.


I'm guessing that he doesn't actually play Necrons, and does not posses any real insight into how they actually play. No real Necron player will spout the non-sense about RP and Necrons being fine at the moment. I could understand the original theory of RP being powerful on paper, but it has clearly be shown that it is very weak in practice, and thus why I am certain that we are due for a substantial points decrease in our units since RP is not near as valuable as it looks on paper. I'm hoping to see both the points decreases, and some support to make RP better in game.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 06:13:10


Post by: PuppetSoul


 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".

 Quickjager wrote:

Castellan Knight point increase

I was thinking that too, until I saw the Ork codex. If Knights were going to take a point increase, I would've expected that Gorkanaut and Morkanaut to be around 400pts, and they're 311 and 310 respectively.

 Quickjager wrote:

Plasma cost increase
Melta and equiv cost decrease

I can't see Plasma going up in cost further, as it's already 13pts for BS3, and sees very limited competitive play because of that.
Judging by the Ork codex's equivalents, BS4 meltas should drop to 9 points, ergo BS3 meltas will likely be coming down to 13 points.
I suspect that multi-meltas will drop to 20 for BS3 and 15 for BS4.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 06:22:26


Post by: Ice_can


IanVanCheese wrote:
 Xenomancers wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Wait are you seriously saying you think RP gets better in high point games?

Also that other comment above from Ice Can, you're basically saying that some armies should just suck, so that your top tier armies feel special. Good lord.

Anyway, don't want to hijack this thread anymore than I already have. Necrons need love, some disagreement as to how much is the tl:dr

No I'm saying that the top armies need to be dailed down form the 11 they are at not every other codex dialed upto 11.
But they also Don't need to go as far as the 2 of GK they need to hit a 6 or 7 point of allowing most games to make it to turn 5-6 but not have half of people armies left turn 6 like it would if everyone went down to GK power level.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 06:39:11


Post by: tneva82


 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Ummm so you saying that using yet another non scalable rules(strategem) suddenly makes non scalable rule scalable? That's like total opposition of basic logic...

Strategem is another 100% non scalable rule. You can use strategem once. Obviously say ork showing off strategem(shoot twice) is going to have bigger impact in 1k points when you have 1 unit that can benefit from it compared to 3k game where you could have 3-4 units that would love to use it but can't.

Non scalable rule does not change non scalable rule into scalable.


Automatically Appended Next Post:
Ice_can wrote:
w1zard wrote:
Tyel wrote:
Martel732 wrote:
Necrons, like marines, are in the "have-not" bucket for base units. Compare a necron warrior or marine to a kabalite. And despair.


I guess CA could really upset people by making Guardsmen 6 points, Kabs 8 points, moving Fire Warriors up to 9 etc.


This is the point I was trying to make in other threads... There are the "good" factions (Eldar, DE, Guard) and there are the "bad" factions (GK, SM, Necrons). Do we nerf the "good" factions down to the bad? Or do we buff the "bad" factions up to the good?
The game needs both though. As those top tier codex's have brutally devastating turn 1's while the bottom tier can't actually do enough damage to survive any return.
The game would need rebalanced if everyone was nerfed down to GK level of useless, as tabling would be impossible, but it doesn't need to go to the other extreme of DE/Guard deleting 1/3 of the opponent turn 1.


WTF? For your sake I'm hoping you are joking here...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 06:53:59


Post by: p5freak


 Sasori wrote:

I'm guessing that he doesn't actually play Necrons, and does not posses any real insight into how they actually play. No real Necron player will spout the non-sense about RP and Necrons being fine at the moment. I could understand the original theory of RP being powerful on paper, but it has clearly be shown that it is very weak in practice, and thus why I am certain that we are due for a substantial points decrease in our units since RP is not near as valuable as it looks on paper. I'm hoping to see both the points decreases, and some support to make RP better in game.


Thats the eays way to go, but it will make necrons even stronger in low point games. Another easy way to go is to change RP into a FNP rule. I think one of these will happen.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 07:42:46


Post by: Blndmage


 Blndmage wrote:
Allow Spyders to effect RP again.

Then have them function like the repair from the Ghost ark, but they only allow d6 models per Spyder in range to roll RP at the end of the movement phase.

Spyders cannot use this ability if they have used a Fabricator Claw this turn.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 07:51:39


Post by: ImPhaeronWeasel


I guess the easiest way is to change RP to the FNP rule they had before...plus some minor point changes is what I expect...

Probably almost nothing will happen to how our teleportation works or to our flyers (except point drops)

Also definitely no change to Gauss...I just dont see it coming (even though id love to)...just point drops and maybe some rules clarifications (moving units that disembarked from our „transports“)...

If this is enough to make necrons viable depends wholly on the other factions nerfs/buffs...but to be REAL honest here...I dont expect much...This is how they think necrons should play...theres no 180 change in sight...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 08:00:24


Post by: BoomWolf


PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


You're joking right?
IS are undercosted compared to EVERYTHING.
They are very much NOT "the foundation cost for every other infantry unit"
Heck, look at cultists or conscripts for comparison-same price, strictly worse.

PuppetSoul wrote:
 Quickjager wrote:

Castellan Knight point increase

I was thinking that too, until I saw the Ork codex. If Knights were going to take a point increase, I would've expected that Gorkanaut and Morkanaut to be around 400pts, and they're 311 and 310 respectively.


Not seeing the codex yet, I find it hard to comment as I dont know how good gork/mork are. but I suspect they are not AS good as knights-given that they don't have an entire codex dedicated to supporting them.

PuppetSoul wrote:
 Quickjager wrote:

Plasma cost increase
Melta and equiv cost decrease

I can't see Plasma going up in cost further, as it's already 13pts for BS3, and sees very limited competitive play because of that.
Judging by the Ork codex's equivalents, BS4 meltas should drop to 9 points, ergo BS3 meltas will likely be coming down to 13 points.
I suspect that multi-meltas will drop to 20 for BS3 and 15 for BS4.


Plasma is still the go-to special weapon for pretty much everyone. going up a bit is plausible.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 08:38:01


Post by: Dysartes


 Quickjager wrote:
Some Keyword adjustment on IG and AdMech units


Any chance you could elaborate on this one, dude?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 08:39:31


Post by: Kdash


 Daedalus81 wrote:
 p5freak wrote:


You are ridiculously wrong. Tsons can easily spam 30 MW per turn, without the +1 smite penalty every other faction suffers.


Sure, if you want a non-function army. How are you getting 15+ smites off?

2DPs, Ahriman = 6 MW
3 MSU Rubrics = 3 MW
3 Shamans = 6 MW

That's the best you could get on one detachment. Scarabs would be entirely inefficient for MW spam.

If you're spamming 9 DPs and Ahriman - that's not Thousand Sons and is still only 20 MW.


So, while I agree smite spam doesn’t get you to the same potential level as Necrons, but, I also think he was indicating total MW output as opposed to just smite spam.

At 2000 points, with Magnus, I’d reasonable expect to break the 30MW barrier in the same situations we used to get the Necrons to 30+ MWs.

Doing so, potentially results in you not getting the more supportive powers off for a turn, and some of it relies on you getting powers like Bolt of Change and Doombolt off on Mangus (and then a +4 Infernal Gateway for D6 spread onto 2 additional units) but, Tsons can still reliably put out the same amount of MWs on a standard turn, as 3 Necron Vaults can do – which is ~20-30.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 09:49:36


Post by: p5freak


Kdash wrote:

So, while I agree smite spam doesn’t get you to the same potential level as Necrons, but, I also think he was indicating total MW output as opposed to just smite spam.


Exactly. I never said smite spam. There are many more ways to spam MW, its not only smites.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 10:58:41


Post by: CthuluIsSpy


 NurglesR0T wrote:
IanVanCheese wrote:
 Xenomancers wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Wait are you seriously saying you think RP gets better in high point games?


He really has no idea the state of Necrons at the moment. I'm assuming he was tabled in 5th ed by a flying crossiant list and has never gotten over it.



To be fair, I do see his point. If your opponent is forced to spend more firepower than he normally would to render a unit useless than strategically speaking you would have the advantage. The problem though is that such a thing only really works when everything in the necron army is a potential threat and they are cheap enough to make such focus firing down a unit an inefficient proposition.

This is a huge problem, because not only are necron damage dealers few in number and will be focused down, leaving the rest of the army without any real damage sources, they are also expensive, meaning that your opponent will ultimately win out the trade.
In the past necron units were always a threat - that gauss rule made even a squad of warriors a potential threat, as they could one shot vehicles. Now, not so much. -1Ap isn't that impressive against a unit with a 3+ save, high toughness and more than 5 wounds. You have to spend so many points on warriors to make any damage output worthwhile now.
If gauss were changed to +1D damage on a 6 whilst retaining their "bonus" AP, that would give a lot of necron units more a bite, and therefore would make the impact of losing a unit to getting focused down a little less severe, as then you'd still have some offensive options left against heavier targets.

Necrons need a price decrease overall, starting with their weapons. A Gauss blaster and tesla carbine is not worth 9 points. That's more than the immortal they go on.


Automatically Appended Next Post:
ImPhaeronWeasel wrote:
I guess the easiest way is to change RP to the FNP rule they had before...


Easiest? Probably. Best? Hell no.
In terms of army flavor its a cop out, as necrons were always about getting knocked down and standing back up again
In terms of game design its a cop out, as why bother creating a unique, flavorful rule when you can just copy and rename Disgustingly Resilient?
8th ed already has a problem with recycling the same damned rule over and over again.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 11:22:30


Post by: niv-mizzet


I’ve said for a while the most awesome thing they could do with necrons is to give them a scaling amount of RP-resource in the list, and allow them to spend it in game to rez models. It would add a layer of tactics in that necrons could bring a balanced army and then burn their resources rezzing the units they need while letting the unneeded ones die off.

Allow them to bring back totally wiped units for an extra cost near a cryptek, and there ya go.

“B-But I can’t keep track of one easily tracked number through the game!”
Then you don’t pass the minimum mental ability level to play the game. Bye.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 11:27:35


Post by: CthuluIsSpy


RP probably doesn't need to scale though. It just needs synergy and some actual support.
An ability like RP is only worth it if you have the damage output to go with it and can support it with buffs and other defensive abilities. Can't do that with necrons.

The orks do a better job at defending units with their KFF. The chronometer is just pathetic. It's 75% of the cost of a KFF but has 33% of the range. I don't know why GW gives things 3" auras because those are bloody useless.

RP is a strong ability in theory, but in practice its weak because the army isn't built around it.

I guess a good analogy would be a Role Playing party that is full of nothing but poorly built defensive tanks, and one of them has a knife. That's what necrons are like.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 11:49:48


Post by: Lemondish


PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


The math is clear - they should be 6 ppm. No point hiding from it.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 14:33:53


Post by: Quickjager


 Dysartes wrote:
 Quickjager wrote:
Some Keyword adjustment on IG and AdMech units


Any chance you could elaborate on this one, dude?


Yea, I got it backwards, some keyword adjustment of IK because last I checked some knights weren't able to be part of the AdMech because of a missing keyword. Most of these were FW ones, haven't checked in a while.

DKoK and Elysians needed some keyword touch up and doctrine changes, but since the latter got discontinued...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 14:38:48


Post by: Weidekuh


Best would be: increase all points by a factor of 10.

Then you can better balance out points for the cheap infantry. Right now the problem is that a change from 5 to 6 points is a 20% increase and that is just too much for finetuning.

Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:00:38


Post by: BoomWolf


Weidekuh wrote:
Best would be: increase all points by a factor of 10.

Then you can better balance out points for the cheap infantry. Right now the problem is that a change from 5 to 6 points is a 20% increase and that is just too much for finetuning.

Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


I'll do you one better-increase by factor of 20.

That way you can have true 40k tournaments.

Honestly, how we didn't come up with that one before eludes me.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:05:18


Post by: CthuluIsSpy


Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:37:14


Post by: Slayer-Fan123


 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:42:44


Post by: CthuluIsSpy


Slayer-Fan123 wrote:
 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.


Its still a powerful ability. Maybe a unit can only be resurrected once instead, like the restriction on Resurrection Protocols.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:53:06


Post by: Daedalus81


Kdash wrote:


So, while I agree smite spam doesn’t get you to the same potential level as Necrons, but, I also think he was indicating total MW output as opposed to just smite spam.

At 2000 points, with Magnus, I’d reasonable expect to break the 30MW barrier in the same situations we used to get the Necrons to 30+ MWs.

