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Post by: Martel732
Good luck with that.
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Post by: Ishagu
Use a chapter master and a command point. You're not spending them on anything else after all. And why aren't we using the additional 30 shots of Str4/5 ap-1?
I have no concern over vehicles with a 5++
Typically they can be chipped away with other weapons on top.
Dark Eldar vehicles
A Deredeo or Contemptor
A Calidius Tank
None of these are hard to remove. And in no circumstance should your only Anti Tank be a single Repulsor.
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Post by: Martel732
Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
I'm BA I don't get a chapter master. Command points are a bit hard to factor in, but the averages still give you a solid base line.
4 * 0.89 * 0.77 * 0.666 = 1.83. So chapter master gets you to 1.83 cleared hits. No way a single reroll is getting you up to an average of 3. Hell, the 5++ alone puts you at 2.67 even if all hit and wound everytime.
OBVIOUSLY it shouldn't be your only anti-tank. What kind of statement is that? But by the time you are done paying for marines models, it's not looking great imo.
Tell me all about how that blightcrawler is easy to remove. Seriously? Bottom line is that marines have such a small margin for error, they can't afford to pay for AP they don't get.
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Post by: Ishagu
Hey, I get it. You hate this unit and every other Astartes unit, and you will continue to hate it until it's featured in a large tournament winning list, after which you'll be singing it's praises because variety, modelling, fun, aren't factors in your hobby experience.
So small, so limiting.
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Post by: Breton
Insectum7 wrote:
Why the heck would you bother doing the calculations for Devs if you're only going to give them Missile Launchers? Plasma or Las at least if you're calculating vs. T8 3+
Because Plas and Las numbers - or something similar enough to be in the educated guess ballpark are already done - and the process is laid out step by step for anyone curious enough to do the math themselves if ballpark isn't good enough?
Why are you bothering to complain about free math, when you can make an excel sheet for anything I didn't do for you? Automatically Appended Next Post: Lemondish wrote:Breton wrote:BrianDavion wrote:as for what it does. It gives Primaris Marines a SERIOUS anti-tank option. I mean, one of the things people always would qualify about all Primaris Marines is "their anti-tank isn't very good" this new tank gives a primaris army a solid bit of anti-tank work, we can argue about the points cost all day long but points costs change as time goes by, and GW's been pretty consistant about pricing primaris high and eventually moving the points costs down. so yeah it does give Primaris something they need.
See Above: Hellblasters and Plasma Interceptors are both within some +/- margins for anti-tank and points costs. If the anti-tank was bad before, it's still bad. If this is good anti-tank they had good anti-tank before. Of course, I'll allow perception and reality are rarely the same, it may improve perception of Primaris Anti-tank. This Repulsor is unlikely to come down in price unless the other does, and neither is likely to happen this edition. They'll perform on par with other choices for similar points, plus have added secondary and tertiary weapons/roles. This one is theoretically cheaper for everything you want it to do than the normal Repulsor except transport - and neither is really taken as a transport first, tank second - the transport capacity is the frosting, not the cake.
A key part you're forgetting - range.
15-18 is not a good place for your AT to operate without becoming suicide squads. While they could do the job, they really only had one way to do it. Worse, it was immediately telegraphed to your opponent. They are effective but easy to counter. Now there's another option with range.
Variety is important. This provides AT in a heavily armoured package that operates very differently than Hellblasters and Inceptors. Some lists could very much make use of a couple of these while others that built different AT solutions would find it hard to fit them in. As usual, new unit, new lists - folks who are too set in their preferences don't need it. They'll only misuse the damn thing anyway.
You think this thing is subtle? Surprise, I'm shooting your tank with my tank sporting the new anti tank gun? Bet you didn't see that coming!
I'm not forgetting range, I'm disputing the idea that Primaris Anti-Tank is somehow different now than it was before because of another unit that provides similar performance at the given task.
There is an argument to be made that this thing can replace two units for fewer points and only one Heavy Support slot - i.e the Hellblasters and the Dakka Devs. - However that doesn't make the Primaris AT better, and it has it's own eggs/basket counter point. Automatically Appended Next Post: Xenomancers wrote:Breton wrote:BrianDavion wrote:Breton wrote:This Repulsor is unlikely to come down in price unless the other does, and neither is likely to happen this edition.
you realize the repulsor has already gotten a points drop this edition yeah?
What does that matter? Was the points drop recent enough it occurred after they priced this one, so this one was priced on the old price model? The old one with a Heavy Onslaught Turret (and TLHB to match the new one as close as possible) is 272 with carrying capacity 10. The new one has everything the first one does minus a couple krakstorm launchers, adds a second Icarus Ironhail to the first and twin linked them, plus added a second turret main gun, AND gave it the ability to double-tap the new main gun while taking away 4 transport capacity - for what did people say? about 27 points? The two repulsors are going to be pretty linked on price, and this new one isn't going down unless the old one does first/as well. And expected performance for the first one is fairly comparable to other units performing similar functions.
A regular Land Raider 297 points - 2 TLLC - 4 shots, 2.68 hits, 1.7956 wounding rolls, 6.2846 wounds, 5.235 after Armor Saves. They're going to keep the Primaris stuff slightly better and slightly cheaper than the old stuff, but they're not going to break the game.
Every marine vehicle deserves at least a 10-15 point drop for not having chapter tactics which should really scale with how expensive the unit is. Obviously a -1 to hit is worth more on a LR than a rhino. This is across the board no questions asked. You have to accept this. There is no reason for marine tanks to no have CT or point drops. On top of this. LR are bad. They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things. Repuslors at the end of the day are still better than LR. This doesn't mean a Repulsor is a good unit though. Its at the better end of the marine spectrum if you don't go to forge world. Marines are a bottom tier army though that every unit is made deliberately bad because they have good buff auras.
You can't compare the new Heavy Transport Tanks to the old Heavy Transport Tanks from the same codex/faction... not even on shared army- and game-wide statistical concepts like damage output, points costs, damage per point and so on? Such a rule does not inspire the trust you just demanded.
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Post by: Racerguy180
stratigo wrote: p5freak wrote:Did we mention it doesnt have an inv, for ~300 pts. ? Even a 30 pts. character has an inv. FLY is great for weapons that get +1 to hit FLY, and there are many of those. Its a bullet magnet, easier to hit, and no inv.
Again take three or take 0.
Also hope you have 300ish dollars to drop.
The reason I'll not get them is I lack 300 dollars to spend on tanks. I'm already buying a gak ton of GW stuff
Unlike with regular marines where almost every marine has a transport, my primaris will mostly just footslog it looks like. Or I'll just start saving up and spring for a Thunderhawk.
The only reason I bought a repulsor was the local store to my parents was clearing out their GW stock @50% off. No way I was gonna pay $80, so the price of a razorback was significantly more palatable. $100 for the executioner is about $25 too high. if repulsor was $60 and the executioner was $80-85 it would be a much more reasonable. I sure as hell hope there is a $50-60 light/strike craft with 5 marine capacity(which should be cheap but prob not).
Originally I wanted to get 2 of them but with the $€£¥ I am going to go with one & add the Salamander doors I already have to it.
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Post by: Breton
Sagittarii Orientalis wrote:Reading the leaked datasheet and point costs for the Repulsor Executioner made me wonder: is there a good reason to take regular Repulsor over the Executioner?
The difference of anti-infantry firepower between two variants is little, yet the Executioner sports far greater anti-tank firepower.
The Executioner also has plethora of special rules which the regular variant already has, including auto launchers and -2 penalty to enemy charge rolls.
And yet the difference in points cost between the two Repulsor variants is only about 20, assuming the regular variant takes all-out anti-infantry weaponry.
The regular Repulsor can carry four more Primaris models, but I have rarely seen this extra transport capability come into action.
Not unless someone wishes to carry 10 Hellblasters safely until they are in range, but with abundance of to-hit penalties nowadays large unit of Hellblasters do not seem appealing.
I've got a list with Calgar, a Primaris Lieutenant, a Primaris Apothecary, and 3 Aggressors ready to hop into a Repulsor for a ride. Can't do that with an Executioner. Of course, if I take this one and the old one, I could bump the Agressor squad, stick the characters in the Executioner, and run it all up. Assuming I don't get holes blown in me for taking two giant targets. But yes, the transport capacity and about $100 is the only reason to take the old one over the new one. Automatically Appended Next Post: Ishagu wrote:Sagittarii Orientalis wrote:Reading the leaked datasheet and point costs for the Repulsor Executioner made me wonder: is there a good reason to take regular Repulsor over the Executioner?
The difference of anti-infantry firepower between two variants is little, yet the Executioner sports far greater anti-tank firepower.
The Executioner also has plethora of special rules which the regular variant already has, including auto launchers and -2 penalty to enemy charge rolls.
And yet the difference in points cost between the two Repulsor variants is only about 20, assuming the regular variant takes all-out anti-infantry weaponry.
The regular Repulsor can carry four more Primaris models, but I have rarely seen this extra transport capability come into action.
Not unless someone wishes to carry 10 Hellblasters safely until they are in range, but with abundance of to-hit penalties nowadays large unit of Hellblasters do not seem appealing.
Absolutely. The Regular Repulsor is not punished for moving. It acts as a fire support tank, advancing with other units.
This new variant is a more static, ranged unit.
The new one can move 5" and still double tap. It can move 10 and POTMS still applies. Most troops move 5-6". The new one can still act as the fire support tank advancing with other units for most ground troops. Automatically Appended Next Post: Martel732 wrote:Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
I'm BA I don't get a chapter master. Command points are a bit hard to factor in, but the averages still give you a solid base line.
4 * 0.89 * 0.77 * 0.666 = 1.83. So chapter master gets you to 1.83 cleared hits. No way a single reroll is getting you up to an average of 3. Hell, the 5++ alone puts you at 2.67 even if all hit and wound everytime.
OBVIOUSLY it shouldn't be your only anti-tank. What kind of statement is that? But by the time you are done paying for marines models, it's not looking great imo.
Tell me all about how that blightcrawler is easy to remove. Seriously? Bottom line is that marines have such a small margin for error, they can't afford to pay for AP they don't get.
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
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Post by: Xenomancers
Lemondish wrote: Xenomancers wrote:
Every marine vehicle deserves at least a 10-15 point drop for not having chapter tactics which should really scale with how expensive the unit is. Obviously a -1 to hit is worth more on a LR than a rhino. This is across the board no questions asked. You have to accept this. There is no reason for marine tanks to no have CT or point drops. On top of this. LR are bad. They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things. Repuslors at the end of the day are still better than LR. This doesn't mean a Repulsor is a good unit though. Its at the better end of the marine spectrum if you don't go to forge world. Marines are a bottom tier army though that every unit is made deliberately bad because they have good buff auras.
More hyperbole...Look, Xeno - not everyone agrees with you. In fact, based on your rather abrasive attitude and lack of basic candor and cordiality, I'd even think most folks find what you're saying to be not worth listening. I do, because I think you're trying to be helpful. Unfortunately, you're not. I beg of you, please consider abandoning the constant railing against this unit. Folks in here are thinking about ways to make use of it and the one thing they absolutely do not need is some spoil sport coming in here derailing the thread by chastising, attacking, and outright insulting people who want to make use of this new model. It's a cool kit with neat rules! Why can't you just enjoy yourself without having to put others down.
More importantly, I think I speak for a few here when I say it's far more valuable to talk about units as they exist in reality. That means there's really no call to belly ache about something that doesn't exist. Vehicles don't get CTs. That's just how it is and is a known factor. I know it will boil your blood to hear this, but I'm excited for the unit even though it doesn't get CTs! What type of monster must I be, eh?
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration. Marine vehicles don't get CT and almost all other vehicles do. In the world of reality you speak of - that means they are weaker than other vehicles and therefore should cost less. What you are calling abrasiveness is what some call truthfulness - I see no reason to overlook this fact. Why would you make use of this Repuslor when you could make use of a far better unit? Why should I spend 100 dollar to be disappointed? Furthmore LR are bad. It's common knowledge. Including a LR in your list quite often means you lose as a result. It is that bad. Repuslors aren't that bad because they actually can lay down some fire before they get blown up by a not so large amount of fire compared to other 300 point units and they can fly which means a a slugga boy can't just turn you off by touching you. I'm simply responding to comments like. "This repulsor is almost as good as a Crusader" Nope...It's not. If you are considering competitive play in 40k it's going to underperform just like all the other marine units. In Apoc however it looks to be pretty good.
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Post by: Klickor
Martel732 wrote:
I'm BA I don't get a chapter master. Command points are a bit hard to factor in, but the averages still give you a solid base line.
We still have Dante and he is a chapter master. A bit too pricy for using as a long range buffer at 175pts and wasting his close combat potential. But he is still a chapter master and not just a captain.
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Post by: Breton
Xenomancers wrote:
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration.
Xenomancers Hyperbole wrote:]They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things.
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Post by: BrianDavion
Breton wrote:
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
Except that every primaris unit to date has specificly had <chapter> in it's keywords setting and said dark angels, blood angels and space wolves can take it. anyone who'd legit try to argue that is just being TFG at this point.
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Post by: Insectum7
That's definitely an exaggeration.
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Post by: Insectum7
Breton wrote: Insectum7 wrote:
Why the heck would you bother doing the calculations for Devs if you're only going to give them Missile Launchers? Plasma or Las at least if you're calculating vs. T8 3+
Because Plas and Las numbers - or something similar enough to be in the educated guess ballpark are already done - and the process is laid out step by step for anyone curious enough to do the math themselves if ballpark isn't good enough?
Why are you bothering to complain about free math, when you can make an excel sheet for anything I didn't do for you?
"Free math" is hardly worth anything if it's a lousy comparison, that's why. Or if you're using the math to make a point, but using a (very) sub-optimal loadout, it's just wasted energy.
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Post by: happy_inquisitor
Martel732 wrote:Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
You sit the tank at 30" away from the screen and shoot it to bits while the big gun can hit the big targets that were being screened. That tank is extremely hard to assault from that far away.
To get the much-vaunted superior firepower of the hallblasters you need to get them into 15" range of the big target which puts them in easy charge range of anything that wants to charge them, or just rapid fire range of the screening units which will usually be fatal enough. That is if you can even get them that close without a transport - because footslogging them is inviting your opponent to shoot them off the table. The problem is that at 30" the hellblasters are just not that great so they need to get danger-close.
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Post by: BrianDavion
happy_inquisitor wrote:Martel732 wrote:Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
You sit the tank at 30" away from the screen and shoot it to bits while the big gun can hit the big targets that were being screened. That tank is extremely hard to assault from that far away.
To get the much-vaunted superior firepower of the hallblasters you need to get them into 15" range of the big target which puts them in easy charge range of anything that wants to charge them, or just rapid fire range of the screening units which will usually be fatal enough. That is if you can even get them that close without a transport - because footslogging them is inviting your opponent to shoot them off the table. The problem is that at 30" the hellblasters are just not that great so they need to get danger-close.
indeed. why do people assume their opponents will just LET Hellblasters into double tap range? If someone's moving a hellblaster squad up the board to get in range of my "big dangerous unit" I'm going to shoot that squad. or charge into melee with it. hellblasters are decent at melee (for a non melee specialist unit) but even if I tie them up for a turn or two thats a gain
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Post by: endlesswaltz123
It makes it more expensive... But wouldn’t a shyshield landing pad be perfect for the executioner? Combined with a Techmarine, captain and LT (or Techmarine and gullimen for UM)...
Ability to repair multiple wounds at a push (pad due to fly, but sacrificing the inv save and Techmarine).
Even more difficult to charge.
5++ invulnerable save if no crucial damage to repair...
I reckon you should be able to fit two on top of it.
It’s T8, 20 wounds and 4+ save, so fairly easy to kill with dedicated weapons, but those dedicated weapons are not shooting the tank(s), so saving it from a turn of shooting.
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Post by: Breton
BrianDavion wrote:Breton wrote:
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
Except that every primaris unit to date has specificly had <chapter> in it's keywords setting and said dark angels, blood angels and space wolves can take it. anyone who'd legit try to argue that is just being TFG at this point.
As mentioned, They also had If using (one of the other non- SM Codex chapters) replace This Keyword with That Keyword. This isn't on the paper so far screen captured for the Executioner - that paper may or may not exist yet. Also as mentioned I expect them to correct that oversight in short order if it does not exist. One can point out the currently available information says it's Codex marines only, and an expectation it will be corrected (or proven to be, after all paperwork is available) to be available to non-Codex Chapters at the same time. IF - REPEAT IF - that is the full datasheet/documentation, it would not be the first time A) Codex Space Marines got some unit or piece of equipment - Say a Land Raider Crusader - before the non-Codex chapters got it or - Say a Centurion - not at all - AND/OR - B) GW made an oversight on their rules writing - say a generic chapter master for a Blood Angels Successor chapter? Pointing out such a discrepancy everyone is assuming as a given when it's very likely but not certain isn't TFG, it's prudence. I doubt GW would release a Codex SM only unit without making it clear it's Codex SM only but I wouldn't bet my life on it.
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Post by: BrianDavion
Breton wrote:BrianDavion wrote:Breton wrote:
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
Except that every primaris unit to date has specificly had <chapter> in it's keywords setting and said dark angels, blood angels and space wolves can take it. anyone who'd legit try to argue that is just being TFG at this point.
As mentioned, They also had If using (one of the other non- SM Codex chapters) replace This Keyword with That Keyword. .
WRONG! I've been working with my Primaris Marines today (assmbled a repulsor and some hellblasters) the repulsor does NOT say "you can apply this to blood angels etc" it just has "adeptus astartes, Imperium <chapter>" as keywords, as do the hellblasters, as does Vanguard Marines. who in a mini codex only simply note that "the grey knights, death watch, and Legion of the damned all deviate signfcigently from orginization and cannot choose one of them as keywords when choosing these units" beyond that the only mention of the snowflake chapters specific in the vanguard codex is applying the useal "inner circle" stuff for dark angels and "they're actually called wolf guard battle leaders and wolf lords" in the space wolves.
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Post by: Breton
BrianDavion wrote:Breton wrote:BrianDavion wrote:Breton wrote:
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
Except that every primaris unit to date has specificly had <chapter> in it's keywords setting and said dark angels, blood angels and space wolves can take it. anyone who'd legit try to argue that is just being TFG at this point.
As mentioned, They also had If using (one of the other non- SM Codex chapters) replace This Keyword with That Keyword. .
WRONG! I've been working with my Primaris Marines today (assmbled a repulsor and some hellblasters) the repulsor does NOT say "you can apply this to blood angels etc" it just has "adeptus astartes, Imperium <chapter>" as keywords, as do the hellblasters, as does Vanguard Marines. who in a mini codex only simply note that "the grey knights, death watch, and Legion of the damned all deviate signfcigently from orginization and cannot choose one of them as keywords when choosing these units" beyond that the only mention of the snowflake chapters specific in the vanguard codex is applying the useal "inner circle" stuff for dark angels and "they're actually called wolf guard battle leaders and wolf lords" in the space wolves.
I'm wrong? There is no paper in the Shadow Spear vanguard box, where it instructs players to change this keyword with that keyword for non SM Codex chapters like BA/ DA/ SW? Just a little note in the Vanguard Codex from the Shadow Spear vanguard box that tells you if you're using BA/ DA/ SW to replace things like Captain with Master, or Wolf Lord?
I have seen the error of my ways. How could I be so wrong as to think the paper page from the vanguard codex from the Shadowspear box telling you to replace the Captain keyword with Master keyword - among others - could be a piece of paper telling you to replace this keyword with that keyword when playing not Codex: SM space marine chapters. I am so ashamed.
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Post by: Ishagu
It's not out yet. There will probably be an FAQ to clarify just as they've done with other Primaris releases.
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Post by: BrianDavion
Breton wrote:BrianDavion wrote:Breton wrote:BrianDavion wrote:Breton wrote:
You're BA. Technically you don't get a Repulsor Executioner either. Go look at the screen captures of the Datasheet. It's IMPERIUM, ADEPTUS ASTARTES, <CHAPTER> - the rules for <CHAPTER> are in Codex: SM and state you can't replace <CHAPTER> with BA/ DA/ SW/ GK (and implies DW) - I imagine it will be errata/corrected before the pre-order's ship though to have language similar to the Shadow Spear set - If you're using X chapter replace this keyword with that keyword.
Except that every primaris unit to date has specificly had <chapter> in it's keywords setting and said dark angels, blood angels and space wolves can take it. anyone who'd legit try to argue that is just being TFG at this point.
As mentioned, They also had If using (one of the other non- SM Codex chapters) replace This Keyword with That Keyword. .
WRONG! I've been working with my Primaris Marines today (assmbled a repulsor and some hellblasters) the repulsor does NOT say "you can apply this to blood angels etc" it just has "adeptus astartes, Imperium <chapter>" as keywords, as do the hellblasters, as does Vanguard Marines. who in a mini codex only simply note that "the grey knights, death watch, and Legion of the damned all deviate signfcigently from orginization and cannot choose one of them as keywords when choosing these units" beyond that the only mention of the snowflake chapters specific in the vanguard codex is applying the useal "inner circle" stuff for dark angels and "they're actually called wolf guard battle leaders and wolf lords" in the space wolves.
I'm wrong? There is no paper in the Shadow Spear vanguard box, where it instructs players to change this keyword with that keyword for non SM Codex chapters like BA/ DA/ SW? Just a little note in the Vanguard Codex from the Shadow Spear vanguard box that tells you if you're using BA/ DA/ SW to replace things like Captain with Master, or Wolf Lord?
I have seen the error of my ways. How could I be so wrong as to think the paper page from the vanguard codex from the Shadowspear box telling you to replace the Captain keyword with Master keyword - among others - could be a piece of paper telling you to replace this keyword with that keyword when playing not Codex: SM space marine chapters. I am so ashamed.
Yes you're wrong because it does not say "replace chapter with X" it rather it says
"Some modifications apply to Captains in Phobos armor, Leuitenants in Phobos armor and Libarians in Phobos armor if you decide they are drawn from space wolves or dark angels chapters"
and then specificly says to give the Captain Lt and Libby for dark angels the Inner Circle rule. and change the captain for dark angels keyword to Master, and to change the space wolves keyword to Wolf Lord and Battleguard. ohh and change the space wolves Libby keyword to Rune preist.
That's it. no specific explination on changing the chapter. just some keyword changes for the HQs. there's nothing there about the non HQ units, and nothing about blood angels specificly.
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Post by: Breton
Insectum7 wrote:Breton wrote: Insectum7 wrote:
Why the heck would you bother doing the calculations for Devs if you're only going to give them Missile Launchers? Plasma or Las at least if you're calculating vs. T8 3+
Because Plas and Las numbers - or something similar enough to be in the educated guess ballpark are already done - and the process is laid out step by step for anyone curious enough to do the math themselves if ballpark isn't good enough?
Why are you bothering to complain about free math, when you can make an excel sheet for anything I didn't do for you?
"Free math" is hardly worth anything if it's a lousy comparison, that's why. Or if you're using the math to make a point, but using a (very) sub-optimal loadout, it's just wasted energy.
The Plasma math was already done - One Inceptor plasma blaster and one Plasma Cannon are the same - At least for the relevant parts of the stat line we were comparing.
Are you suggesting the results for D3 S7/8 AP -3 D1/D2 damage output will change when coming from a BS 3+ Inceptor vs a BS 3+ Devastator? Or that you're incapable of adjusting 10D3 to 4D3? Using a calculator to multiply by .4?
I think we were comparing vs T8 3+, No Invuln? How much difference do you think there is between 4x S10 -4 D3-6 (Average 4) and 4x S9 -3 DD6 (Average 3.5) Vs T8 3+ No Invuln?
1 Repulsor Laser Destroyer 4 shots, 2.68 hits, 1.7956 successful wounding rolls, 7.1824 damage.
Will the BS 3+ Devastators hit more often than the BS3+ Repulsor? Will S10 wound T8 more than S9? Are you incapable of guestimating -or using a calculator to multiply - 1.7956 x 3.5 after being told what 1.7956 x 4 is?
I'll even grant you'll have to add in a 6+ armor save to the calculations. A feat never before accomplished in the history of Mathammer players vs Orks and IG.
So I repeat - Las and Plas numbers were already done far enough most can extrapolate the numbers - Probably in their head - for the -Cannons - thus I did a third different anti-tank weapon choice entirely. Why are you complaining?
Automatically Appended Next Post: BrianDavion wrote:
Yes you're wrong because it does not say "replace chapter with X" it rather it says
"Some modifications apply to Captains in Phobos armor, Leuitenants in Phobos armor and Libarians in Phobos armor if you decide they are drawn from space wolves or dark angels chapters"
and then specificly says to give the Captain Lt and Libby for dark angels the Inner Circle rule. and change the captain for dark angels keyword to Master, and to change the space wolves keyword to Wolf Lord and Battleguard. ohh and change the space wolves Libby keyword to Rune preist.
That's it. no specific explination on changing the chapter. just some keyword changes for the HQs. there's nothing there about the non HQ units, and nothing about blood angels specificly.
Feel free to quote the post where I said "replace chapter with X"
. I said this keyword with that keyword- generically.
What exactly are you claiming here? DA/ BA/ SW can take Vanguard marines (And this Repulsor Executioner), but their <CHAPTER> keyword has to be a Codex Space Marine Chapter while they'll replace their CAPTAIN type keywords with MASTER etc? That BA/ DA/ SW can't take Phobos units or this Repulsor Executioner but if they could they'd replace CAPTAIN with MASTER etc? That a blurb about replacing the CAPTAIN keyword but not the <CHAPTER> is the exact sort of oversight that was a significant part of the point I brought up in the first place?
11860
Post by: Martel732
happy_inquisitor wrote:Martel732 wrote:Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
You sit the tank at 30" away from the screen and shoot it to bits while the big gun can hit the big targets that were being screened. That tank is extremely hard to assault from that far away.
To get the much-vaunted superior firepower of the hallblasters you need to get them into 15" range of the big target which puts them in easy charge range of anything that wants to charge them, or just rapid fire range of the screening units which will usually be fatal enough. That is if you can even get them that close without a transport - because footslogging them is inviting your opponent to shoot them off the table. The problem is that at 30" the hellblasters are just not that great so they need to get danger-close.
Yes, its better than hellblasters. But I think hellblasters are just about the worst marine unit there is. Automatically Appended Next Post: Klickor wrote:Martel732 wrote:
I'm BA I don't get a chapter master. Command points are a bit hard to factor in, but the averages still give you a solid base line.
We still have Dante and he is a chapter master. A bit too pricy for using as a long range buffer at 175pts and wasting his close combat potential. But he is still a chapter master and not just a captain.
We don't get the cheapo chapter master, which is what I assume every marine player is running.
119949
Post by: FezzikDaBullgryn
Martel732 wrote:happy_inquisitor wrote:Martel732 wrote:Everyone is creaming themselves about the range, that's why. If you are using that range, the other weapons are out of range.
You sit the tank at 30" away from the screen and shoot it to bits while the big gun can hit the big targets that were being screened. That tank is extremely hard to assault from that far away.
To get the much-vaunted superior firepower of the hallblasters you need to get them into 15" range of the big target which puts them in easy charge range of anything that wants to charge them, or just rapid fire range of the screening units which will usually be fatal enough. That is if you can even get them that close without a transport - because footslogging them is inviting your opponent to shoot them off the table. The problem is that at 30" the hellblasters are just not that great so they need to get danger-close.
Yes, its better than hellblasters. But I think hellblasters are just about the worst marine unit there is.
Ok, so in your estimation, what is the best point for point unit in the SM arsenal? Please don't say scouts....
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Post by: Martel732
No, it's not scouts. That's actually a really hard question, because marines don't get many good units at all. Probably the mortis contemptor? Or maybe the leviathan. I suppose the vanilla chapter master upgrade is pretty good, too, even though I hate that play style.
I specifically point out hellblasters as a terrible unit because so much can go wrong, and they cost quite a bit.
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Post by: Stux
Martel732 wrote:No, it's not scouts. That's actually a really hard question, because marines don't get many good units at all. Probably the mortis contemptor? Or maybe the leviathan. I suppose the vanilla chapter master upgrade is pretty good, too, even though I hate that play style.
I specifically point out hellblasters as a terrible unit because so much can go wrong, and they cost quite a bit.
Relic Contemptor Mortis is probably up there.
I'm dismissing the Hellblaster comment as hyperbole though, as it's ridiculous to call the unit terrible. Upper mid tier, at lowest.
11860
Post by: Martel732
No, it's a terrible unit. I'm quite serious. It's really best at bullying around other marines. We've got tons of weapons and units good vs other marines. I have 10 fully painted and will never use them again. Might as well throw them in the trash.
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Post by: Stux
Martel732 wrote:No, it's a terrible unit. I'm quite serious. It's really best at bullying around other marines. We've got tons of weapons and units good vs other marines. I have 10 fully painted and will never use them again. Might as well throw them in the trash.
You go ahead and do that then, I'll continue to have mine do good work.
119949
Post by: FezzikDaBullgryn
30" S7/8 AP4 D1/2 weapons, with assault versions and carrying plasma pistols, are crap? They each have two wounds, so as a unit there is 20 wounds, which for removal, means you have to dedicate some serious dakka their way.
But sure, they are crap. I seriously have no clue what metric you are going by for what makes a good unit.
You're the guy who plops down the Rogue/Wizard sheet at a table full of first time players, and then proceeds to critique and criticize everyone else's sheet.
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Post by: Martel732
I certainly contributed that you can't expect 3 cleared shots from this thing's main gun, esp vs 5+++. You just don't like the point made.
Automatically Appended Next Post:
FezzikDaBullgryn wrote:30" S7/8 AP4 D1/2 weapons, with assault versions and carrying plasma pistols, are crap? They each have two wounds, so as a unit there is 20 wounds, which for removal, means you have to dedicate some serious dakka their way.
But sure, they are crap. I seriously have no clue what metric you are going by for what makes a good unit.
You're the guy who plops down the Rogue/Wizard sheet at a table full of first time players, and then proceeds to critique and criticize everyone else's sheet.