Doing so, potentially results in you not getting the more supportive powers off for a turn, and some of it relies on you getting powers like Bolt of Change and Doombolt off on Mangus (and then a +4 Infernal Gateway for D6 spread onto 2 additional units) but, Tsons can still reliably put out the same amount of MWs on a standard turn, as 3 Necron Vaults can do – which is ~20-30.


Which is why I said functional army. Nobody is building around MW spam, because then you don't have an army. Magnus often doesn't survive without protection buffs.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 15:53:21


Post by: Slayer-Fan123


 CthuluIsSpy wrote:
Slayer-Fan123 wrote:
 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.


Its still a powerful ability. Maybe a unit can only be resurrected once instead, like the restriction on Resurrection Protocols.

It really isn't that powerful once you put it at 3CP. Then again we had whiners about the Cultists strategem which wasn't bad either so...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:09:22


Post by: Kcalehc


Lemondish wrote:
PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


The math is clear - they should be 6 ppm. No point hiding from it.


Perhaps, but changing that one unit in isolation creates more weirdness in the AM codex. SWS teams are 4 points each guy, Veterans are 6 points, HWTs are 6 points per model, Ratlings are 5; you're going to have to realign all of those to fit if a Guardsman is now 6. A Scion is currently 10 points (with weapon), 2.5 times a guardsman, should they get bumped up to 14-15, or stay at 10?

5 fits better, and while its not as much as some IG detractors believe, it still fits in the points space much more neatly.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:13:51


Post by: alextroy


The comparative points values of nearly every Infantry unit in the game are out of whack with each other. That’s one nice thing about the Ork Codex. It seems to acknowledge and largely correct that issue, at least internally.

Now cross your fingers that it is a harbinger or CA 2018.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:35:50


Post by: Xenomancers


 NurglesR0T wrote:
IanVanCheese wrote:
 Xenomancers wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.

The reality is it gets even better as points go up. Units take up space and available firepower to a particular spot goes down in scale as points go up. Stratagems with amplify damage can still only be played once. Not to mention threat saturation.


Automatically Appended Next Post:
Spoletta wrote:
 Sasori wrote:
tneva82 wrote:
 Sasori wrote:

The mechanic itself is fine... It's the fact that people like him and the devs thought that RP was much more valuable than it actually is, and baked a lot of high points costs into our units. RP could be improved in a lot of ways, but the main offender is the absurd points costs that Necron units are paying due to it right now. I will also say that RP is one of the few (Only?) Mechanics that an opponent can completely deny the Necron player.


Problem with the rule is it's not scalable. It goes from awesome in 1k to meh in 1.5k to useless in 2k to not exist at all in 3k+.

Good luck balancing something whose effect varies that much based on point level...And guess what level is most common...


I will disagree a bit. I think it's scaleable, if it had the right support. For instance, if we had a 2CP ability to allow RP on a unit that had been completely wiped out, and they fixed a few of the other weak RP support abilities, then I think scaling would not be an issue.


Indeed all hopes are not lost for RP, which is a good thing, because the current incarnation is much more in line with narrative than a plain FNP roll.

I think that the cryptechs needs a redesign, increasing the chances of bringing back models is exactly the wrong way to buff RP, it makes it even more powerful in small games without helping in big games. Maybe that if a unit is wiped out while within 3" of a cryptech, the unit can use the cryptech as a base model for RP but only comes back on a 6+.

Humm - how about no. How about a 3 CP strat that can be used once per game that lets you use reanimation on a wiped out unit?


Wait are you seriously saying you think RP gets better in high point games?


He really has no idea the state of Necrons at the moment. I'm assuming he was tabled in 5th ed by a flying crossiant list and has never gotten over it.





Um - no. Yes - RP is better in high point games. Argue my points - this is how debate works.

Saying things like...oh you just have no idea. Is not constructive. Did I not just suggest a 1 use stratagem that cost CP that allows you to use RP on a completely wiped out unit? Sounds like a buff to me. It also sounds to me like cron players want this at all times. It's almost like they don't understand that units coming back to life for free is OP.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:37:17


Post by: Straight_Memer


 Dysartes wrote:
 Quickjager wrote:
Some Keyword adjustment on IG and AdMech units


Any chance you could elaborate on this one, dude?


Yeah I´m also eager to find out what wierd combos/interactions you’re seeing here
EDIT: my bad I missed quickjaggers response


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:38:40


Post by: Xenomancers


Slayer-Fan123 wrote:
 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.

Yeah - just 420 free points. Nothing to see here ladies and gents lol.

BTW - can we make the tyranids stratagem to resurrect a whole unit of tyranids warriors work like this too? I'd really like to auto win games with my nids.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Bharring wrote:
Dire Avengers are t3, no WBB, and base AP0. Assault 2 18" vs RF1 24" is basically a wash. 12ppm. On 6s, their shots are AP-3.

Necron Warrors are much more durable (T4, WBB), and have AP-1.

If you gave Necron Warrors Mortal Wounds on 6s, how is that fair? That's strictly better than AP-3 on 6s, by a lot. In addition to the native AP-1.

The fact you imply RP is worth anything defensively is laughable.

2 units - 1 has 1 model left in cover compared to a fresh unit.

In any other army that 1 model is just going to die from a LD test after losing 9 models or is easy to ignore 1 model till later. Against crons you have to kill it or the half the unit can come back on a good roll. He's got a 2+ save in cover though and you'd much rather shoot your auto cannons (the only weapons you have left) on that Ctan on your front lines

You keep putting scrap wounds on the 1 model but he keeps making 3+ saves. Now what do you do? The only weapon you have left is a las cannon. It would sure like to shoot at that Ctan on your front lines but that immortal is still alive. So Ill shot it with a lascannon. Success! the immortal is dead! But look - Ctan is at full life when it could have taking 2 heavy weapon shots.

If you fail to realize that situations like this happen ALL THE TIME. You clearly aren't trying to have real discussion. Target priority is literally the only skill in this entire game that matters and crons take that choice away from you for the most part. That is a powerful ability on it's own.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:53:39


Post by: Tyel


Maybe I am just not thinking sufficiently outside the box - but I don't like the idea of whole units re-appearing.

If Necron Warriors were 10 points, Immortals about 14-15 points and so on you don't need RP to be an especially powerful ability that goes off all the time.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 16:59:05


Post by: Martel732


Necrons might be able to leverage some los against some lists, but there is no hope vs ig


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:02:05


Post by: CthuluIsSpy


Tyel wrote:
Maybe I am just not thinking sufficiently outside the box - but I don't like the idea of whole units re-appearing.

If Necron Warriors were 10 points, Immortals about 14-15 points and so on you don't need RP to be an especially powerful ability that goes off all the time.


Yeah, after thinking about it I think the only unit that's particularly cost effective are destroyers. Everything else is overpriced for what they can offer.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:25:53


Post by: Necronplayer


Yeah, I find it quite strange that the faction that's known for standing back up doesn't have an equivalent stratagem (Green tide, Tide of traitors, etc.) to support that.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:27:40


Post by: Sasori


 Xenomancers wrote:
Slayer-Fan123 wrote:
 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.

Yeah - just 420 free points. Nothing to see here ladies and gents lol.

BTW - can we make the tyranids stratagem to resurrect a whole unit of tyranids warriors work like this too? I'd really like to auto win games with my nids.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Bharring wrote:
Dire Avengers are t3, no WBB, and base AP0. Assault 2 18" vs RF1 24" is basically a wash. 12ppm. On 6s, their shots are AP-3.

Necron Warrors are much more durable (T4, WBB), and have AP-1.

If you gave Necron Warrors Mortal Wounds on 6s, how is that fair? That's strictly better than AP-3 on 6s, by a lot. In addition to the native AP-1.

The fact you imply RP is worth anything defensively is laughable.

2 units - 1 has 1 model left in cover compared to a fresh unit.

In any other army that 1 model is just going to die from a LD test after losing 9 models or is easy to ignore 1 model till later. Against crons you have to kill it or the half the unit can come back on a good roll. He's got a 2+ save in cover though and you'd much rather shoot your auto cannons (the only weapons you have left) on that Ctan on your front lines

You keep putting scrap wounds on the 1 model but he keeps making 3+ saves. Now what do you do? The only weapon you have left is a las cannon. It would sure like to shoot at that Ctan on your front lines but that immortal is still alive. So Ill shot it with a lascannon. Success! the immortal is dead! But look - Ctan is at full life when it could have taking 2 heavy weapon shots.

If you fail to realize that situations like this happen ALL THE TIME. You clearly aren't trying to have real discussion. Target priority is literally the only skill in this entire game that matters and crons take that choice away from you for the most part. That is a powerful ability on it's own.




No one wants to discuss this with you, because you act like you have an agenda, and just seem to ignore the fact that RP and Necrons are not in a good place.

1. You pull a random number of points, and don't bother to explain it. That's not an argument. Not to mention, you always seem to assume the best possible scenario for the Necrons, which is never the case.
2. You attempt to make a point about nids, that doesn't make sense. Do Nids have an army wide rule that allows them to get back up? No? Then making this comparison is silly. Necrons right now are paying the price for this rule in the absurd points cost across the army.
3. Look, you made up some fantasty land scenario again, about how it works out for the Necrons. This theory is fine and great, but it is not how it's working out in practice on the tabletop. Right now it is very easy to pick apart the Necron Army, and deny them their special rule. Are there any other armies that can be fully denied their special rule by the enemy player? How Many?
4. RP does not get better at higher point games. I don't know where you keep coming up with this. Players have the tools to much easier deny RP at higher point games. Nearly all of our units that have RP max out at a squad size of ten, which is by no means hard to kill.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:44:47


Post by: Inquisitor Lord Katherine


I think that if the hypothetical strategem was worded:

Use when the last model of a unit with RESURRECTION PROTOCOLS would be removed as casualty. Immediately [Conduct Resurrection Protocols].

Would probably be more than fair. That way, if we really want that unit dead, it still dies, but it takes most of our army to do it, allowing RP to still soak up fire and protect other units like it should without making the unit functionally invincible.

The Imperial Knight strategem is extraordinarily frustrating to play against. Our Darkest Hour into Machine Spirit Resurgent is just awful, I don't think letting Necrons return a third of an infantry unit that would otherwise die is particularly egregious. Like, the best thing to return would be a squad of destroyers, I think.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:57:08


Post by: VoidSempai


the best solution for necrons, by far, is one that was proposed by another user in the necron forum, that Resurrection orb can be used at any time to roll for Resurrection protocol. Even in the opponents turn. It makes that wargear go from never used to auto include on any HQ able to take it, now HQ are way more worth it, and it makes the whole Resurrection way more efficient in bigger game.
Actually, where do we send suggestion to GW for chapter approve, cause I would dearly love to push this one forward lol.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:57:45


Post by: Bharring


I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 17:58:54


Post by: Necronplayer


VoidSempai wrote:
the best solution for necrons, by far, is one that was proposed by another user in the necron forum, that Resurrection orb can be used at any time to roll for Resurrection protocol. Even in the opponents turn. It makes that wargear go from never used to auto include on any HQ able to take it, now HQ are way more worth it, and it makes the whole Resurrection way more efficient in bigger game.
Actually, where do we send suggestion to GW for chapter approve, cause I would dearly love to push this one forward lol.

Unfortunately, CA is more than likely already printed! But that is a good idea


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:17:47


Post by: Dysartes


 Quickjager wrote:
 Dysartes wrote:
 Quickjager wrote:
Some Keyword adjustment on IG and AdMech units


Any chance you could elaborate on this one, dude?


Yea, I got it backwards, some keyword adjustment of IK because last I checked some knights weren't able to be part of the AdMech because of a missing keyword. Most of these were FW ones, haven't checked in a while.

DKoK and Elysians needed some keyword touch up and doctrine changes, but since the latter got discontinued...


Ah, OK, that makes sense. Given (from the stories I heard) the FW Index books were pulled together at quite short notice, a keyword sweep to remove such odd situations wouldn't be a bad shout.

I need to check my FW Space Marine Index and see what provisions it gives for GK and DW - might be worth giving them access to certain toys, if they haven't already got them.

And thanks to LemonDish for proving a point I made a page or two ago.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:32:45


Post by: Xenomancers


Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:36:34


Post by: Slayer-Fan123


 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.

Which is almost an additional 200 points. And it isn't hard to kill the last 5 Warriors. Now nothing matters!