They are crap because they are neutered in so many scenarios. -1 to hit? Can't overcharge. Can't get within 15"? Half shots. Opponent has a lot 2 damage weapons? They're dead. Opponent has lots of invulns? There goes the -4 AP. They're a huge gamble in a list that can't afford to gamble. They're particularly not good vs Xenos, where marines need the most help. Again, bullying other marines is not a useful function.
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Post by: fraser1191
I mean I'd say hellblasters are are over priced in the sense that a hellblaster without a gun costs more than an intercessor with/without a bolt rifle but that's just me being nitpicky sense they cost a point more for being the same but have the privilege of carrying a plasma gun
71534
Post by: Bharring
I love the double standards:
Fly:
-Repulsor is bad because Fly is bad. Because too many weapons get +1 to hit against Fly targets.
-Serpent is OP because Fly is OP.
T8:
-Dreads are garbage, WL are OP because Dreads are T7, WL are T8 - therefore much more durable.
-Repulsor is no more durable than Serpent because T8 rarely ever matters over T7.
Lascannon/BL:
-BL's AP-4 means so much more than +12" range and +1S. Taking 3+ saves to no save is much more powerful than taking them to a 6+.
-IoM weapon sucks because AP-4 means nothing over AP-3. You're always firing at a target with an Invuln.
More on topic: I think people are discounting the small arms. This thing has a *crapton* of small arms shots. Mostly with a litlte AP too. If you're scared you won't clear 10W T5 5++ vehicles with 4 Lascannons, perhaps you should reconsider your stance on how valuable S5 AP-1 weapons are against a T5 4+/5++ platform.
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Post by: Martel732
I'm aware of this. But having using a ton of onslought gatlings this edition, they are *not quite good enough*. Just like marines in general. But again, I'm not debating the efficacy on my own turn as much as it being a lame duck defensively. Yeah, the main gun suffers vs invulns, but if I had any reasonable expectation that it would live to fire several times, it wouldn't be as bad. Glass cannons just don't work out in 8th.
Fly is great. Weapons with +1 to hit fly are fairly uncommon and most wound this thing on a 5+. FW dreads are certainly not garbage, as they are magically the best marine units EVAR for some reason. No one should be threatened by WL. I like lascannons better than bright lances, but the platforms for said lascannons typically suck, whereas the platform for lances are great.
I was just at a GT primer where repulsors were one-shotted by the relic shokk attack gun *3* times, and 3 more were lost to double tap tankbustas. They just don't live. For their price tag, this is untenable. You know what it IS tenable for? A command russ. Same defenses, minus 4 W and half the cost.
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Post by: AnomanderRake
Bharring wrote:...More on topic: I think people are discounting the small arms. This thing has a *crapton* of small arms shots. Mostly with a litlte AP too. If you're scared you won't clear 10W T5 5++ vehicles with 4 Lascannons, perhaps you should reconsider your stance on how valuable S5 AP-1 weapons are against a T5 4+/5++ platform.
The small arms shots annoy me almost more than anything else about any version of the Repulsor; I've seen people come to the table with a checklist to make sure they remember to fire all the guns on the normal version. Seven independent weapon profiles, most of them with two options to select, makes for a really incredibly irritating model to use.
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Post by: Martel732
I sometimes skip the smallest ones to save time. Fire lascannons, fire 18 gatling, fire 5D6 frag, two krak shots, done. Depending on the circumstance, I might not fire the kraks.
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Post by: Bharring
Xenomancers wrote:Lemondish wrote: Xenomancers wrote:
Every marine vehicle deserves at least a 10-15 point drop for not having chapter tactics which should really scale with how expensive the unit is. Obviously a -1 to hit is worth more on a LR than a rhino. This is across the board no questions asked. You have to accept this. There is no reason for marine tanks to no have CT or point drops. On top of this. LR are bad. They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things. Repuslors at the end of the day are still better than LR. This doesn't mean a Repulsor is a good unit though. Its at the better end of the marine spectrum if you don't go to forge world. Marines are a bottom tier army though that every unit is made deliberately bad because they have good buff auras.
More hyperbole...Look, Xeno - not everyone agrees with you. In fact, based on your rather abrasive attitude and lack of basic candor and cordiality, I'd even think most folks find what you're saying to be not worth listening. I do, because I think you're trying to be helpful. Unfortunately, you're not. I beg of you, please consider abandoning the constant railing against this unit. Folks in here are thinking about ways to make use of it and the one thing they absolutely do not need is some spoil sport coming in here derailing the thread by chastising, attacking, and outright insulting people who want to make use of this new model. It's a cool kit with neat rules! Why can't you just enjoy yourself without having to put others down.
More importantly, I think I speak for a few here when I say it's far more valuable to talk about units as they exist in reality. That means there's really no call to belly ache about something that doesn't exist. Vehicles don't get CTs. That's just how it is and is a known factor. I know it will boil your blood to hear this, but I'm excited for the unit even though it doesn't get CTs! What type of monster must I be, eh?
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration. Marine vehicles don't get CT and almost all other vehicles do. In the world of reality you speak of - that means they are weaker than other vehicles and therefore should cost less. What you are calling abrasiveness is what some call truthfulness - I see no reason to overlook this fact. Why would you make use of this Repuslor when you could make use of a far better unit? Why should I spend 100 dollar to be disappointed? Furthmore LR are bad. It's common knowledge. Including a LR in your list quite often means you lose as a result. It is that bad. Repuslors aren't that bad because they actually can lay down some fire before they get blown up by a not so large amount of fire compared to other 300 point units and they can fly which means a a slugga boy can't just turn you off by touching you. I'm simply responding to comments like. "This repulsor is almost as good as a Crusader" Nope...It's not. If you are considering competitive play in 40k it's going to underperform just like all the other marine units. In Apoc however it looks to be pretty good.
"Every marine vehicle deserves at least a 10-15 point drop for not having chapter tactics which should really scale with how expensive the unit is."
Even Contemptor/Levi Dreads? Those don't seem to need to go down 10-15 points. Clearly hyperbole.
"Obviously a -1 to hit is worth more on a LR than a rhino."
Probably not. Most of the Rhino's value is getting dudes places cheaply. It does this by surviving T1 and driving up. Once it's within 12", it's done most of it's work already. On the other hand, a LR generally wants to be within 12" so it can fully unload. Per point, the Rhino may actually get more than a LR out of a -1 to hit. Certainly not obvious. So exageration, possibly wrong too.
"This is across the board no questions asked."
Clearly, questions were asked. Obvious hyperbole/falsehood.
"You have to accept this."
Taken figuratively, it's just a hyperbolic device to drive home your point. Taken literally, it's just a fallacy.
"There is no reason for marine tanks to no have CT or point drops."
Not enough reason is certainly a defensible point. Fluff reasons get trotted out, potential intended balance reasons get trotted out - I'd agree it's not fair, but reasons do exist. Dismissing those as "not existing" is either hyperbolic or willful ignorance.
"On top of this. LR are bad."
True.
"They are really bad."
I'd agree.
"They are the epitome of bad."
`Epitome of [X]`, outside of elemental constructs, is almost always hyperbole. They're not even close to the worst thing in the game currently. Nowhere close to the worst thing ever. Not every aspect of them is outright terrible.
"They cost too dang much and everyone knows it [...]"
"[...] and everyone is tired of explaining why."
Two slight exaggerations ("everyone"), but I wouldn't call them hyperbole.
"Just listen to us."
I'd argue that he/we have. But no exaggeration here.
"We know."
Clear exaggeration of understanding.
"They aren't getting played because they are bad."
Generally. Won't count this one either.
"You cant use them as a measuring stick for things."
Certainly he can. This is either exaggeration of the state of things, or outright wrong.
"Repuslors at the end of the day are still better than LR."
Probably.
"This doesn't mean a Repulsor is a good unit though."
Agree
"Its at the better end of the marine spectrum if you don't go to forge world."
No problem here, though I don't know if it's true or not.
"Marines are a bottom tier army [...]"
Low-tier, sure. Bottom tier is again based on anything worse than Marines "not counting". Hyperbole.
"though that every unit is made deliberately bad because they have good buff auras. "
Seeing as not *every* unit is bad, that's hyperbole.
Final score:
11/18 statements are at best exaggeration and/or hyperbole.
And that's counting stuff like "Just listen to us" as just fine and things like " LR are bad" as it's own statement. So conservative.
If you truly don't see a single exaggeration/hyperbolistic statement in your comment, you should reread it.
119949
Post by: FezzikDaBullgryn
I just realized this thing will wreck my jetbikes. It's AA guns are hitting on twos, as are it's rocket pods, and that's already 12+2d3 shots that will be wounding on 4s and 5s, that is a lot of hurt.
That is not bad considering 8th's facination with adding fly to everything. This will be an effective tool for SM counter to Jetbike spam.
And before Martel chimes in, yes, there are better options. I'm just saying I didn't realize how this thing is against anything with the Fly keyword. Look out daemon princes, jetbikes, jetpacks, things with wings, etc.
11860
Post by: Martel732
The bottom five win rate as a primary codex are:
BA
SW
DA
vanilla
GK.
So yeah, marines are the bottom. We have 5 data points that all reinforce this. Automatically Appended Next Post: FezzikDaBullgryn wrote:I just realized this thing will wreck my jetbikes. It's AA guns are hitting on twos, as are it's rocket pods, and that's already 12+2d3 shots that will be wounding on 4s and 5s, that is a lot of hurt.
That is not bad considering 8th's facination with adding fly to everything. This will be an effective tool for SM counter to Jetbike spam.
And before Martel chimes in, yes, there are better options. I'm just saying I didn't realize how this thing is against anything with the Fly keyword. Look out daemon princes, jetbikes, jetpacks, things with wings, etc.
I guess you'll just have to kill it.
121715
Post by: Ishagu
Why do you care so much? At the end of 7th Vanilla Astartes were top tier. Books rise and fall. In a year it could be different. Calm yourself.
Collect a new army if it bothers you. If you are broke maybe reconsider your hobbies.
119949
Post by: FezzikDaBullgryn
So, if I charge this thing, it stops shooting everything right?
11860
Post by: Martel732
No, because it has <fly>.
71534
Post by: Bharring
This thing looks like a nightmare for any skirmisher unit. Those units are fairly bad now, but this thing will wipe them out easily with secondary weapons, not get hurt if they do charge in, and back away without penalty.
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Post by: Martel732
Most people have stopped relying on that with all the <fly> and IKs around, though.
95818
Post by: Stux
fraser1191 wrote:I mean I'd say hellblasters are are over priced in the sense that a hellblaster without a gun costs more than an intercessor with/without a bolt rifle but that's just me being nitpicky sense they cost a point more for being the same but have the privilege of carrying a plasma gun
Their cost without a gun is irrelevant anyway, because you can't field them without a gun.
119949
Post by: FezzikDaBullgryn
I thought that was only with "aircraft".
8824
Post by: Breton
FezzikDaBullgryn wrote:I just realized this thing will wreck my jetbikes. It's AA guns are hitting on twos, as are it's rocket pods, and that's already 12+2d3 shots that will be wounding on 4s and 5s, that is a lot of hurt.
That is not bad considering 8th's facination with adding fly to everything. This will be an effective tool for SM counter to Jetbike spam.
And before Martel chimes in, yes, there are better options. I'm just saying I didn't realize how this thing is against anything with the Fly keyword. Look out daemon princes, jetbikes, jetpacks, things with wings, etc.
Speculation is the Icarus rocket pod replaces the twin Icarus stubber. The data sheet doesn’t say so, so maybe not, but there isn’t an obvious place to put it if you can take it in addition to... And one Tertiary AA weapon isn’t going to make this a danger to Flyrants and Princes. Ive toyed with the idea of taking Hunters/Stalkers for the jump pack stuff. But I’m not willing to give up the HS slot yet.
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Post by: Martel732
Oh, my no. Anything with <fly> keyword. Yes, that means most of the Tau army.
111146
Post by: p5freak
No, because anything with FLY can still shoot after falling back. And because it has FLY it ignores enemy models in the movement phase, when if falls back, but must end its movement more than 1" from enemy models.
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Post by: Stux
p5freak wrote:
No, because anything with FLY can still shoot after falling back. And because it has FLY it ignores enemy models in the movement phase, when if falls back, but must end its movement more than 1" from enemy models.
Yeah, so it's extremely difficult to tarpit basically. The only way is to fill out a whole area in the 10" circle around the Repulsor (assuming it's on the top tier of its Damage chart) so there is no space for it to be placed outside of 1" of your models. Which generally is going to be very hard to do!
If you can't do that, it will be able to shoot if it wants to.
Also thanks to FLY it can ignore vertical distance when moving, so you need to fill in the 10" circle for all elevations if you have terrain on different levels.
91128
Post by: Xenomancers
Breton wrote: Xenomancers wrote:
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration.
Xenomancers Hyperbole wrote:]They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things.
Epitome - a person or thing that is a perfect example of a particular quality or type.
LR fits this criteria "Epitome of bad". Do you dispute this? I guess maybe you could make another good example of a bad unit - it still doesn't make my example any worse. LR are a bottom tier vehicle and therefore meet this definition.
Again - it's not hyperbole if it's true.
106383
Post by: JNAProductions
Xeno, there's a lot of hyperbole in your words.
You can nitpick which exact examples count as hyperbole, but to say you're not using ANY is just plain wrong.
95818
Post by: Stux
Xenomancers wrote:Breton wrote: Xenomancers wrote:
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration.
Xenomancers Hyperbole wrote:]They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things.
Epitome - a person or thing that is a perfect example of a particular quality or type.
LR fits this criteria "Epitome of bad". Do you dispute this? I guess maybe you could make another good example of a bad unit - it still doesn't make my example any worse. LR are a bottom tier vehicle and therefore meet this definition.
Again - it's not hyperbole if it's true.
The problem is that bad is a subjective term - we all have different definitions of 'bad' (or 'good') in this game, and a lot of arguments are about this.
When you say it's the epitome of bad, you are essentially saying it is objectively a subjective thing. Which doesn't make sense logically, and so could well be regarded as hyperbolic.
If you just say "I think it's bad", acknowledging the subjective nature of the term, then that's fine. That's not hyperbolic, it's just a statement of your evaluation of the unit.
71534
Post by: Bharring
So it's functionally immune to skirmishers
Shooting skirmishers are wounding on 6s, and CC skirmishers (who might also be wounding on 6s) eat a ton of Overwatch, then see this thing fly away and shoot.
As if that weren't bad enough, it's secondary dakka will destroy most skirmishers easily - so it makes your backline a terrible place to be for most skirmishers.
One option is to kill it with heavy CC AT. But first you have to get to it with it's super long range. Then you have to survive it's guns. Then you have to one-round it or it backs away and continues to shoot.
High-ROF shots will bounce off T8 3+.
Short range weapons have to get in range (and stay in range). Meaning you're eating all it's secondary firepower *and* it'll just fly away next turn if you don't kill it.
So you're looking at low-ROF high-S good-AP weapons. And either Meltacide or Lascannon style weapons.
There are complaints that the Lascannon/Melta style weapons kill it too easily. Seeing how solid it is vs most other threat form factors, it *shouldn't* be too sturdy vs LCs/Melta.