Also the fact you think RP gets stronger as the game size increases shows a huge disconnect from reality. You still also have yet to accept my invitation to post in the Necron Tactica. Wonder why that is?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:46:54


Post by: Necronplayer


 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.


So you're thinking spending CP, investing in a Cryptek and Ghost Ark, and ensuring they are alive and within range to get models back is OP?

I can't imagine your thoughts on how OP the guaranteed throughput of Death Guard 5+++ is, with no outside support needed...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:49:29


Post by: Marmatag


I have seen many of the points changes and marines will be happy.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:52:58


Post by: Blndmage


I guess my ideas are just being ignored then?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 18:55:53


Post by: Xenomancers


 Sasori wrote:
 Xenomancers wrote:
Slayer-Fan123 wrote:
 CthuluIsSpy wrote:
Weidekuh wrote:


Edit: also for Necrons a stratagem that lets you use RP on a completely wiped out unit at the end of the turn?


Yes, but it should be one use only. It is a powerful ability, and even Endless Green Tide has a caveat where they have to arrive from the table edge and be 9" from an enemy instead of just staying where they are.

It isn't like the army is swimming in CP. Even with unlimited uses you'd get maybe 2 max.

Yeah - just 420 free points. Nothing to see here ladies and gents lol.

BTW - can we make the tyranids stratagem to resurrect a whole unit of tyranids warriors work like this too? I'd really like to auto win games with my nids.


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Bharring wrote:
Dire Avengers are t3, no WBB, and base AP0. Assault 2 18" vs RF1 24" is basically a wash. 12ppm. On 6s, their shots are AP-3.

Necron Warrors are much more durable (T4, WBB), and have AP-1.

If you gave Necron Warrors Mortal Wounds on 6s, how is that fair? That's strictly better than AP-3 on 6s, by a lot. In addition to the native AP-1.

The fact you imply RP is worth anything defensively is laughable.

2 units - 1 has 1 model left in cover compared to a fresh unit.

In any other army that 1 model is just going to die from a LD test after losing 9 models or is easy to ignore 1 model till later. Against crons you have to kill it or the half the unit can come back on a good roll. He's got a 2+ save in cover though and you'd much rather shoot your auto cannons (the only weapons you have left) on that Ctan on your front lines

You keep putting scrap wounds on the 1 model but he keeps making 3+ saves. Now what do you do? The only weapon you have left is a las cannon. It would sure like to shoot at that Ctan on your front lines but that immortal is still alive. So Ill shot it with a lascannon. Success! the immortal is dead! But look - Ctan is at full life when it could have taking 2 heavy weapon shots.

If you fail to realize that situations like this happen ALL THE TIME. You clearly aren't trying to have real discussion. Target priority is literally the only skill in this entire game that matters and crons take that choice away from you for the most part. That is a powerful ability on it's own.




No one wants to discuss this with you, because you act like you have an agenda, and just seem to ignore the fact that RP and Necrons are not in a good place.

1. You pull a random number of points, and don't bother to explain it. That's not an argument. Not to mention, you always seem to assume the best possible scenario for the Necrons, which is never the case.
2. You attempt to make a point about nids, that doesn't make sense. Do Nids have an army wide rule that allows them to get back up? No? Then making this comparison is silly. Necrons right now are paying the price for this rule in the absurd points cost across the army.
3. Look, you made up some fantasty land scenario again, about how it works out for the Necrons. This theory is fine and great, but it is not how it's working out in practice on the tabletop. Right now it is very easy to pick apart the Necron Army, and deny them their special rule. Are there any other armies that can be fully denied their special rule by the enemy player? How Many?
4. RP does not get better at higher point games. I don't know where you keep coming up with this. Players have the tools to much easier deny RP at higher point games. Nearly all of our units that have RP max out at a squad size of ten, which is by no means hard to kill.

First of all - it's just theory on RP scaling for point level. It doesn't really matter. But I've made points that you aren't even trying to dispute. There are some factors that you can't dispute.
#1 Models take up space
#2 Closing distance increases damage to a target generally
#3 Units can not stand on top of each other.

In other words - because units can not occupy the same space - getting damage to a particular target becomes more difficult as space becomes cramped. So in larger games finishing off a target becomes more difficult. Not to mention - the average number of units being destroyed in large game goes up. More target variety. More total units in general with a chance to get RP. These are all factors that make getting RP rolls easier.

I am not always assuming the best case for the necrons. If you actually go back and read your statements -"Not to mention, you always seem to assume the best possible scenario for the Necrons, which is never the case" you are the one that is making the absolute statement. I'm simply stating that RP is very powerful SOMETIMES and stating that the best case CAN occur. It's doesn't never happen. It happens in a minority of situations but when it does happen it completely changes the game. Unlike battle focus which probably gives you a few more hits with shuriken catapults in a game. RP probably gives you a few to many resurrections in a game. Getting back units is much better than a few more shuriken hits. So when you compare RP to other army wide abilities. It is clearly at the top of them. A buff to Necrons should not be a buff to RP (except in the case of a stratagem perhaps - and it had best be expensive)

I get that people want the army to be thematic. You have to get real though - you can't actually beat an army that you can't kill.




Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:02:29


Post by: Blndmage


 Xenomancers wrote:
I get that people want the army to be thematic. You have to get real though - you can't actually beat an army that you can't kill.


Sure you can. Play the mission. Go for objectives, don't waste time trying to grind them down. Most RP units are slow, use it against them. It's not always about tabling your opponent, you can win a game while still losing most of your army, if you do it right. That's the strategy.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:12:01


Post by: LordofHats


 Blndmage wrote:
 Xenomancers wrote:
I get that people want the army to be thematic. You have to get real though - you can't actually beat an army that you can't kill.


Sure you can. Play the mission. Go for objectives, don't waste time trying to grind them down. Most RP units are slow, use it against them. It's not always about tabling your opponent, you can win a game while still losing most of your army, if you do it right. That's the strategy.


Honestly that just makes me think of control decks from magic the gathering and how not fun it is to play against them.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:15:27


Post by: Xenomancers


Slayer-Fan123 wrote:
 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.

Which is almost an additional 200 points. And it isn't hard to kill the last 5 Warriors. Now nothing matters!

Also the fact you think RP gets stronger as the game size increases shows a huge disconnect from reality. You still also have yet to accept my invitation to post in the Necron Tactica. Wonder why that is?

First of all HQ's that are going to be in the army anyways aren't really a factor here. Necron armies have cryptecs...it's just the way it is.

Second - the ghost arch - like all transports costs too much. This is the kind of stuff I'd like to see change for crons. Cheaper ghost arcs - cheapers warriors. Not undeniable RP.


Automatically Appended Next Post:
 Marmatag wrote:
I have seen many of the points changes and marines will be happy.

Don't set me up for disappointment man!


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:24:41


Post by: ERJAK


 Xenomancers wrote:
Slayer-Fan123 wrote:
 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.

Which is almost an additional 200 points. And it isn't hard to kill the last 5 Warriors. Now nothing matters!

Also the fact you think RP gets stronger as the game size increases shows a huge disconnect from reality. You still also have yet to accept my invitation to post in the Necron Tactica. Wonder why that is?

First of all HQ's that are going to be in the army anyways aren't really a factor here. Necron armies have cryptecs...it's just the way it is.

Second - the ghost arch - like all transports costs too much. This is the kind of stuff I'd like to see change for crons. Cheaper ghost arcs - cheapers warriors. Not undeniable RP.


Automatically Appended Next Post:
 Marmatag wrote:
I have seen many of the points changes and marines will be happy.

Don't set me up for disappointment man!


If it makes you guys feel better, neither necrons OR space marines are at all relevant.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:30:51


Post by: fraser1191


Ultramarines.

If I don't get charged I can't fall back ergo special rule is denied


Automatically Appended Next Post:
 Marmatag wrote:
I have seen many of the points changes and marines will be happy.


Are you sworn to secrecy? Spill the beans!


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:37:19


Post by: Daedalus81


 Marmatag wrote:
I have seen many of the points changes and marines will be happy.


Wait, what?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:38:00


Post by: Marmatag


I can't share details, sorry. But, there are a lot of changes. And not just for SM.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:38:21


Post by: Martel732


 Marmatag wrote:
I have seen many of the points changes and marines will be happy.


Huh?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:38:46


Post by: Daedalus81


 Marmatag wrote:
I can't share details, sorry. But, there are a lot of changes. And not just for SM.


Did you mug Reece? You're giving us all ultramarine balls, here.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:40:11


Post by: Quickjager


Marmatag just say this much, which are better Primaris Intercessors or OG Tacticals.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:43:26


Post by: fraser1191


 Quickjager wrote:
Marmatag just say this much, which are better Primaris Intercessors or OG Tacticals.


I'm guessing trolling it's not like GW is tracking his Dakkadakka account


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:45:50


Post by: Xenomancers


Well - give him credit for being able to keep a secret. That is an admirably quality. No worry though - not everyone is so admirable. Details will be sooner rather than later.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:48:45


Post by: Martel732


When does this thing drop, then? If people have already seen it?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:49:44


Post by: Daedalus81


 Xenomancers wrote:
Well - give him credit for being able to keep a secret. That is an admirably quality. No worry though - not everyone is so admirable. Details will be sooner rather than later.


True - but I can't wait for the shitstorm. It's going to be so glorious.


Automatically Appended Next Post:
Martel732 wrote:
When does this thing drop, then? If people have already seen it?


Last year it was out before December so very, very soon. This week is clean up for BSF and next is almost guaranteed to be lead up to CA if not the week after.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:51:54


Post by: fraser1191


 Daedalus81 wrote:
 Xenomancers wrote:
Well - give him credit for being able to keep a secret. That is an admirably quality. No worry though - not everyone is so admirable. Details will be sooner rather than later.


True - but I can't wait for the shitstorm. It's going to be so glorious.


Automatically Appended Next Post:
Martel732 wrote:
When does this thing drop, then? If people have already seen it?


Last year it was out before December so very, very soon. This week is clean up for BSF and next is almost guaranteed to be lead up to CA if not the week after.


Nah if I knew I'd be spreading the word like herpes


Chapter Approved 2018, What do we expect?  @ 2018/11/13 19:53:57


Post by: Daedalus81


 Marmatag wrote:
I can't share details, sorry. But, there are a lot of changes. And not just for SM.


Pick the % chance tactical marine players will be pleased.

A) 8%
B) 15%
C) 32%
D) More than 32%


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:04:11


Post by: chnmmr


Will GK players be happy too?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:19:15


Post by: Gryphonne


I really wonder how bold GW dares to be with CA in general. Points changes sure, but would they ever change units, add units or change/add strategems in CA?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:22:58


Post by: Slayer-Fan123


 Xenomancers wrote:
Slayer-Fan123 wrote:
 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.

Which is almost an additional 200 points. And it isn't hard to kill the last 5 Warriors. Now nothing matters!

Also the fact you think RP gets stronger as the game size increases shows a huge disconnect from reality. You still also have yet to accept my invitation to post in the Necron Tactica. Wonder why that is?

First of all HQ's that are going to be in the army anyways aren't really a factor here. Necron armies have cryptecs...it's just the way it is.

Second - the ghost arch - like all transports costs too much. This is the kind of stuff I'd like to see change for crons. Cheaper ghost arcs - cheapers warriors. Not undeniable RP.


Automatically Appended Next Post:
 Marmatag wrote:
I have seen many of the points changes and marines will be happy.

Don't set me up for disappointment man!

First of all, you still need to include the points for them. Crypteks aren't free, and neither are Overlords, Lords, and Destroyer Lords. Nothing is free. You can't assume buffs without having paid the points. That's why some of the Guard players here are understandably frustrated when you talk about everything Infantry squads can do. You just assume without having paid the points.

Secondly, Ghost Arks having a price cut won't fix them, because you still won't take them to transport Warriors. Were they open topped and you could fire with the Warriors embarked, sure. As is with just a price cut? Don't make me laugh.

Thirdly, you still haven't accepted my invitation to the Necron Tactica. Why are you avoiding it? If you could just admit you're posting a lot of BS, you don't need to go in there and embarrass yourself.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:30:06


Post by: cuda1179


chnmmr wrote:
Will GK players be happy too?



Being "happy" is all relative. I have a feeling GK players will be in a better place. Kind of like how a passenger on the Titanic with a life vest was better off than a passenger without one. Still screwed, just not quite as bad.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:33:08


Post by: Daedalus81


Gryphonne wrote:
I really wonder how bold GW dares to be with CA in general. Points changes sure, but would they ever change units, add units or change/add strategems in CA?


They can add units when new models pop out with the free PDFs they've done in the past.

Anything else is entirely feasible.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:36:40


Post by: Xenomancers


Slayer-Fan123 wrote:
 Xenomancers wrote:
Slayer-Fan123 wrote:
 Xenomancers wrote:
Bharring wrote:
I feel like a 20-man Warrior blob spending CP when the last model is removed to roll WBB for the unit - and probably get 6-7 guys back - would be rather fair. As long as it's at 'would be remove as a casualty' and not 'at the end of turn' or whatever.

With a ghoast arc and a cryptec they'd get 15 back.

Which is almost an additional 200 points. And it isn't hard to kill the last 5 Warriors. Now nothing matters!

Also the fact you think RP gets stronger as the game size increases shows a huge disconnect from reality. You still also have yet to accept my invitation to post in the Necron Tactica. Wonder why that is?

First of all HQ's that are going to be in the army anyways aren't really a factor here. Necron armies have cryptecs...it's just the way it is.

Second - the ghost arch - like all transports costs too much. This is the kind of stuff I'd like to see change for crons. Cheaper ghost arcs - cheapers warriors. Not undeniable RP.


Automatically Appended Next Post:
 Marmatag wrote:
I have seen many of the points changes and marines will be happy.

Don't set me up for disappointment man!

First of all, you still need to include the points for them. Crypteks aren't free, and neither are Overlords, Lords, and Destroyer Lords. Nothing is free. You can't assume buffs without having paid the points. That's why some of the Guard players here are understandably frustrated when you talk about everything Infantry squads can do. You just assume without having paid the points.

Secondly, Ghost Arks having a price cut won't fix them, because you still won't take them to transport Warriors. Were they open topped and you could fire with the Warriors embarked, sure. As is with just a price cut? Don't make me laugh.

Thirdly, you still haven't accepted my invitation to the Necron Tactica. Why are you avoiding it? If you could just admit you're posting a lot of BS, you don't need to go in there and embarrass yourself.

Have you ever seen a necron army without a cryptec? I havn't. We weren't doing a point comparison. The real question is - do they have a cryptec? and the answer will 90% of the time be yes. very much like - will space marines required HQ be a captain or a chapter master....the answer is yes.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:44:41


Post by: Marmatag


I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:48:00


Post by: Bharring


Note that there's reasonably suggestive evidence that GW has done nasty canary traps in the past. Revealing specific details may out your source.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:48:21


Post by: Daedalus81


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.


Who needs friends when you can have...THIS?

Spoiler:



Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:50:53


Post by: Gryphonne


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.


So, would you just say that CA will fix a lot of problems?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:50:56


Post by: bananathug


Don't listen to anything Marmatag says. They are known Xeno scum and is here just to get our hopes up so that when the reduce the prices of Dissie cannons, make doom apply to the entire enemy army and price Guilliman like a titan they will collect our tears to power those dark eldar suffering mobiles...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:53:57


Post by: Xenomancers


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.

Should be under a month then.

Very exciting.

Eldar buffs? Please tell me jetbike warlock conclave is a thing now!?!?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:54:33


Post by: fraser1191


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.


Alright I can respect that. But was it just points or did they make rule changes?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 20:57:04


Post by: meleti


I'm guessing that Eldar Wraithknights will return to reasonable points values. That will help them sell the Battleforce as well.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:11:31


Post by: Marmatag


bananathug wrote:
Don't listen to anything Marmatag says. They are known Xeno scum and is here just to get our hopes up so that when the reduce the prices of Dissie cannons, make doom apply to the entire enemy army and price Guilliman like a titan they will collect our tears to power those dark eldar suffering mobiles...


LOL!!



Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:12:56


Post by: Karthicus


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.


I am willing to bet its going to start getting teased after BSF is released. Regardless, even the little tease you gave us brings hope for my BT army.

I'll be picking up a PDF copy once I see it available for my tablet.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:13:45


Post by: Martel732


If they make tac marines good or even servicable, that will be a feat not done since 3rd.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:19:22


Post by: Bremon


Martel732 wrote:
If they make tac marines good or even servicable, that will be a feat not done since 3rd.
They should just release an “primaris tactical sprue” that consists of special and heavy weapons available to tac marines, for intercessors, and then squat tac marines. They’d be basically usable at that point as “counts as”.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:20:58


Post by: The Newman


Every once in a while I feel like I need to step back and remind myself how difficult a job GW actually has balancing things. Consider the Stalker and the Whirlwind for a moment; both are Rhino chassis with what are basically Autocannons, with the following differences:

The Stalker is T8 to the Whirlwind's T7.
The Stalker has the full AA wording.
The Whirlwind has Heavy 2d3 instead of Heavy 6, but with twice the range and Indirect Fire.

That's pretty damn similar when you think about it, and they're only 5 points apart. I sure as spit couldn't say if that's the right spread for the number of times I've fielded them, and it's tough because they're both kind of specialized and no matter which one you take in a tac list you're going to run into opponents that make you really wish you'd brought the other one.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:33:42


Post by: Gnollu


Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Chapter Approved 2018, What do we expect?  @ 2018/11/13 21:46:21


Post by: Martel732


The Newman wrote:
Every once in a while I feel like I need to step back and remind myself how difficult a job GW actually has balancing things. Consider the Stalker and the Whirlwind for a moment; both are Rhino chassis with what are basically Autocannons, with the following differences:

The Stalker is T8 to the Whirlwind's T7.
The Stalker has the full AA wording.
The Whirlwind has Heavy 2d3 instead of Heavy 6, but with twice the range and Indirect Fire.

That's pretty damn similar when you think about it, and they're only 5 points apart. I sure as spit couldn't say if that's the right spread for the number of times I've fielded them.


Stalkers are WAY better. 48" range is plenty, and 6 consistent shots with +1 to hit lots of strong stuff in the meta is gold. Whirlwind needs 3D3 and 3D6 shots to be remotely usable.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:17:17


Post by: Bharring


Look at how WraithLords have compared to Dreadnaughts.

Or Striking Scorpions have compared to Assault Marines.

Across the last several editions, those things have been roughly comparable most of the time.

GW does a lot of good work on balance. They just also do some boneheaded stuff, too.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:19:31


Post by: PuppetSoul


Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:20:05


Post by: Martel732


Pretty easy when some units never change while others get fancy new updates.


Automatically Appended Next Post:
PuppetSoul wrote:
Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.


That's patently false.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:26:00


Post by: Bremon


PuppetSoul wrote:
Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.
Any receipts for that?


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:26:54


Post by: Blndmage


PuppetSoul wrote:
Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.


I've alsway been told that Marines are the baseline unit in the game.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:27:48


Post by: Martel732


I don't think there is a baseline. Hence, the chaos with infantry.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 22:41:10


Post by: niv-mizzet


PuppetSoul wrote:
Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.


Lol no they aren’t, and no it wouldn’t.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 23:07:56


Post by: Luke_Prowler


I doubt Space Marine players will be happy. Not because I don't doubt GW will cave to the demands of it's largest cash cows, but because the expectatoins they've set up for themselves will make anything short of total power armor domination as "not going far enough".


Chapter Approved 2018, What do we expect?  @ 2018/11/13 23:15:58


Post by: Lemondish


I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 23:19:36


Post by: The Newman


Martel732 wrote:
The Newman wrote:
Every once in a while I feel like I need to step back and remind myself how difficult a job GW actually has balancing things. Consider the Stalker and the Whirlwind for a moment; both are Rhino chassis with what are basically Autocannons, with the following differences:

The Stalker is T8 to the Whirlwind's T7.
The Stalker has the full AA wording.
The Whirlwind has Heavy 2d3 instead of Heavy 6, but with twice the range and Indirect Fire.

That's pretty damn similar when you think about it, and they're only 5 points apart. I sure as spit couldn't say if that's the right spread for the number of times I've fielded them.


Stalkers are WAY better. 48" range is plenty, and 6 consistent shots with +1 to hit lots of strong stuff in the meta is gold. Whirlwind needs 3D3 and 3D6 shots to be remotely usable.


That being true depends a lot on how much and what type of terrain your local club is using. It also sort of underscores my point about them both being situational that you think one is clearly better than the other and I think it's a close call; I see a lot of IG, IK, DG, and AdMech lists where the Stalker's AA rules are a straight up penalty.


Chapter Approved 2018, What do we expect?  @ 2018/11/13 23:20:49


Post by: happy_inquisitor


meleti wrote:
I'm guessing that Eldar Wraithknights will return to reasonable points values. That will help them sell the Battleforce as well.


Honestly? Good, it has sat on the naughty step long enough now.

Actually a pretty model but I have only seen one on the table in all of 8th and i almost had to apologise to the guy for what happened next...


Chapter Approved 2018, What do we expect?  @ 2018/11/13 23:44:00


Post by: fraser1191


Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Terminators are a pretty big talking point so he could still be trolling. But still, I wanna believe. Terminators were one of the main reasons I started with marines


Chapter Approved 2018, What do we expect?  @ 2018/11/14 00:28:11


Post by: The Newman


 fraser1191 wrote:
Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Terminators are a pretty big talking point so he could still be trolling. But still, I wanna believe. Terminators were one of the main reasons I started with marines


Fingers crossed for Centurions. I want my Termies to be good, but not nearly as much as I want my Centurions to not be stupidly over-costed.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 00:34:14


Post by: fraser1191


The Newman wrote:
 fraser1191 wrote:
Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Terminators are a pretty big talking point so he could still be trolling. But still, I wanna believe. Terminators were one of the main reasons I started with marines


Fingers crossed for Centurions. I want my Termies to be good, but not nearly as much as I want my Centurions to not be stupidly over-costed.


I don't even know what centurians can take its been so long


Chapter Approved 2018, What do we expect?  @ 2018/11/14 00:35:38


Post by: Audustum


The Newman wrote:
 fraser1191 wrote:
Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Terminators are a pretty big talking point so he could still be trolling. But still, I wanna believe. Terminators were one of the main reasons I started with marines


Fingers crossed for Centurions. I want my Termies to be good, but not nearly as much as I want my Centurions to not be stupidly over-costed.


Seconded! 330 for the cheapest possible squad of Centurion Devastators is crazy. (6 Heavy Bolters and 3 Hurricane Bolters). A squad of Custodes Jetbikes is only 270. Centurions cost about as much as shooty Leviathan Dreadnoughts (Imperium or Chaos).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 00:45:04


Post by: NurglesR0T


Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Indeed. If this turns out to be true, I'll finally be able to dust off my Deathwing army



Chapter Approved 2018, What do we expect?  @ 2018/11/14 00:59:55


Post by: The Newman


Audustum wrote:
The Newman wrote:
 fraser1191 wrote:
Lemondish wrote:
I am choosing to believe in Marmatag because he said Terminators and it got me all excited.


Terminators are a pretty big talking point so he could still be trolling. But still, I wanna believe. Terminators were one of the main reasons I started with marines


Fingers crossed for Centurions. I want my Termies to be good, but not nearly as much as I want my Centurions to not be stupidly over-costed.


Seconded! 330 for the cheapest possible squad of Centurion Devastators is crazy. (6 Heavy Bolters and 3 Hurricane Bolters). A squad of Custodes Jetbikes is only 270. Centurions cost about as much as shooty Leviathan Dreadnoughts (Imperium or Chaos).


A single Centurion with Lascannons and the Centurion Missile Launcher costs ten points more than a regular Dreadnaught with the Twin Lascannon and Missile Launcher. That's insane.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 01:09:27


Post by: alextroy


 Marmatag wrote:
I think marines players will be happy. I assume tactical players also like terminators? If i share details i lose friends, and access to this kind of info.

Funny enough i think overall Eldar players will be happy too.

I don't know about release date but the book is printed and has a cover.
How about a non-specific share?

Given what you know about the other points adjustments, where do the adjustment in Codex Orks compared to the Index fall between 10 (The Oracle at Delphi) and 1 (Monkeys at a Typewriter)?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 01:17:18


Post by: Grimgold


Do you think CA 2018 will be available for preorder on black friday?

Also let's face it marines are generalist, and that's why they are awful right now. When you can take specialist of every conceivable variety from almost a dozen codexes a generalist just doesn't have any place. Until you limit soup, you could drop marines to 10ppm and people would still choose guardsmen for screens and CP because they are cheaper.