(And, despite all the "This is perfect for facing Marines, gak for facing Xenos", the Lascannon wounds this thing on 3s whereas the Bright/Dark Lance wounds it on 4s.)
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Post by: Martel732
Orks killed six repulsors in one event with no trouble at all. Those were just the kills i saw. It's far more fragile vs the field than you think. When you pay 18 ppw, lots of weapons are cost effective.
Iks have been immune to skirmishers all edition. Difference is that they dont crumble easily to shooting
91128
Post by: Xenomancers
JNAProductions wrote:Xeno, there's a lot of hyperbole in your words.
You can nitpick which exact examples count as hyperbole, but to say you're not using ANY is just plain wrong.
The only thing I state in that post that could be considered hyperbole is - "taking a LR is autolose" but only if you are being extremely literal. This is a dice game - you can win with an army of grots but it is highly improbable. If you take it to mean. " LR hurts you chances of winning" I doubt you'd find a single competitive player that disagrees with that.
I guess I'll amend my statement about LR. LR are the epitome of bad for a competitive game and therefore shouldn't be used as measuring sticks for balance against repulsors or any other unit. Both units are overcosted by approximately 40-50 .points.
71534
Post by: Bharring
Xenomancers wrote:Breton wrote: Xenomancers wrote:
You understand the meaning of the word hyperbole means exaggeration? Nothing I state is exaggeration.
Xenomancers Hyperbole wrote:]They are really bad. They are the epitome of bad. They cost too dang much and everyone knows it and everyone is tired of explaining why. Just listen to us. We know. They aren't getting played because they are bad. You cant use them as a measuring stick for things.
Epitome - a person or thing that is a perfect example of a particular quality or type.
LR fits this criteria "Epitome of bad". Do you dispute this? I guess maybe you could make another good example of a bad unit - it still doesn't make my example any worse. LR are a bottom tier vehicle and therefore meet this definition.
Statement: "[Land Raiders] are the epitome of bad."
By your provided definition: The [Land Raider] is [the] perfect example of [bad].
I'll agree that the Land Raider is bad.
First, is it *a* perfect example of bad?
-It has POTMS. On a platform that wants to move (short range weapons, transport cap, etc). This is a positive thing.
-It is T8 2+. Tanks being above T7 or 3+ are uncommon. T8 2+ is more ideal than T7 3+. This is a positive thing.
I could go on. Note that, while the Land Raider *is* bad, not everything about it is bad. It's not a perfect example of bad, because not everything about it is. Therefore, it's an *im*perfect example. As stated, it's bad, but is not the epitome (ie, perfect example) of bad.
Second, you argue that they are *the* epitome of bad. That's a lot more specific than *an* epitome of bad. Using the "perfect example" definition, this is a much stronger claim. Even ignoring that it doesn't meet the 'epitome' definition (see above), what makes it *the* epitome? This would mean it fits "epitome of bad" more than anything else in the game. There are many, many units that fit "epitome of bad" much better than it. For this to be *the* epitome of bad, then there isn't anything else that is.
So your arguments that "[Land Raiders] are the epitome of bad" first exaggerates the Land Raider as to claim there is *nothing* about it that isn't bad.
Then, assuming that part is accurate (which it is not), it further exaggerates it as being the only unit that such a claim could be made for.
You've managed to layer two exaggerations into a single one-clause statement.
Again - it's not hyperbole if it's true.
That's because it's not true if it's hyperbole. When you load your language beyond the truth, your statements aren't true.
Land Raiders are bad. Them being "the epitome of bad" is not. Automatically Appended Next Post: Xenomancers wrote: JNAProductions wrote:Xeno, there's a lot of hyperbole in your words.
You can nitpick which exact examples count as hyperbole, but to say you're not using ANY is just plain wrong.
The only thing I state in that post that could be considered hyperbole is - "taking a LR is autolose" but only if you are being extremely literal.
That was probably the most hyperbolic statement made, but 11 of the 18 claims you made were hyperbolic - not just that one.
This is a dice game - you can win with an army of grots but it is highly improbable. If you take it to mean. "LR hurts you chances of winning" I doubt you'd find a single competitive player that disagrees with that.
If you had said " LR hurts your chances of wining", we wouldn't call it hyperbolic. Nobody's claimed the " LR are bad" claim was hyperbolic. And the problem isn't a single statement. It's a diatribe full of them that demands to be taken as fact.
I guess I'll amend my statement about LR. LR are the epitome of bad for a competitive game and therefore shouldn't be used as measuring sticks for balance against repulsors or any other unit. Both units are overcosted by approximately 40-50 .points.
Much better. Only problems are the "the epitome" hyperboles.
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Post by: Xenomancers
Statement: "[Land Raiders] are the epitome of bad."
By your provided definition: The [Land Raider] is [the] perfect example of [bad].
I'll agree that the Land Raider is bad.
It really is funny how much you can change the definition of something by changing an "a" to a "the".
"a" being one of many possibilities.
"the" being the only possibility.
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Post by: JNAProductions
Xenomancers wrote:Statement: "[Land Raiders] are the epitome of bad."
By your provided definition: The [Land Raider] is [the] perfect example of [bad].
I'll agree that the Land Raider is bad.
It really is funny how much you can change the definition of something by changing an "a" to a "the".
"a" being one of many possibilities.
"the" being the only possibility.
And that's hyperbole. There are positive aspects to a Land Raider-they are outweighed by the cons, but it's NOT the perfect example of bad. It's not even A perfect example of bad. It's just an example of bad.
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Post by: Bharring
Xenomancers wrote:Statement: "[Land Raiders] are the epitome of bad."
By your provided definition: The [Land Raider] is [the] perfect example of [bad].
I'll agree that the Land Raider is bad.
It really is funny how much you can change the definition of something by changing an "a" to a "the".
"a" being one of many possibilities.
"the" being the only possibility.
It's not so much "funny" so much as it is "how words work".
But the bigger change was changing "[thing] is [descriptor]" to "[thing] is *an epitome of* [descriptor].
There's a lot more possible states between "Not bad", "Bad", and "Perfect example of bad".
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Post by: FezzikDaBullgryn
Martel732 wrote:Orks killed six repulsors in one event with no trouble at all. Those were just the kills i saw. It's far more fragile vs the field than you think. When you pay 18 ppw, lots of weapons are cost effective.
Iks have been immune to skirmishers all edition. Difference is that they dont crumble easily to shooting
Can you give a time, date, lists, or any sort of evidence for the claim that you went to a tournament and saw orks take down 6 repulsors with no trouble at all? Also, what list had 6 of these?
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Post by: Martel732
In different games. The shokk attack guns did roll a bit hot for str, and the double tap strat was used everytime. Granted, a 5++ wouldnt help vs tankbustas.
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Post by: FezzikDaBullgryn
Martel732 wrote:In different games. The shokk attack guns did roll a bit hot for str, and the double tap strat was used everytime. Granted, a 5++ wouldnt help vs tankbustas.
So that's a no then?
All you've stated is a Relic Shokk gun killed a vehicle. That's amazing. Really great evidence there. Considering the thing can take down a Knight in a single shooting phase, color me surprised that it can take down a transport/tank. /sarcasm.
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Post by: The Newman
Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
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Post by: Martel732
Believe what you want . It's really hard to accept judgment from someone who didn't even understand the fly-fall back mechanics until this thread.
If you don't think 15 double-firing tank bustas are a threat, go do the math on it.
Ultimately if you think this tank is good, you're going to use it. I'm not shelling out for the $$ for a tank that solves zero of the problems marine currently experience. If I want to build a list to smoke T8 with no invuln, that's easy to do with marines. And yes, baneblades are a headache. But they're not the meta, and not what is squeezing me out game after game.
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Post by: JNAProductions
Kill them before they arrive. They can’t be in a Trukk at 15 strong.
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Post by: Martel732
He kept them hidden until it was time and then used da jump.
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Post by: Bharring
Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
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Post by: Xenomancers
The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
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Post by: Martel732
Bharring wrote:Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
It was tank spam. The Ork guy won the whole thing. He knew what he was doing. He was VERY impressive. His Ghazgull disintegrated every big bug he touched in his Nid matchup. He trucked the Gman list he fought off the table easily. Turn 1: shokk attack kills repulsor 1. Turn 2: Tankbustas kill repulsor 2. Turn 3: mass assault from 100+ boyz on the predator line. GG.
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Post by: Xenomancers
Bharring wrote:Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
You want 15 tank bustas shooting twice with more dakka? O thats right...you are an eldar player and just blow the unit up easily for 2 CP with forwarding....
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Post by: Bharring
Xenomancers wrote:The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
Only if you define "perfect example" as "example".
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Post by: Martel732
To be completely, fair, the drop pod would a lot more reasonable if there were something worthwhile to load into it.
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Post by: JNAProductions
Xenomancers wrote:Bharring wrote:Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
You want 15 tank bustas shooting twice with more dakka? O thats right...you are an eldar player and just blow the unit up easily for 2 CP with forwarding....
Marines have Auspex Scan.
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Post by: Martel732
Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
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Post by: Bharring
Xenomancers wrote:Bharring wrote:Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
You want 15 tank bustas shooting twice with more dakka? O thats right...you are an eldar player and just blow the unit up easily for 2 CP with forwarding....
I love how I'm spending 2CP to blow up a 15man unit by killing only a couple doods. Even assuming a 10man Reaper squad (I run 3-5), you're looking at 8-9 dead guys. That's certainly not 'deleted'. And that's assuming he's dumb enough to put them in LOS of the Reapers *and* only DS one unit while I'm perfectly set up for it. "Just blow up the unit easily for 2 CP with forwarding [sic]" is just more hyperbole when you're looking at spending hundreds of points and depending on the opponent to play stupidly in order to cut them in half.
I don't *want* 15 Tank Bustas shooting twice with more dakka, but I'd take that over a max mob of Boyz T1 charging my frontlines no matter how far back I deploy. Believe it or not, Eldar players do fear some things
Automatically Appended Next Post:
Neither do Boyz mob charges.
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Post by: Martel732
It was a Gman tank party. No front lines to speak of. I'm sure against you, he'd jump da boyz. It was the right call and that repulsor disintegrated. He actually cleared 21W against it.
"Neither do Boyz mob charges."
Good thing he was using tankbustas in this particular instance.
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Post by: Bharring
Sorry, got caught up on the whole "Eldar are OP, so everything you say is wrong" line. Yes, Jumping the Tankbusters was the much better move. As Repulsors can't get locked in CC anyways, and it's a tank-heavy skew list.
My point was that, against many lists, you can't count on Da Jump for Tankbustas, as you need to get your Boyz (or something else) up fast. Which, I suppose is tangential. Automatically Appended Next Post: Xenomancers wrote:The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
What, in your mind, is the difference between saying "[Thing] is [descriptor]" and "[Thing] is the epitome of [descriptor]"?
Also, if your bar for "perfect [descriptor]" is "[descriptor]", what does value or meaning does "perfect" have in your language?
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Post by: FezzikDaBullgryn
Bharring wrote: Xenomancers wrote:Bharring wrote:Ohpleaseohpleaseohplease Da Jump some Tankbustas up to me.
Because then you're not jumping dem Boyz.
Against a tank-spam list that works. Against anything infantry heavy, not much. But you don't field Repulsors in infantry-heavy lists.
You want 15 tank bustas shooting twice with more dakka? O thats right...you are an eldar player and just blow the unit up easily for 2 CP with forwarding....
I love how I'm spending 2CP to blow up a 15man unit by killing only a couple doods. Even assuming a 10man Reaper squad (I run 3-5), you're looking at 8-9 dead guys. That's certainly not 'deleted'. And that's assuming he's dumb enough to put them in LOS of the Reapers *and* only DS one unit while I'm perfectly set up for it. "Just blow up the unit easily for 2 CP with forwarding [sic]" is just more hyperbole when you're looking at spending hundreds of points and depending on the opponent to play stupidly in order to cut them in half.
I don't *want* 15 Tank Bustas shooting twice with more dakka, but I'd take that over a max mob of Boyz T1 charging my frontlines no matter how far back I deploy. Believe it or not, Eldar players do fear some things
Automatically Appended Next Post:
Neither do Boyz mob charges.
How DARE you use facts and logic against hyperbolic arguments....
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Post by: Bharring
Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
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Post by: FezzikDaBullgryn
You know what? This thing sucks. I saw it get one shot by a dude last night with a Astraeus Super Heavy Tank.
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Post by: Martel732
Bharring wrote:Sorry, got caught up on the whole "Eldar are OP, so everything you say is wrong" line. Yes, Jumping the Tankbusters was the much better move. As Repulsors can't get locked in CC anyways, and it's a tank-heavy skew list.
My point was that, against many lists, you can't count on Da Jump for Tankbustas, as you need to get your Boyz (or something else) up fast. Which, I suppose is tangential.
Automatically Appended Next Post:
Xenomancers wrote:The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
What, in your mind, is the difference between saying "[Thing] is [descriptor]" and "[Thing] is the epitome of [descriptor]"?
Also, if your bar for "perfect [descriptor]" is "[descriptor]", what does value or meaning does "perfect" have in your language?
Eldar have a whopping 52% win rate as a primary. Without the Ynarri crutch, they are far from OP. Its just that marines are so damn bad. Automatically Appended Next Post: Bharring wrote:Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
The real problem is that marines frequently don't field any units worth using auspex scan on.
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Post by: Bharring
I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
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Post by: Xenomancers
Bharring wrote:Sorry, got caught up on the whole "Eldar are OP, so everything you say is wrong" line. Yes, Jumping the Tankbusters was the much better move. As Repulsors can't get locked in CC anyways, and it's a tank-heavy skew list.
My point was that, against many lists, you can't count on Da Jump for Tankbustas, as you need to get your Boyz (or something else) up fast. Which, I suppose is tangential.
Automatically Appended Next Post:
Xenomancers wrote:The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
What, in your mind, is the difference between saying "[Thing] is [descriptor]" and "[Thing] is the epitome of [descriptor]"?
Also, if your bar for "perfect [descriptor]" is "[descriptor]", what does value or meaning does "perfect" have in your language?
First of all I have no idea what you are talking about. This is some kind of literary gimnastic you are pulling.
Here is the first definition of the word perfect as an adjective. - "Having all the required or desirable elements, qualities, or characteristics; as good as it is possible to be."
What is required for a unit to be bad other than being 20% overcosted? Nothing. So it fits.
Also - the word is common usage is even more lenient. Ever hear people use the phrase? "you'd be perfect for that?" Do they literally mean youd be the best possible choice? Or just that you'd do well in that role? Pretty obvious.
You agree the LR is bad but then say it can't be the Epitome of bad because their might be some unnamed worse possible unit. This is unnecessary. In order to be the epitome of something you meerly need to be a really good example of. Which a LR is. Based on every possible metric you put on it.
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Post by: Martel732
Bharring wrote:I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
More importantly, the dark reapers can probably whittle them down to the point where they aren't popping a valuable eldar target. You don't need to kill them all.
ON a side note, however the orks are getting exploding dice on a 5+ was not a necessary buff.