The current meta is all about having your cake and eating it to. You don't make hard choices anymore, you just grab the shiny bits from whatever the most exploitable codexes are currently, and poof you have a ticket to the winners table. Yesterday it was supreme smash, a knight or few, and some guard, tomorrow who knows. Meanwhile GW is playing balance whack a mole, trying to fix individual units when the whole ally system makes their work as relevant as Sisyphus pushing a boulder up a hill.

we have had the current rules for over a year, and peoples arguments that allies are fluffy are starting to ring as hollow as people who said formations in 7th ed were fluffy. The silver lining is that since marines are taking the brunt of the pain GW might actually do something about it.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 01:24:32


Post by: Bremon


More than anything I want Baal Predators and vanilla Predators fixed. I love marine tanks but they are just flaming garbage dumps. Marines in general aren’t worth their points though and that extends to the dreaded death company.

I also dislike that some auras are units within 6” and others are models within 6”. Models within 6” for Heirs of Azkaellon basically makes that rule a nonfactor for Sanguinary Guard, which even at 35 points are underwhelming (which tells you everything you need to know about every version of terminators in the game).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 01:40:26


Post by: w1zard


Lemondish wrote:
PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


The math is clear - they should be 6 ppm. No point hiding from it.

5ppm puts them mathematically in the same boat as fire warriors in terms of durability per point and damage output per point. 6ppm is overkill with kabalites, GSC neophytes, and skitarii rangers being priced as they are.

Putting IS at 6ppm also means you need to reprice veterans, which currently are currently gak and would make them even worse. No, 5ppm is a good spot, anything more and you would need to overhaul the entire faction.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 01:59:11


Post by: Lemondish


w1zard wrote:
Lemondish wrote:
PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


The math is clear - they should be 6 ppm. No point hiding from it.

5ppm puts them mathematically in the same boat as fire warriors in terms of durability per point and damage output per point. 6ppm is overkill with kabalites, GSC neophytes, and skitarii rangers being priced as they are.

Putting IS at 6ppm also means you need to reprice veterans, which currently are currently gak and would make them even worse. No, 5ppm is a good spot, anything more and you would need to overhaul the entire faction.


Okay then. 5 ppm.

And Commanders jump to 50.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 02:27:42


Post by: Martel732


 Luke_Prowler wrote:
I doubt Space Marine players will be happy. Not because I don't doubt GW will cave to the demands of it's largest cash cows, but because the expectatoins they've set up for themselves will make anything short of total power armor domination as "not going far enough".


If that's the narrative that makes you feel better... I've not once called for domination. In fact, marines are so far from that it would take a colossal mess up to make it happen.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 02:29:33


Post by: fraser1191


Martel732 wrote:
 Luke_Prowler wrote:
I doubt Space Marine players will be happy. Not because I don't doubt GW will cave to the demands of it's largest cash cows, but because the expectatoins they've set up for themselves will make anything short of total power armor domination as "not going far enough".


If that's the narrative that makes you feel better... I've not once called for domination. In fact, marines are so far from that it would take a colossal mess up to make it happen.


There aren't many people that want an auto win army though. Actually sounds like a decent poll to me


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:01:38


Post by: PuppetSoul


Bremon wrote:
PuppetSoul wrote:
Gnollu wrote:
Any leaks on IG?
Being AM player I honestly don't mind guardsman being 5ppm but I am more curious about vehicles (e.g. leman russ having only two viable variants, unplayable deathstrike) and other not necessarily fun options like mortar squad for 33 pts


Increasing basic Guardsmen to 5ppm would cause a domino effect on the rest of the game, as Guardsmen are used as the base for all other infantry price calculations.
Any receipts for that?


Beware: Math.

I calculated this out on reddit a while back:

Everything uses the humble Guardsman as its basic unit, at 4 points:
6", BS4, WS4, S3, T3, 1W, 1A, 6LD, 5+, lasgun.

Vets are the first bump at 6pts:
6", BS3, WS3, S3, T3, 1W, 1A, 6LD, 5+, lasgun.

1WS, 1BS, 2 points.

Next we look at a Sister at 9pts:
6", BS3, WS4, S3, T3, 1W, 1A, 7LD, 3+, bolter.

1BS, 1LD, 2 save, 1 invuln, and upgraded to a bolter, for 5 pts more. If we assume that weapon upgrades to whatever the army's basic weapon are free, and that all stats cost 1 point regardless of their value in practical application, then this makes sense.

Now let's look at a Skitarii Ranger for 7pts:

6", WS4, BS3, S3, T3, 1W, 1A, 6LD, 4+ and has a rifle similar to a bolter.

1BS, 1 Save, and upgraded weapon, for 3 points. If weapon upgrades are free and everything else costs a point, then these are overcosted by 1 point.

Next up, an Ork Boy:
5", WS3. BS5, S4, T4, 1W, 2A, 6LD, 6+ with a bolter.

-1" move, +2WS, -1BS, +1S, +1T, +1A, -1Save, upgraded gun, for 2 points.

So canceling out the positives with the negatives of the same scope, we get: -1" move, +1WS, +1S, +1T, +1A, -1Save, weapon upgrade.

If we again assume that every stat is worth a point, regardless of its real practical application, and that weapon upgrades do not incur an actual point cost, then Boyz end up at +2 and are 2 points more.

How about a Kabalite Warrior from a recent book, at 6pts:

7", BS3, WS3, S3, T3, 1W, 1A, 7LD, 5+ and has a weapon comparable to a bolter (-1 vs vehicles/monsters, +1 vs infantry).

1" move, 1BS, 1WS, 1LD, and an upgraded weapon for 2 points. Power creep is real.

If we look at Defender Guardians, they're basically the same but cost 8pts, which would be +4 and again give credence to the 1-point-per-stat formula, with whatever their army's basic weapon is being free.

Space Marine Scouts are 11 points:

6", WS3, BS3, S4, T4, 1A, 1W, 7LD, 4+ with an upgraded weapon and infiltrate.

1WS, 1BS, 1S, 1T, 1LD, 1 Save. +6 for 7 points more. Is infiltrate worth a point?

Marines are 13pts:

6", WS3, BS3, S4, T4, 1W, 1A, 7LD, 3+, upgraded weapon.

1WS, 1BS, 1S, 1T, 1LD, 2 Save, upgraded weapon. Assuming the weapon is free again, that's +7... but for 9 more.

If we use 17% instead of a point for each save up or down, then all of those numbers stay relatively on point, except Kabalites (8), Skitarii (5.7), Marines (12.04), and Scouts (10.53).

If we assume that Skitarii are calculated as regular Guardsmen, and like them pay a point for bolter-equivalent guns, then they make sense (7.02).

That said, of the listed units, Kabalite Warriors should be 8, and Marines should be 12.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:05:11


Post by: Martel732


I don't think that's how they determine the costs. Upgrades can't have flat costs due to scaling factors and force multipliers. They must be determined empirically, in context.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:20:41


Post by: niv-mizzet


Yeah that’s some janky find-math-where-there-isn’t-any research.

+1 T when your armor save is good and/or you have multiple wounds or +1A when you have good ws/s/weapon are worth more than 1 point.

I reject your mathematical theories.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:33:48


Post by: Dandelion


PuppetSoul wrote:

Everything uses the humble Guardsman as its basic unit, at 4 points:
6", BS4, WS4, S3, T3, 1W, 1A, 6LD, 5+, lasgun.

Vets are the first bump at 6pts:
6", BS3, WS3, S3, T3, 1W, 1A, 6LD, 5+, lasgun.

1WS, 1BS, 2 points.


Uh, vets don't have better WS than Guardsmen. Which puts your +1 BS at 2 points. If we look at the original prices for Guard infantry we have:
- Conscripts 3 pts
- Infantry: 4 pts
- Vets: 6 pts

So going from Conscripts to Infantry we see that +1 WS, +1 BS and +3 Ld (counting sarges) are worth 1 point, but if we look at Infantry to vets, +1 BS is worth 2 points...
Of course, if you look at current prices conscripts and infantry are the same points. Which means that +1 WS, +1 BS and +3 Ld are free...

Your baseline isn't even consistent within the same book.

Also, did you just say that Skitarii rangers are overcosted? If anything they're undercosted, so your math can't be right. Can you imagine 6 pt Rangers?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:35:12


Post by: Martel732


I think 7pts is about right. If we are using the guardsmen/kabalite/firewarrior system.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:38:44


Post by: ph34r


Skitarii rangers cost feels pretty good to me but somehow they still don't show up on top tables. Ever. Lol.

Turns out fundamentally your toughness 3 armor 4+ or 5+ dude dies pretty close to the same whether he costs 4 points or 7..... and why would you want to take 10 7 point guys when you could have almost 18 4 point guys? It's kinda a no-brainer.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:39:50


Post by: Dandelion


Martel732 wrote:
I think 7pts is about right. If we are using the guardsmen/kabalite/firewarrior system.


Sure, but all of them are undercosted vs Tacticals, Necrons and Dire Avengers, so they're on the undercosted side of things. Consider also that Vanguard are 8 pts even though I personally find Rangers to be more versatile and effective.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:40:13


Post by: Luke_Prowler


Martel732 wrote:
 Luke_Prowler wrote:
I doubt Space Marine players will be happy. Not because I don't doubt GW will cave to the demands of it's largest cash cows, but because the expectatoins they've set up for themselves will make anything short of total power armor domination as "not going far enough".


If that's the narrative that makes you feel better... I've not once called for domination. In fact, marines are so far from that it would take a colossal mess up to make it happen.

You, you specificly, have said that Space Marines were underpowered in 7th because they were weaker than Eldar


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:44:03


Post by: Martel732


They were underpowered because they needed to be spotted 400 pts to win. Gladius was great. Marines were terrible.

BA were weaker than almost everything in 7th. They were literally marines without gladius.

Your point?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 03:51:13


Post by: Slayer-Fan123


Dandelion wrote:
Martel732 wrote:
I think 7pts is about right. If we are using the guardsmen/kabalite/firewarrior system.


Sure, but all of them are undercosted vs Tacticals, Necrons and Dire Avengers, so they're on the undercosted side of things. Consider also that Vanguard are 8 pts even though I personally find Rangers to be more versatile and effective.

Honestly I don't think anyone would bat an eye if Vanguard went down to 7 as well.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:00:50


Post by: Dandelion


Slayer-Fan123 wrote:
Dandelion wrote:
Martel732 wrote:
I think 7pts is about right. If we are using the guardsmen/kabalite/firewarrior system.


Sure, but all of them are undercosted vs Tacticals, Necrons and Dire Avengers, so they're on the undercosted side of things. Consider also that Vanguard are 8 pts even though I personally find Rangers to be more versatile and effective.

Honestly I don't think anyone would bat an eye if Vanguard went down to 7 as well.


Well at the very least, vanguards and rangers should just be the same cost whether it's 7 or 8 pts. They both started at 10 pts anyway, and were 9 pts in the codex so they'd still be ahead from when they started. But, in light of 7 pt Ork boyz, rangers/FW/guard and Kabs need to go up by a point too.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:03:24


Post by: Martel732


Kabalites should NEVER have been 6. Especially with guardians at 8. WTF@@#!>?????


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:10:48


Post by: Dandelion


Martel732 wrote:
Kabalites should NEVER have been 6. Especially with guardians at 8. WTF@@#!>?????


Yeah, I was pretty confused by that move.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:15:02


Post by: Apple Peel


Lemondish wrote:
w1zard wrote:
Lemondish wrote:
PuppetSoul wrote:
 Quickjager wrote:

IG guardsmen point increase

Not going to happen, as their cost is the foundation cost for every other infantry unit, and there is nothing about the unit that warrants a cost increase besides people who don't bring anti-horde crying that "existing is worth more than 4 points".


The math is clear - they should be 6 ppm. No point hiding from it.

5ppm puts them mathematically in the same boat as fire warriors in terms of durability per point and damage output per point. 6ppm is overkill with kabalites, GSC neophytes, and skitarii rangers being priced as they are.

Putting IS at 6ppm also means you need to reprice veterans, which currently are currently gak and would make them even worse. No, 5ppm is a good spot, anything more and you would need to overhaul the entire faction.


Okay then. 5 ppm.

And Commanders jump to 50.


And Tempestor Primes are 45 points already, have no invulnerable save, need to take a stick in place of their pistol to give a second order, but have deepstrike and have 4+ armor, so how do you point that appropriately?


Automatically Appended Next Post:
Also Marmatag, are Scion players happy with CA18?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:34:45


Post by: NurglesR0T


Martel732 wrote:
Kabalites should NEVER have been 6. Especially with guardians at 8. WTF@@#!>?????