Go to 40kstats. It's really all about marines being trash, not Eldar being especially nutso. I've seen plenty of bad stuff happen to Eldar. Just not at the hands of marines usually.
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Post by: Xenomancers
Bharring wrote:I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
You only need to kill like 6-7 of the unit to make using the stratagems a waste of CP. Plus - you should easily kill the entire unit. They are t4 with 6+ saves. Now IDK what pure CWE armies are running these days. It's pretty variable it seems. However, I know what my friends use. A 3 man warwalker with scatter lasters is usually in there. or a wraithknight with suncannon and scatter lasers or starcannons. Automatically Appended Next Post: Bharring wrote:Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
Controlling your own fate is always better than relying on your opponent to drop into range of a unit. Plus the -1 makes the strat almost useless. Forwarding is also usable on vehicles. You can use it on a damn scorpion.
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Post by: Bharring
Xenomancers wrote:Bharring wrote:Sorry, got caught up on the whole "Eldar are OP, so everything you say is wrong" line. Yes, Jumping the Tankbusters was the much better move. As Repulsors can't get locked in CC anyways, and it's a tank-heavy skew list.
My point was that, against many lists, you can't count on Da Jump for Tankbustas, as you need to get your Boyz (or something else) up fast. Which, I suppose is tangential.
Automatically Appended Next Post:
Xenomancers wrote:The Newman wrote:Besides, a Land Raider can't be the epitome of bad, Drop Pods are a worse inventment and they're in the same codex.
Also; Stompas.
A drop pod is ( "a" ) another example of the epitome of bad. Really the way you figure it out is simple. You ask yourself. Is this thing a giant waste of points? If the answer is yes - it is the epitome of bad.
It need only be a perfect example of a unit that is way overcosted.
What, in your mind, is the difference between saying "[Thing] is [descriptor]" and "[Thing] is the epitome of [descriptor]"?
Also, if your bar for "perfect [descriptor]" is "[descriptor]", what does value or meaning does "perfect" have in your language?
First of all I have no idea what you are talking about. This is some kind of literary gimnastic you are pulling.
Here is the first definition of the word perfect as an adjective. - "Having all the required or desirable elements, qualities, or characteristics; as good as it is possible to be."
What is required for a unit to be bad other than being 20% overcosted? Nothing. So it fits.
What you're calling 'literary gymnastics', I call "basic/common English usage".
Calling something "the epitome of [X]", in common usage, is a superlative meant to show how it's seen as the most [X] a thing can be. Naturally, like most perfection-based desciptors, it's usually used for hyperbole.
Likewise, "perfect", in the vernacular, is entirely like the definitions you gave: there's no missing quality, and it's not possible to be more [X].
Once again, you're flipping "Bad" with "The epitome of bad". A unit that's 20% overcosted is bad. But is it the epitome of bad?
For the first half of your definition:
Is being 30% overcosted bad? If so, and a unit is between 20% and 30% overcosted, then clearly it's not "perfectly" bad.
Is being of lower toughness than 3 bad? Does the Land Raider have lower toughness than 3? Again, clearly, not "perfectly" bad.
For the second half of your definition:
Could the Land Raider cost 10 more points? Clearly it could be worse; so it's not "perfectly" bad.
Are there units that are even *more* bad ? Yes. Other units being even worse clearly means it's not as bad as "it is possible to be".
Also - the word is common usage is even more lenient. Ever hear people use the phrase? "you'd be perfect for that?" Do they literally mean youd be the best possible choice? Or just that you'd do well in that role? Pretty obvious.
You agree the LR is bad but then say it can't be the Epitome of bad because their might be some unnamed worse possible unit. This is unnecessary. In order to be the epitome of something you meerly need to be a really good example of. Which a LR is. Based on every possible metric you put on it.
That phrase is a perfect example. When people are saying "You'd be perfect for that", they're engaging in hyperbole to sell a point (that you fit whatever 'that' is well). They do *literally* mean you'd be the best possible choice, but they *figuratively* mean you'd be a good choice. What they (figuratively) mean is obvious. Hyperbole isn't a sin. It's used to great effect all the time. (See? Two hyperbolistic statements in a row to support a point.)
The difference is that, like most tools for emphasis, it should be used for emphasis. When everything is "Teh best EVAR" or "Absolute trash", neither phrase means anything.
Swearing is another tool for emphasis: I corrected a statement I made in an upper management meeting the other day to change "Stuff" to "the S-word". It was appropriate language. Because swearing is so rare in that forum, and because I so rarely use it, that change was impactful. And meaningful. If someone swore all the time, and dropped an F-bomb in casual conversation, that F-bomb means nothing.
The reason we bring this up is because you're conflating hyperbole with accurate statements. And you're flooding the conversation with hyperbole. The first is a problem because it can be difficult to follow a conversation where we have crazy, clearly contradictory claims clearly intended to be taken as true. The second is a problem because it means any linguistic flair that uses hyperbole to convey actual meaning gets lost in the noise that is all the superfluous excessive statements.
To bring this all together, people use "[X] is the epitome of [Y]" in common conversation to emphasize how much [X] is [Y] - almost always as hyperbole. The statement itself is fine, used contextually correctly and in moderation. The problems are when it's not properly understood to be hyperbole, or a speaker emphasizes everything ("if everything is important, nothing is"). It's made worse, in this case, because the speaker doesn't seem to know the statements are hyperbolic - meaning they're spouting stuff without knowing what they're saying.
This stuff isn't "linguistic gymnastics". It's basic human communications.
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Post by: Martel732
The land raider had its uses after ca. This new tank had its uses. But in both cases those uses arent applicable to a large enough percentage of the opponemt pool to render them undesirable.
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Post by: Bharring
Xenomancers wrote:Bharring wrote:I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
You only need to kill like 6-7 of the unit to make using the stratagems a waste of CP. Plus - you should easily kill the entire unit. They are t4 with 6+ saves. Now IDK what pure CWE armies are running these days. It's pretty variable it seems. However, I know what my friends use. A 3 man warwalker with scatter lasters is usually in there. or a wraithknight with suncannon and scatter lasers or starcannons.
3 WW with SLs: 3x4x2 shots, 2/3 hit, 2/3 wound = 10-11 dead Orkz.
WK won't get close either.
It takes a lot more Eldar firepower than you seem to realize to kill Orkz.
Automatically Appended Next Post:
Bharring wrote:Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
Controlling your own fate is always better than relying on your opponent to drop into range of a unit. Plus the -1 makes the strat almost useless.
So depending on an opponent to drop within range and LOS of a unit he's not shooting is more "controlling your own fate" than depending on an opponent to drop within range and LOS of what he wants to shoot? How so?
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Post by: Xenomancers
Sorry but human communication doesn't require tons of brackets and analogies to make a point. Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective. We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
Automatically Appended Next Post:
Bharring wrote: Xenomancers wrote:Bharring wrote:I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
You only need to kill like 6-7 of the unit to make using the stratagems a waste of CP. Plus - you should easily kill the entire unit. They are t4 with 6+ saves. Now IDK what pure CWE armies are running these days. It's pretty variable it seems. However, I know what my friends use. A 3 man warwalker with scatter lasters is usually in there. or a wraithknight with suncannon and scatter lasers or starcannons.
3 WW with SLs: 3x4x2 shots, 2/3 hit, 2/3 wound = 10-11 dead Orkz.
WK won't get close either.
It takes a lot more Eldar firepower than you seem to realize to kill Orkz.
Automatically Appended Next Post:
Bharring wrote:Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
Controlling your own fate is always better than relying on your opponent to drop into range of a unit. Plus the -1 makes the strat almost useless.
So depending on an opponent to drop within range and LOS of a unit he's not shooting is more "controlling your own fate" than depending on an opponent to drop within range and LOS of what he wants to shoot? How so?
4 ork rockets aren't going to do anything - then they gonna die to morale most likely because they are overextended. That is the point. Plus you should have an autarch there. It's the entire purpose for taking the WW to begin with. The WK is for forwarding against a unit with armor saves.
Correct me if I am wrong but you do control where your autarch and farseer all your units are placed don't you?
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Post by: Bharring
Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
11860
Post by: Martel732
Can we just say "most marine units are bad compared to the field" and leave it at that? That position is strongly supported by available data as well as anecdotal experiences.
91128
Post by: Xenomancers
Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
71534
Post by: Bharring
Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point. Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective. We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
Automatically Appended Next Post:
Bharring wrote: Xenomancers wrote:Bharring wrote:I don't disagree that Eldar are more powerful than Marines. Some posters just read my posts as saying that and paint me in that light.
What I disagree with is basing discussions on things like Forewarned meaning any 15-man squad gets immediately deleted. Or if unit A is bad, it's the worst thing ever. And, if unit B is worse, it's the worst thing ever. But unit A is the worst thing ever, too...
You only need to kill like 6-7 of the unit to make using the stratagems a waste of CP. Plus - you should easily kill the entire unit. They are t4 with 6+ saves. Now IDK what pure CWE armies are running these days. It's pretty variable it seems. However, I know what my friends use. A 3 man warwalker with scatter lasters is usually in there. or a wraithknight with suncannon and scatter lasers or starcannons.
3 WW with SLs: 3x4x2 shots, 2/3 hit, 2/3 wound = 10-11 dead Orkz.
WK won't get close either.
It takes a lot more Eldar firepower than you seem to realize to kill Orkz.
Automatically Appended Next Post:
Bharring wrote:Martel732 wrote:Doesn't work outside 12". If forewarned were as limited as auspex scan, no one would complain about it.
This also cuts both ways.
A unit can drop in within 12" and LOS of it's target (meltacide!) while being out of LOS of some seperate backfield unit hugging a Farseer. It cannot drop within 12" and LOS of it's target and be outside 12" and LOS of something that can Auspex.
Now, the Marine version also has a -1-to-hit feature as well. I certainly agree that Auspex is weaker than Forewarned. But fixating on Auspex's downsides but not it's upsides isn't doing you any favors.
Controlling your own fate is always better than relying on your opponent to drop into range of a unit. Plus the -1 makes the strat almost useless.
So depending on an opponent to drop within range and LOS of a unit he's not shooting is more "controlling your own fate" than depending on an opponent to drop within range and LOS of what he wants to shoot? How so?
4 ork rockets aren't going to do anything - then they gonna die to morale most likely because they are overextended. That is the point.
"Plus - you should easily kill the entire unit."
The point is that, no, you don't. As shown, even your suggested cases don't even come close. That is the point you were making, and it's simply not true.
Plus you should have an autarch there. It's the entire purpose for taking the WW to begin with. The WK is for forwarding against a unit with armor saves.
Correct me if I am wrong but you do control where your autarch and farseer all your units are placed don't you?
No more than the Marine list controls where their units are. In fact, even less in this specific point - Auspex Scan (while worse for other reasons) doesn't depend on a particular HQ being in a particular range of the firing unit.
The point isn't that Auspex Scan is better. It's that the specific claim that Eldar one is better specifically because it is more "controlling your own fate" than the Marine one. That's not why it's better. That's not even true.
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Post by: Martel732
Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
71534
Post by: Bharring
Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
As posted upthread, the Drop Pod.
We've now wasted *pages* debating one single line from your hyperbole-laden rant, and we still need to repeat ourselves. We should move on. If you want to discuss the 10 other points, sure, but we should just drop the 11th.
119949
Post by: FezzikDaBullgryn
Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
Squats, Ratlings, Rein & Raus, Drop pods, Black Stars, Wyrdvane Psykers, Vanquishers, Stompas, Supa Stompas, KillaCans, Mutilators, Gorkanaut, Servitors....want me to keep going?
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Post by: Martel732
Mine all came from one codex. Just sayin
91128
Post by: Xenomancers
Martel732 wrote:Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
Other than the ballpred....None of these units even come close IMO. Some are actually top tier options out of their codex. Like Stormravens and interceptors.
119949
Post by: FezzikDaBullgryn
Xenomancers wrote:Martel732 wrote:Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
Other than the ballpred....None of these units even come close IMO. Some are actually top tier options out of their codex. Like Stormravens and interceptors.
Servitors?
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Post by: Xenomancers
Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
As posted upthread, the Drop Pod.
We've now wasted *pages* debating one single line from your hyperbole-laden rant, and we still need to repeat ourselves. We should move on. If you want to discuss the 10 other points, sure, but we should just drop the 11th.
Someone said a drop pod is worse than a LR doesn't make it a true statement. Think I've seen you defending drop pods in other threads. More in bad faith argument from you again. Insectum does pretty well with them from what I hear.
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Post by: happy_inquisitor
Martel732 wrote:It was a Gman tank party. No front lines to speak of. I'm sure against you, he'd jump da boyz. It was the right call and that repulsor disintegrated. He actually cleared 21W against it.
"Neither do Boyz mob charges."
Good thing he was using tankbustas in this particular instance.
That is why you bring scouts/infiltrators - to screen against this sort of T1 nonsense happening. To be fair even Intercessors do a pretty good job of it on most deployment maps. You just need to have a few such units and know how to deploy.
Screening against lootas is pretty much impossible, screening against tankbustas is tricky but a good player should be able to do it. I suspect that the marine player just did not anticipate what was coming and therefore failed to defend against it - i.e. they got outplayed by a better player. Hard to know without seeing the game in person.
None of that invalidates taking tanks - and none of it has anything to do with the supposed terrible nature of this tank for not having an invulnerable save which is of course useless against tankbustas. It just means that any unit is vulnerable to its direct counter if your opponent brought that counter and outplays you. Which applies to every unit in the game one way or another.
91128
Post by: Xenomancers
FezzikDaBullgryn wrote: Xenomancers wrote:Martel732 wrote:Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
Other than the ballpred....None of these units even come close IMO. Some are actually top tier options out of their codex. Like Stormravens and interceptors.
Servitors?
On paper they look bad but they are in fact one of the most competitive space marine units as the cheaply unlock stratagems from other chapters. Automatically Appended Next Post: happy_inquisitor wrote:Martel732 wrote:It was a Gman tank party. No front lines to speak of. I'm sure against you, he'd jump da boyz. It was the right call and that repulsor disintegrated. He actually cleared 21W against it.
"Neither do Boyz mob charges."
Good thing he was using tankbustas in this particular instance.
That is why you bring scouts/infiltrators - to screen against this sort of T1 nonsense happening. To be fair even Intercessors do a pretty good job of it on most deployment maps. You just need to have a few such units and know how to deploy.
Screening against lootas is pretty much impossible, screening against tankbustas is tricky but a good player should be able to do it. I suspect that the marine player just did not anticipate what was coming and therefore failed to defend against it - i.e. they got outplayed by a better player. Hard to know without seeing the game in person.
None of that invalidates taking tanks - and none of it has anything to do with the supposed terrible nature of this tank for not having an invulnerable save which is of course useless against tankbustas. It just means that any unit is vulnerable to its direct counter if your opponent brought that counter and outplays you. Which applies to every unit in the game one way or another.
Pretty sure ork rockets shoot 24" so...unable to screen them. Plus. They just ensure you get charged turn 1 with stuff starting in their deployment zone. This is fail city.
11860
Post by: Martel732
Xenomancers wrote:Martel732 wrote:Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
Other than the ballpred....None of these units even come close IMO. Some are actually top tier options out of their codex. Like Stormravens and interceptors.