Yeah, I've always been baffled with the Kabalites pricing..



Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:35:24


Post by: Smirrors


Basing it off rumours, if guardsmen and leman russ get points changes, will GW just released a new codex as the book will be all wrong :p


Chapter Approved 2018, What do we expect?  @ 2018/11/14 04:56:48


Post by: Lemondish


 Smirrors wrote:
Basing it off rumours, if guardsmen and leman russ get points changes, will GW just released a new codex as the book will be all wrong :p


Every book is wrong. Paging BCB to tell you in how many ways.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 06:43:26


Post by: Ctanforlife


More than anything i wanna know if necrons and gk are receveing some love with CA, im so tired of getting stomped every time and losing 0-12 or 0-16


Chapter Approved 2018, What do we expect?  @ 2018/11/14 07:12:41


Post by: ImPhaeronWeasel


I guess well get the release or leaks with Warhammer World on 24th to 25th


Chapter Approved 2018, What do we expect?  @ 2018/11/14 07:27:47


Post by: Karol


 fraser1191 wrote:
Martel732 wrote:
 Luke_Prowler wrote:
I doubt Space Marine players will be happy. Not because I don't doubt GW will cave to the demands of it's largest cash cows, but because the expectatoins they've set up for themselves will make anything short of total power armor domination as "not going far enough".


If that's the narrative that makes you feel better... I've not once called for domination. In fact, marines are so far from that it would take a colossal mess up to make it happen.


There aren't many people that want an auto win army though. Actually sounds like a decent poll to me


I think that depends on how bad the expiriance was with the army, when it was not good. I wouldn't mind a year or two of GK being the best army there is, after that they can make them mid tier again.



Chapter Approved 2018, What do we expect?  @ 2018/11/14 09:31:27


Post by: Kdash


In regards to release dates, the last thing I heard a couple of weeks back, was that it was planned for latest November – this could just be the pre-order though, with the actual release date at the start of December.

We’re going to start seeing more about it rather soon imo.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 10:34:36


Post by: lonewolf81


Preorders will be up next saturday, This Sunday we will probably see the chapter approved in the next week article in warhammer community page


Chapter Approved 2018, What do we expect?  @ 2018/11/14 12:05:06


Post by: gendoikari87


Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Chapter Approved 2018, What do we expect?  @ 2018/11/14 13:12:25


Post by: alextroy


How the heck does a GK terminator end up cheaper than a Terminator? Is the PF that expensive compared to a Force Weapon and being a Psyker?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 13:30:12


Post by: fraser1191


 alextroy wrote:
How the heck does a GK terminator end up cheaper than a Terminator? Is the PF that expensive compared to a Force Weapon and being a Psyker?


I think he's being facetious


Chapter Approved 2018, What do we expect?  @ 2018/11/14 14:16:35


Post by: Earth127


Err. A powerfist is potentially realy good and fore weapons middling and GK psychics a joke.

That math might be correct.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 14:20:33


Post by: Daedalus81


 Earth127 wrote:
Err. A powerfist is potentially realy good and fore weapons middling and GK psychics a joke.

That math might be correct.


Nemesis Greatsword is S8, -3, and D6 instead of D3. It also doesn't have -1 to hit.

Also why would you believe that a marine is only 0.5 points more than a sister?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 14:48:56


Post by: Karol


Well D6 isn't that great to be honest. Flat d3 or 4 would be much better. There were countless times I can remember, when by miracle my NDK surived to get in to melee, hits contected only to do 1-2 wounds.

The price of GK is something someone smart is going to have to explain to me one day. Paying a ton of points for melee upgrades you can't use, while having 1A seems mind blowing. But then again, so is a BA marine fist costing the same as an IG dudes powerfist. No idea what gave GW the idea to do stuff like that.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:01:38


Post by: Kitane


 Daedalus81 wrote:


Nemesis Greatsword is S8, -3, and D6 instead of D3. It also doesn't have -1 to hit.

...


But that's not a GK terminator weapon...


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:07:06


Post by: gendoikari87


Kitane wrote:
 Daedalus81 wrote:


Nemesis Greatsword is S8, -3, and D6 instead of D3. It also doesn't have -1 to hit.

...


But that's not a GK terminator weapon...
exactly power fist is great for anti tank/monster but the halbred and swords do much better against w1 models, -1 to hit sucks


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:09:42


Post by: Daedalus81


Kitane wrote:
 Daedalus81 wrote:


Nemesis Greatsword is S8, -3, and D6 instead of D3. It also doesn't have -1 to hit.

...


But that's not a GK terminator weapon...


Sorry got coffee - the daemonhammer is straight D3, which is better than a fist for a point. Force swords at D3 damage and no penalty are not slouch if you have hammerhand, but that's getting into the weeds.

Regardless the point being is that those numbers are silly.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:10:55


Post by: Mr Morden


gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:11:37


Post by: Daedalus81


Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:12:51


Post by: Kdash


 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:13:38


Post by: Earth127


I was purely about basic Gk Terminator vs SM TEQ with powerfist. 9.5 point marines would be insane. Tough I do belive basic boltgun/pistol/CCW SM should be 11.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:16:36


Post by: Mr Morden


Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.


Nope - current points may be different in the Codex even with Order Tactics - Orks went up for instance. Present we pay 9pts for a Sister without that ablity.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:37:08


Post by: Lemondish


I honestly thought that calculator list was a joke. But everyone is treating it as serious. Is this what a reverse woosh feels like?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:41:27


Post by: Cinderspirit


I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:42:33


Post by: Sir Heckington


Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:51:59


Post by: Mr Morden


Sir Heckington wrote:
Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Ah right - thats just silliness.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 15:53:02


Post by: Bharring


Going from T3 -> T4 is worth a lot more than going from T10 -> T11

Going from S1 -> S2 on a Fire Warror or Suit or something means a lot less than going from S3 -> S4 on a model armed with a jetpack and a chainsword.

Going from S3 -> S4 means a lot more on a A5 model than an A1 model.

Point calculators, even ignoring all special rules, require exponential complexity as you add stats that have interplay. You simply aren't going to be able to do that short of a PHD thesis.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:01:12


Post by: gendoikari87


Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.
because those are cc stats and cc counts for roughly half what shooting does because shooting gets to go first. Period. Sometimes twice before melee ever matters. 1a base on both also decreases the relevance. In short currently marines pay for cc stats that never matter that much. The roughly half point difference is mostly because of the extra toughness


Automatically Appended Next Post:
Also if any one is curious reference points used are ogryns, armigers and batyle sisters (hence why they are unchanged) I originally ised marines as the mathematical base but you can imagine the problems that caused as marines are stupidly over priced


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:14:51


Post by: ERJAK


gendoikari87 wrote:
Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.
because those are cc stats and cc counts for roughly half what shooting does because shooting gets to go first. Period. Sometimes teice before melee ever matters. 1a base on both also decreases the relevance. In short currently marines pay for cc stats that never matter that much


That doesn't excuse completely ignoring the fact that T4 is MASSIVELY superior to T3(S4 weapons are all over and not being doubled out by S6 is very useful). And just because they don't get a lot of use out of the CC bonuses doesn't mean they're worthless. Add on superior equipment options and I'd say 2-3 pts more than SoB is totally fair. .5 points is 100% hyperbole. Now if you wanted to argue that SoB should be 8 and marines 10, that might be fair.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:26:38


Post by: Sir Heckington


 Mr Morden wrote:
Sir Heckington wrote:
Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Ah right - thats just silliness.


What? That stats are worth more based on other stats? How is that silliness?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:28:14


Post by: CthuluIsSpy


Sir Heckington wrote:
 Mr Morden wrote:
Sir Heckington wrote:
Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Ah right - thats just silliness.


What? That stats are worth more based on other stats? How is that silliness?


A and WS is still worth something, even if they can't get into combat offensively. Its called a counter charge. You let the enemy come to you.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:30:18


Post by: Sir Heckington


 CthuluIsSpy wrote:
Sir Heckington wrote:
 Mr Morden wrote:
Sir Heckington wrote:
Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Ah right - thats just silliness.


What? That stats are worth more based on other stats? How is that silliness?


A and WS is still worth something, even if they can't get into combat offensively. Its called a counter charge. You let the enemy come to you.



Of course, it's still worth something (Where did I say it wasn't'??), but it's worth more if it's a dedicated CC unit with ways to get into CC. It's the same reasoning that has thunder hammers cost more for characters.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:32:10


Post by: Martel732


Empirical testing. Formulae fail utterly.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:38:18


Post by: Lemondish


Guys and gals - I can 100% guarantee you there will not be a section in Chapter Approved that explains the methodology used to select a unit's point cost.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:39:46


Post by: gendoikari87


ERJAK wrote:
gendoikari87 wrote:
Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.
because those are cc stats and cc counts for roughly half what shooting does because shooting gets to go first. Period. Sometimes teice before melee ever matters. 1a base on both also decreases the relevance. In short currently marines pay for cc stats that never matter that much


That doesn't excuse completely ignoring the fact that T4 is MASSIVELY superior to T3(S4 weapons are all over and not being doubled out by S6 is very useful). And just because they don't get a lot of use out of the CC bonuses doesn't mean they're worthless. Add on superior equipment options and I'd say 2-3 pts more than SoB is totally fair. .5 points is 100% hyperbole. Now if you wanted to argue that SoB should be 8 and marines 10, that might be fair.
t 3-4 isnt a massive boost its 16% in durability which on average is about half the point cost of a model. Its math


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:45:13


Post by: Martel732


It's not massive, but it's also not fixed at 16%. Which is why this approach fails.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 16:50:09


Post by: gendoikari87


Martel732 wrote:
It's not massive, but it's also not fixed at 16%. Which is why this approach fails.
that was an average


Automatically Appended Next Post:
Sorry max not average


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:01:28


Post by: CthuluIsSpy


Sir Heckington wrote:
 CthuluIsSpy wrote:
Sir Heckington wrote:
 Mr Morden wrote:
Sir Heckington wrote:
Cinderspirit wrote:
I guess you just gave each characteristic a point value and added stuff together? X points/S, + Y points/T, +++? But do you include stuff like being able to shoot at all? Or being able to take special weapons? I dont think applying some trivial algorithm will lead to points costs which work out on the table.


It won't because some stats are worth more based on the other stats of a unit. The A and WS of a unit are worth more if they have a good reliable way to get into combat, but if they don't, it's worth gak.


Ah right - thats just silliness.


What? That stats are worth more based on other stats? How is that silliness?


A and WS is still worth something, even if they can't get into combat offensively. Its called a counter charge. You let the enemy come to you.



Of course, it's still worth something (Where did I say it wasn't'??), but it's worth more if it's a dedicated CC unit with ways to get into CC. It's the same reasoning that has thunder hammers cost more for characters.


If something is worth gak, it usually means something is worthless.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:07:42


Post by: Bharring


16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:07:52


Post by: Martel732


We can use the canonical sister vs marine comparison to examine this issue.

S2 hit AP0:
Sister: 0.33*0.33= 0.11 wounds
Marine: 0.166*0.33= 0.055 wounds
Marine takes half the wounds, or 50% less.

S3 hit AP0:
Sister: 0.5*0.33= 0.17 wounds
Marine=0.33*0.33=0.11 wounds
Marine takes 35% less wounds

S4 hit AP0
Sister: 0.66*0.33=0.22 wounds
Marine: 0.5*0.33=0.17 wounds
Marine takes 23% less wounds

S4 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.5*0.5=0.25 wounds
Marine takes 24% less wounds

S5 hit AP 0:
Sister: 0.66*0.33=0.22 wounds
Marine: 0.66*0.33=0.22 wounds
Marine takes identical wounds

S5 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.66*0.5=0.33 wounds
Marine takes identical wounds


S6 hit AP0:
SIster: 0.83*0.33=0.27 wounds
Marines: 0.66*0.33=0.22 wounds
Marine takes 19% less wounds

S6 hit AP-1:
Sister: 0.83*0.5=0.42 wounds
Marine: 0.66*0.5= 0.33 wounds
Marine takes 21% fewer wounds

S6 hit AP-2:
Sister: 0.833*0.66= 0.55 wounds
Marine: 0.66*0.66= 0.44 wounds
Marine takes 20% fewer wounds

This is just a sampling of weapon types. 20% pops up a lot in this analysis, but there is also a 0%. Enemy weapon distribution makes a huge difference. Obviously, S5 is the shaft for marines. How do you get a 16% average out without knowing enemy weapon distribution?

The analysis completely changes for boyz vs sisters. I'm a science guy, and I'm telling you the math is not simple on this at all.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:30:43


Post by: Marmatag


I'm laughing at people who think Kabalite Warriors should be 8ppm.

For the first time in i can't remember when, Dark Eldar are actually playable. Leave Britney alone.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:32:21


Post by: Martel732


 Marmatag wrote:
I'm laughing at people who think Kabalite Warriors should be 8ppm.

For the first time in i can't remember when, Dark Eldar are actually playable. Leave Britney alone.


This is correct, if we go with the guardsmen/kabalite/firewarrior/ranger paradigm for troops.

I could just as easily laugh about guardians being 8 ppm. A kabalite is undeniably better than a guardian.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:37:38


Post by: Bharring


Can all (or at least mostly) agree that Kabs being 6 and Guardians being 8 is bad?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:39:00


Post by: Martel732


Evidently not.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:47:52


Post by: Tyel


If everything else remained the same Kabs going to 8 would have a very token impact on DE. Its not as if you bring along 100 of them.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:49:41


Post by: Martel732


Whatever will they do with their undercosted transports firing undercosted weapons?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:49:43


Post by: Xenomancers


 Marmatag wrote:
I'm laughing at people who think Kabalite Warriors should be 8ppm.

For the first time in i can't remember when, Dark Eldar are actually playable. Leave Britney alone.

They were pretty OP in 7th before jink got nerfed to make passengers hit on 6's during jink.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:51:11


Post by: Arachnofiend


Kdash wrote:
 Mr Morden wrote:
gendoikari87 wrote:
Look people i have the calculator if anyone wants it but heres what straight math says a few units should be:

Marines: 9.5
Sisters: 9
Guard: 5.5
Terminator(pf sb): 39.3
Gk terminator: 39.2
Gk marine: 20.1


Ok how eactly does the Marine pay nothing but 0.5 pts for the following bonuses:

+1 WS, S, T, Chapter Tactics


You can't include Chapter Tactics in that, because we all know that SoB are getting their own versions pretty soon. So it is a mute point.

I do agree with the rest though, that any statline increases should be reflected by more than a 0.5 point increase.

I mean, should it actually? This is kind of a general marine problem, paying for stats that don't actually come into effect. A Devastator squad really does not care that they have WS3+, nor does a Khorne Berzerker care that he has BS3+. It's even more egregious with HQ's. WS2+ reroll 1's is a pretty insane melee statline for a Captain... but if he's just holding a chainsword and a bolt pistol those stats are pretty irrelevant. Far less so if you give him a Thunder Hammer instead.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:51:18


Post by: Bharring


So Kabs were OP because their transports were undercosted for their protective ability. But Tacs were crap because you needed undercosted-to-zero transports for them to be OP? Double standard much?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:51:58


Post by: gendoikari87


Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:54:27


Post by: Spoletta


Bharring wrote:
Can all (or at least mostly) agree that Kabs being 6 and Guardians being 8 is bad?


Yeah theres a problem, but the problem is with the guardians.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:54:36


Post by: Tyel


 Xenomancers wrote:
They were pretty OP in 7th before jink got nerfed to make passengers hit on 6's during jink.


No. They were crap.
Everything but reaver spamming was crap unless you were playing an equally screwed bottom tier faction. (So... Orks. Tyranids without Flyrant Spam. Genuine CSM).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:55:06


Post by: Martel732


For that to work, all underlying assumptions for the algorithm have to be true a vast majority of the time. That's incredibly unlikely.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:55:47


Post by: PuppetSoul


Dandelion wrote:

Uh, vets don't have better WS than Guardsmen. Which puts your +1 BS at 2 points.

Ah, my bad. Vets are overcosted by 1 then.

Dandelion wrote:

Of course, if you look at current prices conscripts and infantry are the same points. Which means that +1 WS, +1 BS and +3 Ld are free...

Conscripts were nerfed to remove them from the game, not to make them appropriately priced.
When they were 3 points, there was a very clear floor for what the minimum a unit could cost was.

Dandelion wrote:

Also, did you just say that Skitarii rangers are overcosted? If anything they're undercosted, so your math can't be right. Can you imagine 6 pt Rangers?

Read the whole post. Rangers are correctly priced at 7 points because they pay for a bolter-equivalent upgrade, just the same as a Guardsman would have to. This is one of the reasons we can tell that units stem off of a Guardsman as the basic unit, and not off of a Marine.

To the people complaining that all stats aren't worth the same in practical application: And? That doesn't change the formula GW used to price things, and we can see where they've stuck with that model based on the point increase to Boys when they received exploding 6s at range (effectively +1 BS).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:57:37


Post by: Marmatag


Spoletta wrote:
Bharring wrote:
Can all (or at least mostly) agree that Kabs being 6 and Guardians being 8 is bad?


Yeah theres a problem, but the problem is with the guardians.


This.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:58:47


Post by: Spoletta


gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:59:06


Post by: Martel732


So rather than laughing and assuming that the infantry paradigm you support is the cheap one, you could mention that. Because using guardian/marine/necron warrior/dire avenger paradigm, kabalites are nuts.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:59:47


Post by: Bharring


Gendo,
In other words, you overfit an equation based on maybe 18 data points (9 sections, across armiger, ogryn, and sisters), combined with vague assumptions (shooting = defense = 2x melee) and a very shortsighted postulate (unit is the sum of values, not the product) that various stats that actually do interplay are in fact independent.

Marines would be interpolation, I get that. But I would not trust that equation to be accurate.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 17:59:52


Post by: Arachnofiend


I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:00:29


Post by: gendoikari87


Martel732 wrote:
We can use the canonical sister vs marine comparison to examine this issue.

S2 hit AP0:
Sister: 0.33*0.33= 0.11 wounds
Marine: 0.166*0.33= 0.055 wounds
Marine takes half the wounds, or 50% less.

S3 hit AP0:
Sister: 0.5*0.33= 0.17 wounds
Marine=0.33*0.33=0.11 wounds
Marine takes 35% less wounds

S4 hit AP0
Sister: 0.66*0.33=0.22 wounds
Marine: 0.5*0.33=0.17 wounds
Marine takes 23% less wounds

S4 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.5*0.5=0.25 wounds
Marine takes 24% less wounds

S5 hit AP 0:
Sister: 0.66*0.33=0.22 wounds
Marine: 0.66*0.33=0.22 wounds
Marine takes identical wounds

S5 hit AP -1:
Sister: 0.66*0.5=0.33 wounds
Marine: 0.66*0.5=0.33 wounds
Marine takes identical wounds


S6 hit AP0:
SIster: 0.83*0.33=0.27 wounds
Marines: 0.66*0.33=0.22 wounds
Marine takes 19% less wounds

S6 hit AP-1:
Sister: 0.83*0.5=0.42 wounds
Marine: 0.66*0.5= 0.33 wounds
Marine takes 21% fewer wounds

S6 hit AP-2:
Sister: 0.833*0.66= 0.55 wounds
Marine: 0.66*0.66= 0.44 wounds
Marine takes 20% fewer wounds

This is just a sampling of weapon types. 20% pops up a lot in this analysis, but there is also a 0%. Enemy weapon distribution makes a huge difference. Obviously, S5 is the shaft for marines. How do you get a 16% average out without knowing enemy weapon distribution?

The analysis completely changes for boyz vs sisters. I'm a science guy, and I'm telling you the math is not simple on this at all.
your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:00:47


Post by: Spoletta


PuppetSoul wrote:
Dandelion wrote:

Uh, vets don't have better WS than Guardsmen. Which puts your +1 BS at 2 points.

Ah, my bad. Vets are overcosted by 1 then.

Dandelion wrote:

Of course, if you look at current prices conscripts and infantry are the same points. Which means that +1 WS, +1 BS and +3 Ld are free...

Conscripts were nerfed to remove them from the game, not to make them appropriately priced.
When they were 3 points, there was a very clear floor for what the minimum a unit could cost was.

Dandelion wrote:

Also, did you just say that Skitarii rangers are overcosted? If anything they're undercosted, so your math can't be right. Can you imagine 6 pt Rangers?

Read the whole post. Rangers are correctly priced at 7 points because they pay for a bolter-equivalent upgrade, just the same as a Guardsman would have to. This is one of the reasons we can tell that units stem off of a Guardsman as the basic unit, and not off of a Marine.

To the people complaining that all stats aren't worth the same in practical application: And? That doesn't change the formula GW used to price things, and we can see where they've stuck with that model based on the point increase to Boys when they received exploding 6s at range (effectively +1 BS).


Exploding 6's equals +0,33 BS.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:02:05


Post by: Martel732


"your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6"

That's not even remotely correct. My calculations show the exact pertinent result we need to look at.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:03:11


Post by: Bremon


Lmao at the notion that exploding 6s is equivalent to +1BS.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:03:37


Post by: Martel732


 Arachnofiend wrote:
I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.


This. False assumptions will kill you.


Automatically Appended Next Post:
Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.


So many people who play this are so bad at math.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:04:09


Post by: gendoikari87


Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:05:38


Post by: Martel732


So you claim. How do you know it's 90%?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:06:15


Post by: gendoikari87


Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.
depends on what kind of exploding 6s


Automatically Appended Next Post:
Martel732 wrote:
So you claim. How do you know it's 90%?
since your criticizing it I assume you have a better model? Id like to see it


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:07:54


Post by: Tyel


I am starting to see how intelligent design endures in certain parts of the world.

The last time GW pointed units on this basis was maybe 2nd edition and 4th edition WHFB (if anyone can remember that far back).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:08:31


Post by: Spoletta


gendoikari87 wrote:
Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach


"Gut feeling" is 99% of the times more accurate than the corresponding algurithm when done by someone with enough experience. I know that at least for engineering that's how the world goes.
I would be ready to bet that if we payed a pro to create an algorithm that calculates the point and apply it to the game as is, the result would be more unbalanced than the actual state created with "Gut feelings".


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:08:44


Post by: Xenomancers


Bharring wrote:
So Kabs were OP because their transports were undercosted for their protective ability. But Tacs were crap because you needed undercosted-to-zero transports for them to be OP? Double standard much?

These things never existed at the same time. DE was pretty far gone once 7.5 codex came out. 7.5 was basically another edition that only a few armies got codex for.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:08:51


Post by: Martel732


"since your criticizing it I assume you have a better model? Id like to see it"

It can't be modeled accurately. You are the ones making the claims of accuracy.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:09:22


Post by: Bharring


"your calculations are all wrong here. rather they are looking at the wrong perspective. The increase or decrease will always be 16.666% because thats 1/6"

This is a common mistake, similar to the "odds of 6 dice all showing the same number) being 1 in 6 to the 5th not the 6th. The intuitive answer is so appealing, but it misses the critical.

If an event is 16% likely to happen, and the odds change such that 16% of the time that it would have not happened, now it will happen, the event now has a 32% chance of happening. The odds of it occuring have increasd by 16% *of the attempts*. The odds of it occuring have increased by 100% *of it's original chance*.

The odds of succeeding on a 2+ are 83%. If you change that to a 3+ (AP-1, for instance), the odds go down by 16% of the total possibilities. So 16% of the time, you now fail when you would have succeeded. But the odds go down by 20% of the chance of success: for every 5 times you would have succeeded, now you only pass 4 of them (out of 5). Conversely, your failure rate has doubled: for every 1 failure you would have had, now you have 2. So, when discussing the impact of a -1 on a 2+ save, if it took 6 wounds to kill you, it now takes 3. You have halved your durability.

The difference is because a saved would may as well not have happened. So you have a 1/6 chance of dying to the first wound. Assuming you pass that, you have a 1/6 chance of dying on the next wound. And again. And again.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:10:18


Post by: Spoletta


gendoikari87 wrote:
Bremon wrote:
Lmao at the notion that exploding 6s is equivalent to +1BS.
depends on what kind of exploding 6s


Automatically Appended Next Post:
Martel732 wrote:
So you claim. How do you know it's 90%?
since your criticizing it I assume you have a better model? Id like to see it


Indeed the problem here is a matter of terms. "Exploding dice" is tipically referred to something like the Tesla rule, where a 6 generates 2 hits. In that case, it is indeed an additional point of BS.
Dakkadakkadakka is not truly an "Exploding dice", it's less powerfull and the effect depends on the BS of the model.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:11:17


Post by: Bharring


Writing the equations to properly balance this game would likely be categorically more difficult and complicated than writing the actual values that balance this game.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:13:01


Post by: Xenomancers


Spoletta wrote:
gendoikari87 wrote:
Spoletta wrote:
gendoikari87 wrote:
Bharring wrote:
16% is actually the lower-bound *limit* that a stat change can impact short of having no impact at all.