I'm going with my view on my own codex over yours. A 300 pt tanks with T8 2+ and 4 lascannons with no movement penalty seems pretty good compared to rest of that crap. Stormravens lost any vestige of usefulness when they lost prepared positions and inceptors are just soap bubbles with guns. They never work. Well, they work for one turn, then die. Way too expensive for that.
91128
Post by: Xenomancers
Martel732 wrote: Xenomancers wrote:Martel732 wrote:Baal predators. Land speeders. Furioso dreadnoughts. Death company. Assault marines. Regular dreadnoughts. Hunters. Chaplains. Stormravens. Tactical marines. Hellblasters. Inceptors. Reivers.
Other than the ballpred....None of these units even come close IMO. Some are actually top tier options out of their codex. Like Stormravens and interceptors.
I'm going with my view on my own codex over yours. A 300 pt tanks with T8 2+ and 4 lascannons with no movement penalty seems pretty good compared to rest of that crap. Stormravens lost any vestige of usefulness when they lost prepared positions and inceptors are just soap bubbles with guns. They never work. Well, they work for one turn, then die. Way too expensive for that.
My blood angels buddy uses phobo libby with 6 plasma interceptors using the +1 to hit WL trait. It kills just about any 2 units. With 2 smash captains hitting around the same time + Mephiston is is threat overload.
I can make a SR -2 to hit turn 1 with tiggy and protect a levi dread with the same buff turn 1. Not to mention the best way to take HB cents which are basically the best unit to buff with Gman. They are basically the best options in the codex IMO.
71534
Post by: Bharring
Xenomancers wrote:Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
As posted upthread, the Drop Pod.
We've now wasted *pages* debating one single line from your hyperbole-laden rant, and we still need to repeat ourselves. We should move on. If you want to discuss the 10 other points, sure, but we should just drop the 11th.
Someone said a drop pod is worse than a LR doesn't make it a true statement. Think I've seen you defending drop pods in other threads. More in bad faith argument from you again. Insectum does pretty well with them from what I hear.
You've also "seen" me argue that Marines are OP and Eldar are trash this edition. That doesn't mean I've argued either.
Drop Pods have some value. I wouldn't call them the epitome of bad. I think I'd rank them below Land Raiders, though. I'm sure I've said that I see some value or upside in Pods before, but having upsides doesn't mean it's necessarily better than a unit that's "bad". I can't think of a single unit in this game that doesn't have some "upside".
Someone saying a Drop Pod is worse than a Land Raider doesn't make it worse, true; Are you saying the Land Raider is, in fact, the worst choice in the game? Worse than Corsair squads? Worse than Stompas? Worse then Rein & Raus?
And, not just worse, but worse in every single way?
11860
Post by: Martel732
No it's not. There is only one smash capt first of all. And mephy is greatly overrated offensively. Both capts can be killed easily with S4 AP 0. The inceptors die to damage 2. Mephy is ignorable.
Good luck when those two units are freaking guardsmen. Or some other stupid screen. Inceptors are bad because they cost too much and there's too many screens.
I stand by my statement. I'd much rather field a land raider than inceptors.
71534
Post by: Bharring
Also, on calling another person out for bad faith; it's extremely bad form to do so just because you don't like their viewpoint. It's potentially a rule#1 violation.
53920
Post by: Lemondish
Martel732 wrote:No it's not. There is only one smash capt first of all. And mephy is greatly overrated offensively. Both capts can be killed easily with S4 AP 0. The inceptors die to damage 2. Mephy is ignorable.
Good luck when those two units are freaking guardsmen. Or some other stupid screen. Inceptors are bad because they cost too much and there's too many screens.
I stand by my statement. I'd much rather field a land raider than inceptors.
I feel like you aren't playing this game properly if you're letting opponents take out your characters with S4 AP 0.
I'm also surprised to see you have a belief that Land Raiders are acceptable, but a single S4 AP0 attack in melee, whether it hits or not, silences the bloody thing. And at over 18 points a wound for barely any offensive output, this should be the exact unit you hate the most! How inconsistent, Marty
11860
Post by: Martel732
It could just be punches from dum dums after they charge whatever.
BA characters are usually in hazardous situations, so all kinds of gak befalls them.
I said I'd choose it over the other gak I listed. I didn't say it was GOOD. Also if someone wants to come play tag with a BA LR, have fun getting past my menagerie of things that want to be in CQC.
Other than smash capt, I'm not sure there's a GOOD unit in the whole BA codex atm.
95818
Post by: Stux
Martel732 wrote:No it's not. There is only one smash capt first of all. And mephy is greatly overrated offensively. Both capts can be killed easily with S4 AP 0. The inceptors die to damage 2. Mephy is ignorable.
Good luck when those two units are freaking guardsmen. Or some other stupid screen. Inceptors are bad because they cost too much and there's too many screens.
I stand by my statement. I'd much rather field a land raider than inceptors.
Wow. I'm starting to get a strong feeling that either you don't actually play, or your local meta is just hyper competitive, and not representative of most people's games. Does every Imperium list you face run the loyal 32!?
Inceptors are decent. Plasma ones can be really good.
91128
Post by: Xenomancers
Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
As posted upthread, the Drop Pod.
We've now wasted *pages* debating one single line from your hyperbole-laden rant, and we still need to repeat ourselves. We should move on. If you want to discuss the 10 other points, sure, but we should just drop the 11th.
Someone said a drop pod is worse than a LR doesn't make it a true statement. Think I've seen you defending drop pods in other threads. More in bad faith argument from you again. Insectum does pretty well with them from what I hear.
You've also "seen" me argue that Marines are OP and Eldar are trash this edition. That doesn't mean I've argued either.
Drop Pods have some value. I wouldn't call them the epitome of bad. I think I'd rank them below Land Raiders, though. I'm sure I've said that I see some value or upside in Pods before, but having upsides doesn't mean it's necessarily better than a unit that's "bad". I can't think of a single unit in this game that doesn't have some "upside".
Someone saying a Drop Pod is worse than a Land Raider doesn't make it worse, true; Are you saying the Land Raider is, in fact, the worst choice in the game? Worse than Corsair squads? Worse than Stompas? Worse then Rein & Raus?
And, not just worse, but worse in every single way?
It doesn't have the be worse in every way. It only needs to be worse in the 1 way that matters. Cost prohibitive to the point is loses you the game. Also to be fair. A few of these options don't count. Corsairs have not received a first update - they are basically 7th edition units. Plus Many of the large forge world superheavies were up to doubled in points intentionally so they could not be played in tournaments. This is across the board these units do not count because they aren't ment to be considered. Rein & Raus WTF? what is that some exclusive white dwarf fluff ball unit no one cares about? It's still not worse than a LR? What do they cost you? 40 points and you get an untargetable sniper?
11860
Post by: Martel732
Why wouldn't they? Even I do it most of the time.
There's also the ork hordes and plague bearer hordes.
Inceptors are decent on YOUR turn. Then your opponent gets a turn, and you don't have any more inceptors. At their price point, this doesn't work out.
118982
Post by: Apple Peel
Stux wrote:Martel732 wrote:No it's not. There is only one smash capt first of all. And mephy is greatly overrated offensively. Both capts can be killed easily with S4 AP 0. The inceptors die to damage 2. Mephy is ignorable.
Good luck when those two units are freaking guardsmen. Or some other stupid screen. Inceptors are bad because they cost too much and there's too many screens.
I stand by my statement. I'd much rather field a land raider than inceptors.
Wow. I'm starting to get a strong feeling that either you don't actually play, or your local meta is just hyper competitive, and not representative of most people's games. Does every Imperium list you face run the loyal 32!?
Inceptors are decent. Plasma ones can be really good.
Martel is the kind of person that wallows. You show him a winning list with, say, BA Repulsors and Redemptors, and instead of jumping on the idea or seeing the actual use in the units, he continues to wallow and not let anyone else convince him otherwise. The Executioner looks good for SM. Interceptors are already good for SM, especially BA.
11860
Post by: Martel732
But they aren't. Why do you think that they are?
That list won once, and will probably never be seen again. For a reason.
91128
Post by: Xenomancers
Bharring wrote:Also, on calling another person out for bad faith; it's extremely bad form to do so just because you don't like their viewpoint. It's potentially a rule#1 violation.
Now you are claiming not to argue with me that drop pods aren't hugely overcosted? You've argued with me about transport capacity. All kinds of stuff. Every single time you are favoring the eldar side. EVERY SINGLE TIME. It's no surprise to anyone. Me on the other hand. I play all the armies. Including armies I play in which I called for nerfs to my own units. Like the Castellan.
120625
Post by: The Newman
Martel732 wrote:To be completely, fair, the drop pod would a lot more reasonable if there were something worthwhile to load into it.
You're not wrong.
The only thing I can think of that makes sense to Drop Pod is tooled up Company Veterans, and putting them in a drop pod is kind of a hard sell when most of the other available transports have enough shooting to justify taking before you put Marines in them.
91128
Post by: Xenomancers
Martel732 wrote:But they aren't. Why do you think that they are?
That list won once, and will probably never be seen again. For a reason.
They are your best option is all I am saying. Now that you can get a +1 to hit on demand on them. It is pretty fething gross what kind of targeted damage they can do. 24 plasma shots on average destroys almost anything. If you hit and tie up a much of units the turn you drop them. They might even get to shoot again. Plus you can drop them next to your banner and they can even shoot again when they die. All marines can do this OFC. BA just do it best because they have a lot of units that get in front of the interceptors and run interference / plus can drop the biggest hammer.
Not saying it's OP. Just saying its your best option.
71534
Post by: Bharring
Xenomancers wrote:Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Bharring wrote: Xenomancers wrote:Sorry but human communication doesn't require tons of brackets and analogies to make a point.
Yes, most of the time these parts of human communication don't require tons of brackets or analogies to get across. Most people learn them naturally.
Your point is the LR could possibly be worse so it can't be the epitome of bad. That is an okay argument is suppose. It is unreasonable though because as pointed out the term "bad" is subjective.
Something being "good" or "bad" is subjective. Something being "worse" in a particular way is not, unless that particular way is subjective. For instance, Land Raiders being "good" or "bad" is subjective (although most people agree). Paying 300 points for a Land Raider being worse than paying 250 points is not subjective.
We are quibbling here. You agree the LR is bad - just not "that bad" okay...come on dude. What metric are you using to make that statement? Hyperbole is a big stretch.
The metric - which you provided - is "The epitome of bad" or "perfectly bad". Either of those are very clearly hyperbole, as it's very clearly not.
Man...you are really going to have to convince me I am exaggerating here. What is a worse choice than a LR for competitive play?
As posted upthread, the Drop Pod.
We've now wasted *pages* debating one single line from your hyperbole-laden rant, and we still need to repeat ourselves. We should move on. If you want to discuss the 10 other points, sure, but we should just drop the 11th.
Someone said a drop pod is worse than a LR doesn't make it a true statement. Think I've seen you defending drop pods in other threads. More in bad faith argument from you again. Insectum does pretty well with them from what I hear.
You've also "seen" me argue that Marines are OP and Eldar are trash this edition. That doesn't mean I've argued either.
Drop Pods have some value. I wouldn't call them the epitome of bad. I think I'd rank them below Land Raiders, though. I'm sure I've said that I see some value or upside in Pods before, but having upsides doesn't mean it's necessarily better than a unit that's "bad". I can't think of a single unit in this game that doesn't have some "upside".
Someone saying a Drop Pod is worse than a Land Raider doesn't make it worse, true; Are you saying the Land Raider is, in fact, the worst choice in the game? Worse than Corsair squads? Worse than Stompas? Worse then Rein & Raus?
And, not just worse, but worse in every single way?
It doesn't have the be worse in every way. It only needs to be worse in the 1 way that matters. Cost prohibitive to the point is loses you the game.
So you're not arguing "The epitome" or "epitome" anymore? Just "worst"? For clarity.
"Cost prohibitive to the point is [sic] loses you the game" is a very narrow metric. If I added a 5 point unit that had the rule "Remove as a casualty at the start of the first player turn", by your definition it could arguably be better than something like a Land Raider; however, it clearly will do less for it's points than a Land Raider. Points effectiveness is a much more common and accepted metric. But, I digress. We can look at it from your metric.
Also to be fair. A few of these options don't count. Corsairs have not received a first update - they are basically 7th edition units.
I would agree that Corsairs aren't a great example of what we should expect to be balanced. But it's hard to accept something being "the worst choice in the game" when dismissing so many choices that are "in the game".
That said, Corsairs did get a first update - the Forgeworld Index has rules for them. And a CAs/ FAQs have changed them.
Plus Many of the large forge world superheavies were up to doubled in points intentionally so they could not be played in tournaments. This is across the board these units do not count because they aren't ment to be considered.
IOW, things that are overpointed too much shouldn't be considered. Incidentally, anything pointed worse than Land Raider is what you're considering "too much". Why do the classic SM big centerpieces (Land Raiders) count but not the classic big centerpieces of other factions (Squigoths, Stompas, Greater Demons, Vampyrs, etc)? Your argument will always be true when you reinvent reality to match it.
Rein & Raus WTF? what is that some exclusive white dwarf fluff ball unit no one cares about? It's still not worse than a LR? What do they cost you? 40 points and you get an untargetable sniper?
Warhammer Quest, not White Dwarf. Not the most unreasonable exclusion, but it's still arbitrary.
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Post by: Martel732
One of their guns can shoot. Not the whole model.
They are so expensive and now we are talking multiple babysitters.
If the guns were 24" range instead of 18" I'd be a lot more excited about trying that.
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Post by: Apple Peel
Martel732 wrote:But they aren't. Why do you think that they are?
That list won once, and will probably never be seen again. For a reason.
The list has two top ten and a top twenty placing, actually. Sorry that you have trouble believing that BA can be anything other than trash. Must be a depressing mindset.
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Post by: Martel732
Apple Peel wrote:Martel732 wrote:But they aren't. Why do you think that they are?
That list won once, and will probably never be seen again. For a reason.
The list has two top ten and a top twenty placing, actually. Sorry that you have trouble believing that BA can be anything other than trash. Must be a depressing mindset.
Oh, it didn't even finish first?
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Post by: Apple Peel
Martel732 wrote: Apple Peel wrote:Martel732 wrote:But they aren't. Why do you think that they are?
That list won once, and will probably never be seen again. For a reason.
The list has two top ten and a top twenty placing, actually. Sorry that you have trouble believing that BA can be anything other than trash. Must be a depressing mindset.
Oh, it didn't even finish first?
I don’t know, from what it sounds like, it does way better than you.
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Post by: Martel732
While that's true, it was made to sound like it took an entire event. I've considered a list similar to that before, but didn't purchase the models b/c of the anti-IK meta.
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Post by: happy_inquisitor
Xenomancers wrote:
Pretty sure ork rockets shoot 24" so...unable to screen them. Plus. They just ensure you get charged turn 1 with stuff starting in their deployment zone. This is fail city.
Only unable if you do not know how to play the game. You put your screen so they can't drop within 24" of the tank - e.g 16-18" away from the tank. They cannot drop between the screen and the tank because there is nowhere not within 9" of something and if they drop 9" + 16" from the tank they sure aint shooting it. Obviously you can shuffle things slightly but always so that the final distance of an Ork from your tank is >24".
If this is the level of understanding you have of the game then I guess its no wonder you have such odd opinions. Learn to use those 9" exclusion zones properly.
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Post by: Martel732
I've seen 24" guns screened out before, particularly Tyranid shock cannons. This particular list had zero chance of doing this, though. As I said, Ork guy knew what he was looking at.
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Post by: Apple Peel
Martel732 wrote:While that's true, it was made to sound like it took an entire event. I've considered a list similar to that before, but didn't purchase the models b/c of the anti-IK meta.
Now i don’t recall the highs and lows of the meta, but wasn’t anti-IK popular during Bad Moons Rumble #1, the London Open, and the Gibraltar 40K GT? Because that’s when this list played so well.
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Post by: happy_inquisitor
Martel732 wrote:I've seen 24" guns screened out before, particularly Tyranid shock cannons. This particular list had zero chance of doing this, though. As I said, Ork guy knew what he was looking at.
Bad unbalanced list loses game, wow shocker. Teaches us nothing about the Repulsor Executioner. What point exactly were you trying to make?
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Post by: Martel732
Well it was the #2 list that event, so how bad could it be?
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Post by: Bharring
Xenomancers wrote:Bharring wrote:Also, on calling another person out for bad faith; it's extremely bad form to do so just because you don't like their viewpoint. It's potentially a rule#1 violation.
Now you are claiming not to argue with me that drop pods aren't hugely overcosted?
Edit: I think I remember the conversation you're referencing. I was arguing that a Droppod should cost more than 0pts + 1CP. As in, you shouldn't get to just spend 1 CP to deploy any given unit in a Drop Pod. At 0 points, I would certainly argue they *wouldn't* be overcosted, arguing that 0pts is too low is a far cry from arguing that their current points is too low.
You've argued with me about transport capacity. All kinds of stuff. Every single time you are favoring the eldar side. EVERY SINGLE TIME.
ITT:
Me: Eldar are OP. Forewarned is better than Auspex. Auspex has some upsides, but is worse.
You: "Every single time you are favoring the eldar side. EVERY SINGLE TIME."
Does. Not. Compute.
It's no surprise to anyone. Me on the other hand. I play all the armies. Including armies I play in which I called for nerfs to my own units. Like the Castellan.
So your argument is that I've always argued against nerfs to:
-Reaper Deathstars
-Spears Deathstars
-Doom
-Serpents
-Farseers
-Forewarned
- CWE WWP
? Because I've called for nerfs to every single one and more. Conversely, I've argued for buffs to:
- Tac Marines
-ASM
-General Marine profile
-Drop Pods
-And more
You might want to try reading my posts. As in, piece together the sentences and figure out the specific meanings of every statement. Don't just look for keywords then assume meaning.
Where you might be getting confused is that, sometimes, a viewpoint is more nuanced than "X is good" or "Y is bad". Sometimes, there's upsides and downsides. Sometimes, there's tradeoffs. And, beyond that, just because X is good doesn't mean it's the best thing ever - or that not-X is the worst thing ever. Even 40k - as relatively simplistic as it is - has some nuance beyond that.
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Post by: Martel732
Apple Peel wrote:Martel732 wrote:While that's true, it was made to sound like it took an entire event. I've considered a list similar to that before, but didn't purchase the models b/c of the anti-IK meta.
Now i don’t recall the highs and lows of the meta, but wasn’t anti-IK popular during Bad Moons Rumble #1, the London Open, and the Gibraltar 40K GT? Because that’s when this list played so well. 
Maybe it was. Maybe I was wrong about the chances of such a list. Still though, I'm not acquiring those models at this time.
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Post by: Xenomancers
happy_inquisitor wrote: Xenomancers wrote:
Pretty sure ork rockets shoot 24" so...unable to screen them. Plus. They just ensure you get charged turn 1 with stuff starting in their deployment zone. This is fail city.
Only unable if you do not know how to play the game. You put your screen so they can't drop within 24" of the tank - e.g 16-18" away from the tank. They cannot drop between the screen and the tank because there is nowhere not within 9" of something and if they drop 9" + 16" from the tank they sure aint shooting it. Obviously you can shuffle things slightly but always so that the final distance of an Ork from your tank is >24".
If this is the level of understanding you have of the game then I guess its no wonder you have such odd opinions. Learn to use those 9" exclusion zones properly.
Here is what I know. 24 inch guns CAN NOT be screened from deep strike by a single unit. It requires multiple units and it can backfire ESP vs orks. Want to put 15 scouts out in the middle of the table so every unit in their army gets bonus movement on their first turn? It is a GREAT way to auto lose the game.
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Post by: Martel732
That's true. Most nids with shock cannons are mostly shooting lists. You can push out the screen with less chance of things going wrong.
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Post by: Stux
Inceptors?
Because of how reliably I'm deleting targets worth more than them on the turn they drop.
In all fairness to you, I do play Dark Angels so I have the option of Weapons of the Dark Age. But they are considerably more playable than a Land Raider regardless.
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Post by: Apple Peel
Martel732 wrote: Apple Peel wrote:Martel732 wrote:While that's true, it was made to sound like it took an entire event. I've considered a list similar to that before, but didn't purchase the models b/c of the anti-IK meta.
Now i don’t recall the highs and lows of the meta, but wasn’t anti-IK popular during Bad Moons Rumble #1, the London Open, and the Gibraltar 40K GT? Because that’s when this list played so well. 
Maybe it was. Maybe I was wrong about the chances of such a list. Still though, I'm not acquiring those models at this time.
Then don’t. I won’t force you. However, I will strongly suggest that you step outside of your bubble of interpretation on how well units may perform. It may be enlightening. In case you want to keep up with the player, it’s Joseph Moscardini.
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Post by: Bharring
But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
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Post by: Martel732
Oh, small detail there. You can get two damage without overload. Or even three damage vs those without to hit penalties.
I'm still taking a BA LR over BA inceptors. I'm actually taking neither, but that's unimportant for the ranking.
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Post by: Xenomancers
Bharring wrote:But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
Greater deamons are good....what are you talking about? LOL My 3++ -1 damage LOC dumping out supersmites and infernal gateway with a +3/4 to cast is a game winner. Tantaulus can carry quite possibly the most powerful melle unit in the game for it's cost...Vampyr Raider? What is this? A corsair unit? I've already described that that does not count because it's not really even a real unit. Hunter? Ehhh - it's bad but it's not as bad as a LR - you can take 3 for the cost of a LR and you get double the t8 wounds with about the same firepower.
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Post by: happy_inquisitor
Xenomancers wrote:
Here is what I know. 24 inch guns CAN NOT be screened from deep strike by a single unit. It requires multiple units and it can backfire ESP vs orks. Want to put 15 scouts out in the middle of the table so every unit in their army gets bonus movement on their first turn? It is a GREAT way to auto lose the game.
Why would I ever have less than 3 units of troops?
Why would I need more than one of those anywhere outside my deployment zone to do the screening, probably not even that far outside my deployment zone?
Is everyone assuming that the only place to deploy is dead-centre right on the front line and therefore you need to put your screen in the literal middle of the table? That would just be bad deployment in this match-up.
So yes, if someone charges a mob of boyz into my scouts they die. But they are way too far away from my castle for any useful pile-in action after that and now there is a unit of boyz just dangling there ready to be shot. I'll trade a cheap unit for that sort of table position advantage any day, which is of course why scouts are so great.
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Post by: Bharring
Xenomancers wrote:Bharring wrote:But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
Greater deamons are good....what are you talking about? LOL My 3++ -1 damage LOC dumping out supersmites and infernal gateway with a +3/4 to cast is a game winner.
I was thinking the FW ones. Good luck getting too-many-vowels-for-name to do his job.
Tantaulus can carry quite possibly the most powerful melle unit in the game for it's cost...
Land Raiders can carry a number of units that are better than Land Raiders, but that doesn't make Land Raiders good. Why does it make the Tauntaulus good?
Vampyr Raider? What is this? A corsair unit? I've already described that that does not count because it's not really even a real unit.
IIRC, Corsairs can take them too, but the Vampyr is a CWE vehicle.
Hunter? Ehhh - it's bad but it's not as bad as a LR - you can take 3 for the cost of a LR and you get double the t8 wounds with about the same firepower.
The Vampyr Hunter costs way more than a Land Raider. I wasn't talking about the SM Hunter.
Once again, your argument boils down to "If it's worse than the Land Raider, it doesn't count"? Automatically Appended Next Post: And what about the Gorka/Morkanaught or Stompa? Automatically Appended Next Post: Edit: This should *really* be ripped out of this thread. Started another thread if you still want to claim " LR are the epitome of bad" is not an exaggeration.
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Post by: Xenomancers
Ummm this 1500 point monstrosity with a 4d6 str 12 ap-4 d6 weapon that does 2d6 on 6 to wound? Plus 2 pulse lasers?
Like...I'm really not sure how bad this unit is. It has a 4++ save at full profile with a 6+ FNP. Can have -3 to hit on demand. If you were playing 5000 point battles it might actually be one of the best units I've ever seen. Seems to me it 1 shots a space marine falchion every turn while being almost impossible to hit and being quite durable on top of that. At 1500 points we will never see it in a 2000 point game. Ill concede that this unit would be a bad choice in competitive but not because it is a bad unit. Its just on the wrong battlefield. The LR is bad no matter what game you bring it to.
Also - why are we comparing space marine trash units to other armies trash units. If you are playing space marines you can't bring these things. Your options are imperial only. For 410ish points you can bring a shadowsword. Why would you pay 290ish for a repuslor exterminator?
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Post by: Bharring
So you could have that or 6 Executioners.
24 S9 Ap-3 Dd6 shots.
Hundreds of small arms shots.
Nearly 100W.
Once again, regardless of rules, you assume anything CWE is OP, anything Marine is garbage. Automatically Appended Next Post: Xenomancers wrote:Ummm this 1500 point monstrosity with a 4d6 str 12 ap-4 d6 weapon that does 2d6 on 6 to wound? Plus 2 pulse lasers?
Like...I'm really not sure how bad this unit is. It has a 4++ save at full profile with a 6+ FNP. Can have -3 to hit on demand. If you were playing 5000 point battles it might actually be one of the best units I've ever seen. Seems to me it 1 shots a space marine falchion every turn while being almost impossible to hit and being quite durable on top of that. At 1500 points we will never see it in a 2000 point game. Ill concede that this unit would be a bad choice in competitive but not because it is a bad unit. Its just on the wrong battlefield. The LR is bad no matter what game you bring it to.
Also - why are we comparing space marine trash units to other armies trash units.
-Anything bigger than a LR doesn't count - they're pointed out of the game.
-Anything smaller than a LR doesn't count - they're easier to absorb the cost of.
-Anything FW doesn't count - it's too niche/unknown.
-Anything Xenos/Chaos doesn't count - for reasons.
The LR is the worst possible unit that isn't higher costed than, lower costed than, or otherwise not, a Land Raider. That's quite a stretch, and clearly not what you originally meant.
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Post by: Xenomancers
responding in the new thread.
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Post by: Insectum7
Breton wrote: Insectum7 wrote:Breton wrote: Insectum7 wrote:
Why the heck would you bother doing the calculations for Devs if you're only going to give them Missile Launchers? Plasma or Las at least if you're calculating vs. T8 3+
Because Plas and Las numbers - or something similar enough to be in the educated guess ballpark are already done - and the process is laid out step by step for anyone curious enough to do the math themselves if ballpark isn't good enough?
Why are you bothering to complain about free math, when you can make an excel sheet for anything I didn't do for you?
"Free math" is hardly worth anything if it's a lousy comparison, that's why. Or if you're using the math to make a point, but using a (very) sub-optimal loadout, it's just wasted energy.
The Plasma math was already done - One Inceptor plasma blaster and one Plasma Cannon are the same - At least for the relevant parts of the stat line we were comparing.
Are you suggesting the results for D3 S7/8 AP -3 D1/D2 damage output will change when coming from a BS 3+ Inceptor vs a BS 3+ Devastator? Or that you're incapable of adjusting 10D3 to 4D3? Using a calculator to multiply by .4?
I think we were comparing vs T8 3+, No Invuln? How much difference do you think there is between 4x S10 -4 D3-6 (Average 4) and 4x S9 -3 DD6 (Average 3.5) Vs T8 3+ No Invuln?
1 Repulsor Laser Destroyer 4 shots, 2.68 hits, 1.7956 successful wounding rolls, 7.1824 damage.
Will the BS 3+ Devastators hit more often than the BS3+ Repulsor? Will S10 wound T8 more than S9? Are you incapable of guestimating -or using a calculator to multiply - 1.7956 x 3.5 after being told what 1.7956 x 4 is?
I'll even grant you'll have to add in a 6+ armor save to the calculations. A feat never before accomplished in the history of Mathammer players vs Orks and IG.
So I repeat - Las and Plas numbers were already done far enough most can extrapolate the numbers - Probably in their head - for the -Cannons - thus I did a third different anti-tank weapon choice entirely. Why are you complaining?
A: Ok, so I see what you were doing so far as the purposes of comparing new weapons not already in the pile. Fair enough. I read the original post as a comparison of units, and thought you had taken a sub-par version of the unit to compare.
However. .
B: The Devs will actually will hit differently, because one model can have a BS of 2+ and fire twice with a Cherub. So with Las you get five shots vs. four, at a different save modifier, with two shots at BS2+. Imo this is a meaningful enough a distinction and more worthwhile too look at than Missile Launchers.
C: For more interesting weapon variation you can go with Grav Cannons, which outperform Lascannons vs. such a target. I get (3x4x.666x.333x2+(2x4x.666x.333x2)) for 8.87 wounds.
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Post by: JNAProductions
Xenomancers wrote:Bharring wrote:But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
Greater deamons are good....what are you talking about? LOL My 3++ -1 damage LOC dumping out supersmites and infernal gateway with a +3/4 to cast is a game winner. Tantaulus can carry quite possibly the most powerful melle unit in the game for it's cost...Vampyr Raider? What is this? A corsair unit? I've already described that that does not count because it's not really even a real unit. Hunter? Ehhh - it's bad but it's not as bad as a LR - you can take 3 for the cost of a LR and you get double the t8 wounds with about the same firepower.
How do you get a 3++?
The only way to get that, to my knowledge, is by cheating.
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Post by: The Newman
I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
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Post by: Martel732
Vanilla marines like smouldering dumpster fire. BA like raging dumpster fire. :(
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Post by: BrianDavion
The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
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Post by: Ishagu
BrianDavion wrote:The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
I think it's going to be wildly different, with a big focus on Primaris. There's already 10+ units to be added into the next book so it's already more different than the Chaos release.
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Post by: Breton
Insectum7 wrote:
A: Ok, so I see what you were doing so far as the purposes of comparing new weapons not already in the pile. Fair enough. I read the original post as a comparison of units, and thought you had taken a sub-par version of the unit to compare.
However. .