The mimimum non-zero impact a +1T gives is 20%: going from a 2+ to a 3+ to be wounded yields a 20% increase in durability. But 3+ to 4+ is a 25% increase, 4+ to a 5+ is a 33% increase, and 5+ to a 6+ is a 50% increase.

Now, 1pt of T often has a 0% increase. So the average might be lower than the above might suggest. For more detail, here's each step vs a couple common strengths:

Step : S3 : S4 : S5
1=>2 : 20% : 0 % : 0%
2=>3 : 25% : 20% : 20%
3=>4 : 33% : 25% : 0%
4=>5 : 0% : 33% : 25%
5=>6 : 50% : 0% : 33%

Note how going form 1 to 2 has barely any effect, whereas 2=>3, 4, 5, and 6 have a much larger effect. You can't fairly point +1T because it's not a consistent value.
*sigh* let me explain how my calculator works. It has 9 sections armiger ogryn and sister. It compares how the unit being measured compares in melee, ranged and defense against the stated units so a tabfor armiger melee defense and ranged. The same for ogryns and sisters it then averages all these factors together with an algorithm that weights shooting and defense the same and melee for half. Theres also an output that gives just the base average of all 9 sections

It is not as simple as +1 T is half a point


I'll admit that this is the best attempt i have seen on this forum to math stuff out (surely better than pitting models one against the other ), yet that mathematical model is still awfully incomplete to math out something of this complexity.
Assigning points through a formula is absolutely impossible, that's the sad reality.
it gets close enough. 100% isimpossible 99.9% is possible if you do this for every unit in the game but you can get a good 90% close withthis, certainly better than gws gut feeling approach


"Gut feeling" is 99% of the times more accurate than the corresponding algurithm when done by someone with enough experience. I know that at least for engineering that's how the world goes.
I would be ready to bet that if we payed a pro to create an algorithm that calculates the point and apply it to the game as is, the result would be more unbalanced than the actual state created with "Gut feelings".

Dude...are centurians and tactical marines part of this gut feeling? Gut feeling is worthless. Formula like this should have been the basis for every point cost in the index when play testing started. Then obvious discrepancies get moved up on down based on experience. If that were done in the beginning. We'd basically have a balanced game.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:14:10


Post by: Martel732


It's not gut feeling. It's probably anecdotal testing.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:14:51


Post by: Xenomancers


 Arachnofiend wrote:
I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.

LOL - you realize the stat formula he is suggesting literally does that. It accounts for the average of how stats interact in the game. Literally. That is what it does.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:15:16


Post by: Martel732


Except it doesn't.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:15:46


Post by: Bharring


"These things never existed at the same time. DE was pretty far gone once 7.5 codex came out. 7.5 was basically another edition that only a few armies got codex for."
But their head-to-head isn't relevant to the question. The question is how to reconcile these two claims you stake to be true:

-At the point when Kabs in transports were OP, Kabs were OP because their transports were undercosted
-At the point when Tacs in transports were OP, Tacs were not OP because their transports were undercosted

I'd argue that they can't both be true.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:17:30


Post by: Martel732


It's more complicated than that. Obj sec tacs were firing OP grav cannons from the firing ports of FREE obj sec rhinos.

Were BA tacs in rhinos firing heavy flamers OP? If only.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:18:37


Post by: Arachnofiend


 Xenomancers wrote:
 Arachnofiend wrote:
I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.

LOL - you realize the stat formula he is suggesting literally does that. It accounts for the average of how stats interact in the game. Literally. That is what it does.

I'm surprised to see you agreeing with the idea that Devastators should pay significant points for their WS advantage.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:29:09


Post by: Karol


 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:31:03


Post by: Mr Morden


Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


Well unless you are a Catachan then you are Strength 6 - any way for a marine to get more than 4 strength?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:31:37


Post by: Marmatag


Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


The answer is imperial guard are undercosted. They have been since the jump.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:33:06


Post by: Spoletta


Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


The cost of weapons is based on the faction stats, mostly WS and BS. IG have lower WS, so melee weapons cost less.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:39:37


Post by: Gryphonne


Spoletta wrote:
Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


The cost of weapons is based on the faction stats, mostly WS and BS. IG have lower WS, so melee weapons cost less.


That doesn’t make sense imo, because you’re already paying for the stat.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:44:36


Post by: Insectum7


What would please me greatly is if Land Speeders dropped in price.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 18:56:26


Post by: Daedalus81


Spoletta wrote:
Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


The cost of weapons is based on the faction stats, mostly WS and BS. IG have lower WS, so melee weapons cost less.


The cost different is likely from strength. The Catachan S boost is not considered in cost, because they can't assume people will take Catachans.



Automatically Appended Next Post:
Gryphonne wrote:

That doesn’t make sense imo, because you’re already paying for the stat.


Not entirely true. Weapons are separate, but melee weapons canbe especially state dependent. It's no different than MT paying higher prices for guns, because they're BS3.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:00:23


Post by: Xenomancers


 Arachnofiend wrote:
 Xenomancers wrote:
 Arachnofiend wrote:
I'm pretty sure GW doesn't use a strict formula, and if they do then doing so is misguided. Any formula would require too many false assumptions and fail to account for how stats actually interact with the game.

LOL - you realize the stat formula he is suggesting literally does that. It accounts for the average of how stats interact in the game. Literally. That is what it does.

I'm surprised to see you agreeing with the idea that Devastators should pay significant points for their WS advantage.

Not exactly what I am saying. Tacs and devs should pay the approximate same cost for the WS stat. The stat is equally useless on both of them though. I also think that game play should be taken into account. Just that something like this formula should be the base cost for all models in the game. Then through play testing we could figure out if any adjustments needed to be made based on game play experience. In this exact example I think you will fine almost the exact same use for the WS stat. Attacking back after being charged - why should devs pay less for that ability? It actaully has more value on a dev than a tac because if a dev unit clears an attacker in CC they can should heavies after. Tacs do that all they do is shoot bolters.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:01:14


Post by: Vaktathi


Gryphonne wrote:
Spoletta wrote:
Karol wrote:
 Daedalus81 wrote:
Karol wrote:
But then again, so is a BA marine fist costing the same as an IG dudes powerfist.


Marine fist is 12. IG is 8.


I thought they cost the same because of catachans. If they are cheaper then this is even stranger.


The cost of weapons is based on the faction stats, mostly WS and BS. IG have lower WS, so melee weapons cost less.


That doesn’t make sense imo, because you’re already paying for the stat.
It makes sense as the platform is only one part of the ultimate whole, and the context changes with different weapons. A powerfist delivering S8 has more value than a powerfist delivering S6. Same reason a Dread pays a dramatically higher points cost for what is effectively the same piece of equipment.

This is not entirely covered in the base cost of the model, it can't take into account every potential enhancement applied to it. While GW doesn't get into great depth with this, we do see this breakdown on armywide scales where there are clear gaps between average stats.

GW applied this costing theory to several IG codex books throughout many editions.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:03:53


Post by: Xenomancers


 Insectum7 wrote:
What would please me greatly is if Land Speeders dropped in price.

That would please me. ESP LSS.
I have 5 LST and 6 LSS. I miss them lots.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:36:40


Post by: PuppetSoul


Need a delete button.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:39:28


Post by: Martel732


Attempts and rate of success for attempts are not identical.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:43:03


Post by: Daedalus81


PuppetSoul wrote:
Spoletta wrote:

Exploding 6's equals +0,33 BS.


I get where you're pulling that number from, but it's wrong.

Exploding 6s grant 17% more attacks. It does not matter what those additional attacks hit on, so long as they hit on the same numbers as the original attack: if you get 17% more attacks, it's the equivalent of hitting 17% more often (an additional BS).

It's actually slightly better than a BS in practical application, because extra attacks which can't be locked out by stacking -to hit are more valuable than an additional BS in any situation where the -to hit would set you below BS6. Not going to come up that often, but still a reality.


I think you're confusing exploding attacks that give you another attack from those that generate extra hits.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:44:17


Post by: Xenomancers


Martel732 wrote:
Attempts and rate of success for attempts are not identical.

Heavy 6 exploding 6's has identical statistical value to heavy 7 without exploding 6's. Heavy 6 exploding 6's though has practical advantages because it has a higher potential damage.


Automatically Appended Next Post:
 Daedalus81 wrote:
PuppetSoul wrote:
Spoletta wrote:

Exploding 6's equals +0,33 BS.


I get where you're pulling that number from, but it's wrong.

Exploding 6s grant 17% more attacks. It does not matter what those additional attacks hit on, so long as they hit on the same numbers as the original attack: if you get 17% more attacks, it's the equivalent of hitting 17% more often (an additional BS).

It's actually slightly better than a BS in practical application, because extra attacks which can't be locked out by stacking -to hit are more valuable than an additional BS in any situation where the -to hit would set you below BS6. Not going to come up that often, but still a reality.


I think you're confusing exploding attacks that give you another attack from those that generate extra hits.

That is what he is describing yes. I always though exploding 6's ment (proc on 6) you could always change what the proc is.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:47:04


Post by: Bharring


Outside of to hit modifiers or other events happening on 6s, or scenarios where less variability is preferred, or scenarios with rerolls or...

Well, that's a lot of scenarios where Heavy 7 and Heavy 6 exploding 6s aren't identical.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 19:57:39


Post by: Xenomancers


Bharring wrote:
Outside of to hit modifiers or other events happening on 6s, or scenarios where less variability is preferred, or scenarios with rerolls or...

Well, that's a lot of scenarios where Heavy 7 and Heavy 6 exploding 6s aren't identical.

Yeah ofc - this game has a lot of strange modifier issues. If the proc is unmodified though that really helps.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 20:30:24


Post by: Dysartes


Spoletta wrote:
Indeed the problem here is a matter of terms. "Exploding dice" is tipically referred to something like the Tesla rule, where a 6 generates 2 hits. In that case, it is indeed an additional point of BS.
Dakkadakkadakka is not truly an "Exploding dice", it's less powerfull and the effect depends on the BS of the model.


I think that depends on your context - in most games I've played which involve an "exploding dice" rule, you first pick the shrapnel out of your hair, then roll an additional die (which may or not be able to explode as well).

Double hits on a maximum roll isn't a standard use for "exploding dice", as far as I can tell.


Automatically Appended Next Post:
Martel732 wrote:
Attempts and rate of success for attempts are not identical.


Whatever happened to your promise that you were going away until 9th edition rolled around?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 21:49:11


Post by: Martel732


Got bored.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 22:13:09


Post by: Sir Heckington


Okay, got something I want from CA:

Decrease in points for Tau crisis suits, I don't think that was mentioned, they could certainly use it.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 22:32:06


Post by: Martel732


Agreed. Are suits BS 3+ or 4+?


Chapter Approved 2018, What do we expect?  @ 2018/11/14 22:32:49


Post by: Not Online!!!


Martel732 wrote:
Agreed. Are suits BS 3+ or 4+?

4+ for supposed veterans that is terrible aim.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 22:34:45


Post by: Martel732


OMG. I thought that suits were caught up in GW's woody for overcosting BS 3+.

Suits are iconic and should be usable.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 22:42:23


Post by: Phaeron Gukk


Tau Markerlights are a bit like Necron Resurrection Protocols: The rules writers expected you to always get fair usage out of them, and so all of the points costings based around them are dumb. Tau significantly less so, but still stuck hoping your enemy isn't slathering their army in -1 or more to hit.


Chapter Approved 2018, What do we expect?  @ 2018/11/14 23:06:23


Post by: meleti


Martel732 wrote:
OMG. I thought that suits were caught up in GW's woody for overcosting BS 3+.

Suits are iconic and should be usable.


They've always been BS4+ or the equivalent, though, so it's not really a big deal. Crisis suits just cost too much (and are horrifically slow in 8E, but I don't see CA fixing that).


Chapter Approved 2018, What do we expect?  @ 2018/11/14 23:08:26


Post by: Martel732


Then they should clearly be charged for BS 4+ output. Not what they are now.

The mistake with marines does get repeated many times in other codices, and this is proof. Xenos are just more insulated, because not every unit ends up being tainted by one miscosting. It's just a unit no one uses.