B: The Devs will actually will hit differently, because one model can have a BS of 2+ and fire twice with a Cherub. So with Las you get five shots vs. four, at a different save modifier, with two shots at BS2+. Imo this is a meaningful enough a distinction and more worthwhile too look at than Missile Launchers.
C: For more interesting weapon variation you can go with Grav Cannons, which outperform Lascannons vs. such a target. I get (3x4x.666x.333x2+(2x4x.666x.333x2)) for 8.87 wounds.
A. I accept your apology... that you didn't actually offer.
B. the Cherub is one turn only - Not an average performance that can be counted on turn after turn. The Signum doesn't make them BS2, its a +1 to Hit. This makes a difference on rerolls, but I was also trying to avoid reroll/aura/one-turn etc because it was as much about comparing the weapons as the host unit - plus, you could be doing math all day. As I have pointed out numerous times, if you feel the distinction is significant enough, you're welcome to do your own homework without complaining I didn't do it for you. Personally I'd make me an Excel Spreadsheet if I were as demanding on each and every weapon and upgrade option- then you only have to create a formula once or twice, and plug units/values.
C. Grav - using the same methodology to reduce apples/oranges - would be 16 shots, 10.72 hits, 3.53 wounding rolls, 2.97 after armor saves, 5.94 Damage after D3(2) damage per. This should (Again) be fairly similar to the plasma S7 -3 D1 numbers, simply adjusted to D2 instead of D1
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Post by: Xenomancers
JNAProductions wrote: Xenomancers wrote:Bharring wrote:But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
Greater deamons are good....what are you talking about? LOL My 3++ -1 damage LOC dumping out supersmites and infernal gateway with a +3/4 to cast is a game winner. Tantaulus can carry quite possibly the most powerful melle unit in the game for it's cost...Vampyr Raider? What is this? A corsair unit? I've already described that that does not count because it's not really even a real unit. Hunter? Ehhh - it's bad but it's not as bad as a LR - you can take 3 for the cost of a LR and you get double the t8 wounds with about the same firepower.
How do you get a 3++?
The only way to get that, to my knowledge, is by cheating.
impossible robes.
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Post by: Breton
Ishagu wrote:BrianDavion wrote:The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
I think it's going to be wildly different, with a big focus on Primaris. There's already 10+ units to be added into the next book so it's already more different than the Chaos release.
It could go either way - If new model kits with secondary options aren't available the Vanguard Marines might not even be in the new Codex. They may just punt and leave it as a Codex: Vanguard supplement.
Eliminators, Suppressors, Infiltrators, Phobos Cap, Phobos LT, Phobos Librarian is 6... Executioner is 7. What are the other three?
1 Each: RG, IF, CF, BT, UM, Salamanders, IH, WS named Primaris Special Character is another 8.
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Post by: BrianDavion
Ishagu wrote:BrianDavion wrote:The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
I think it's going to be wildly different, with a big focus on Primaris. There's already 10+ units to be added into the next book so it's already more different than the Chaos release.
Ten? I count 4. You have the Infiltrators, Supressors Eliminators and Repulsor Executioners. Captains Leuitenants and Librarians all have new options yes but they're no more likely to get a specific mention then captains in terminator armor did (they didn't) and the repulsor executioner could very likely be added as a blurb onto the standard repulsor. my guess is the repulsor text will be rewritten to account for the repulsor varient and we'll get a new two page "Vanguard Marines" spread. that might simply be little more then a repeat of page 6 and 7 of the vanguard marines mini-dex
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Post by: Breton
BrianDavion wrote: Ishagu wrote:BrianDavion wrote:The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
I think it's going to be wildly different, with a big focus on Primaris. There's already 10+ units to be added into the next book so it's already more different than the Chaos release.
Ten? I count 4. You have the Infiltrators, Supressors Eliminators and Repulsor Executioners. Captains Leuitenants and Librarians all have new options yes but they're no more likely to get a specific mention then captains in terminator armor did (they didn't) and the repulsor executioner could very likely be added as a blurb onto the standard repulsor. my guess is the repulsor text will be rewritten to account for the repulsor varient and we'll get a new two page "Vanguard Marines" spread. that might simply be little more then a repeat of page 6 and 7 of the vanguard marines mini-dex
Captain in Gravis Armor got it's own entry. Captain/etc in Phobos Armor probably will as well- the Librarian especially so as it'll get its own power chart, which I'm guessing GW already regrets, they don't want to pack the thing with this Librarian gets that power set, that librarian gets this power set...
The Executioner will be a seperate datasheet as it's a different force org slot.
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Post by: BrianDavion
Breton wrote:BrianDavion wrote: Ishagu wrote:BrianDavion wrote:The Newman wrote:I think it's worth taking a step back and remembering that a lot of us posting in this thread play Marines and it's easy to be salty about Marines and the state of the game in general if you're playing Marines. They're in a really bad place.
I've still got fingers crossed that Marines are in a better spot when Codex: Marines 2.0 drops. I'm not optimistic by any stretch, but I'm hoping GW is smart enough to realise that Marines are a big percentage of the player base and leaving the faction a garbage fire is probably a bad idea.
I'm expecting it'll be the same as CSM 2.0 just adding new units in and calling it a day.
I think it's going to be wildly different, with a big focus on Primaris. There's already 10+ units to be added into the next book so it's already more different than the Chaos release.
Ten? I count 4. You have the Infiltrators, Supressors Eliminators and Repulsor Executioners. Captains Leuitenants and Librarians all have new options yes but they're no more likely to get a specific mention then captains in terminator armor did (they didn't) and the repulsor executioner could very likely be added as a blurb onto the standard repulsor. my guess is the repulsor text will be rewritten to account for the repulsor varient and we'll get a new two page "Vanguard Marines" spread. that might simply be little more then a repeat of page 6 and 7 of the vanguard marines mini-dex
Captain in Gravis Armor got it's own entry. Captain/etc in Phobos Armor probably will as well- the Librarian especially so as it'll get its own power chart, which I'm guessing GW already regrets, they don't want to pack the thing with this Librarian gets that power set, that librarian gets this power set...
The Executioner will be a seperate datasheet as it's a different force org slot.
oohh yeah you're talking datasheets, I was thinking "fluff pages" yeah it'll incldue all the new datasheets but I don't expect much else. if CSM 2.0 is anything to go by we won't be able to count on getting the new warlord traits in the codex sadly
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Post by: Breton
BrianDavion wrote:
oohh yeah you're talking datasheets, I was thinking "fluff pages" yeah it'll incldue all the new datasheets but I don't expect much else. if CSM 2.0 is anything to go by we won't be able to count on getting the new warlord traits in the codex sadly
Who'd be shocked if the Obscuration power set was missing too? We'll get a fluff page or two. I expect we'll get some named Primaris - but not Calgar- they'll leave him Vigilus required. I heard someone suggest they won't remove Marine 1.0's just push people into Primaris. Primaris Specials are a step on that road.
If I'm right and we do get some Primaris special's those details will be interesting. An Iron Hands Phobos Captain stumping around quietly on two whirring and grinding bionic legs? Will Pedro Kantor cross the Primaris Rubicon as well, and ended up as a Aggressor after Cawl upgrades him to the Two Fisted Dakka Of Dorn? Oh wait, they already have a Primaris Marneus character. Wlll High Marshall Helbrect unveil the first Primaris Emperor's Champion, Bob? Will Shrike get an Inceptor Lieutenant/Aide? Will Korsarro Khan build the first Primaris Bike?
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Post by: FezzikDaBullgryn
PRIMARIS KALDOR DRAIGO!
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Post by: AlmightyWalrus
You're all thinking too small.
Roboute Guilliman will be the first Primarisarch.
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Post by: Stux
Primaris Emperor..?
No! Primaris Khorne!
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Post by: JNAProductions
Xenomancers wrote: JNAProductions wrote: Xenomancers wrote:Bharring wrote:But how does a Land Raider compare to a Stompa, Gorka/Morkanaugt, Squiggoth, Tantaulus, Vampyr Raider/Hunter, Greater Demon, etc?
Greater deamons are good....what are you talking about? LOL My 3++ -1 damage LOC dumping out supersmites and infernal gateway with a +3/4 to cast is a game winner. Tantaulus can carry quite possibly the most powerful melle unit in the game for it's cost...Vampyr Raider? What is this? A corsair unit? I've already described that that does not count because it's not really even a real unit. Hunter? Ehhh - it's bad but it's not as bad as a LR - you can take 3 for the cost of a LR and you get double the t8 wounds with about the same firepower.
How do you get a 3++?
The only way to get that, to my knowledge, is by cheating.
impossible robes.
Forgot that relic. Okay, my bad.
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Post by: Lemondish
BrianDavion wrote:
oohh yeah you're talking datasheets, I was thinking "fluff pages" yeah it'll incldue all the new datasheets but I don't expect much else. if CSM 2.0 is anything to go by we won't be able to count on getting the new warlord traits in the codex sadly
All told, the following data sheets...
Captain in PhobosLieutenant in PhobosVanguard Librarian in PhobosInfiltratorSuppressorEliminatorRepulsor ExecutionerNew Iron Hands character and potential techmarineBookkeeping: updates to Intercessors, Reivers, Primaris Captain options, etc.Primarneus CalgarVictrix Honour Guard
And the following rules...
Poor Chaos missed the boat, but we'll have Bolter Discipline in the bookCrimson Fists and Blood Ravens Chapter Tactics, Relics, Stratagems, and Warlord TraitsObscuration DisciplineAnd this is all before any other new units or the long rumoured Chapter Tactics for vehicles.
Speaking of new units...
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Post by: fraser1191
Where's all this coming from?
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Post by: Lemondish
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
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Post by: fraser1191
Lemondish wrote:
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
I'll have to watch the video when I can.
Wow. A new dread, I never would have seen this coming. It looks stripped down too. So awesome. I guess it's a kit for infiltrators, eliminators with their Las fusils and that "land seeder" thing we've been hearing about
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Post by: Lemondish
fraser1191 wrote:Lemondish wrote:
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
I'll have to watch the video when I can.
Wow. A new dread, I never would have seen this coming. It looks stripped down too. So awesome. I guess it's a kit for infiltrators, eliminators with their Las fusils and that "land seeder" thing we've been hearing about
Stripped down look kind of makes it seem like a support piece for Vanguard marines...interesting.
More Vanguard releases and more armour opens up the potential for the Executioner - greater screening ability and more armoured threat saturation always helps these tanks.
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Post by: The Newman
Anyone care to post an actual link to said video?
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Post by: FezzikDaBullgryn
Is it just me or did that rhino have Rhino have sponsons? I can't see it really clear, but I had no idea what the hell that was.
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Post by: The Newman
FezzikDaBullgryn wrote:Is it just me or did that rhino have Rhino have sponsons? I can't see it really clear, but I had no idea what the hell that was.
I'm more interested in the fact that the Rhino with sponsons appears to be on a flying base.
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Post by: Sterling191
Its not a Rhino. Its a Repulsor-like hover-tank, but in a somewhat smaller form factor.
The "sponsons" appear to be engine intakes.
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Post by: FezzikDaBullgryn
CVould that be a new Repulsor or is it just a home brewed counts as?
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Post by: The Newman
We know it's not a Rhino. It merely has the rough outline of one, so we default to "Rhino" for conversation's sake.
I agree on the intakes, I hope the blur is making them look bigger than they actually are.
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Post by: Dudeface
fraser1191 wrote:Lemondish wrote:
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
I'll have to watch the video when I can.
Wow. A new dread, I never would have seen this coming. It looks stripped down too. So awesome. I guess it's a kit for infiltrators, eliminators with their Las fusils and that "land seeder" thing we've been hearing about
I'm not convinced that is a dread, it looks to be open topped like a sentinel. I'm quietly hoping it's like a dreadknight but done well.
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Post by: The Newman
Well, my search-foo is weaker than I'd like:
https://youtu.be/SFsL-VdxLYw
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Post by: Lemondish
Perhaps another thread for speculation is in order, or a name change here lol
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Post by: FezzikDaBullgryn
https://www.belloflostsouls.net/2019/07/40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
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Post by: bullyboy
Dudeface wrote: fraser1191 wrote:Lemondish wrote:
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
I'll have to watch the video when I can.
Wow. A new dread, I never would have seen this coming. It looks stripped down too. So awesome. I guess it's a kit for infiltrators, eliminators with their Las fusils and that "land seeder" thing we've been hearing about
I'm not convinced that is a dread, it looks to be open topped like a sentinel. I'm quietly hoping it's like a dreadknight but done well.
Except in the video he actually calls it a dreadnought.
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Post by: Stux
FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
I don't buy it being a spin on a Whirlwind. Top bit looks too small. I'm hoping this is the Primaris Rhino we've all been waiting for.
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Post by: fraser1191
Dudeface wrote: fraser1191 wrote:Lemondish wrote:
The pics? From the video posted on WarCom - Primaris Lieutenant Daily #723
It's freakin' hilarious.
The rest is just wild speculation given the data sheets released already.
I'll have to watch the video when I can.
Wow. A new dread, I never would have seen this coming. It looks stripped down too. So awesome. I guess it's a kit for infiltrators, eliminators with their Las fusils and that "land seeder" thing we've been hearing about
I'm not convinced that is a dread, it looks to be open topped like a sentinel. I'm quietly hoping it's like a dreadknight but done well.
Potentially! Those 2 Grey bars running horizontal do look like roll bars of some sort. It's blurred and I already like the aesthetic.
I'm pretty confident the model being pointed at is a Phobos Lt.
I'll be honest I've been a little salty having to wait for the vanguard marines but things have been resparked.
New tank, new dread, new "rhino". Last thing to wrack my brain around is to the left of the "rhino", is that a Phobos librarian in front of some infiltrators?
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Post by: p5freak
Great, one more overpriced primaris only transport, and another useless, overpriced dread, like the redemptor. Both probably wont have an inv.
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Post by: Martel732
Stux wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
I don't buy it being a spin on a Whirlwind. Top bit looks too small. I'm hoping this is the Primaris Rhino we've all been waiting for.
What will that even do, other than give your opponent the opportunity to instakill your expensive primaris on 1s when the transport dies? Transports don't work well for marines in 8th.
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Post by: Stux
Martel732 wrote: Stux wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
I don't buy it being a spin on a Whirlwind. Top bit looks too small. I'm hoping this is the Primaris Rhino we've all been waiting for.
What will that even do, other than give your opponent the opportunity to instakill your expensive primaris on 1s when the transport dies? Transports don't work well for marines in 8th.
Nothing in your games clearly, you can ignore this chat if you like. We'll just imagine your negativity and save you the effort of posting.
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Post by: Martel732
What will it do in YOUR games?
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Post by: FezzikDaBullgryn
Well, if it gets the Primaris tax, I can see it being about 100-120 points? That would be a great alternative to the Rhino.
If it's the Whirlwind, what will they call it? Tornado? Jesushatestrailerparksinthemidwest? Dust Devil? Vortex? Cyclone? Here's to hoping it's got a IDF Plasma Cannon that does nothing!
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Post by: Stux
Well of course it will depend on points, any weapons, and special rules.
But basically it'll make Aggressors and Hellblasters more mobile and protect them from some early game shooting.
Yeah, when it explodes it's a 1/6 chance of each one dying. But that's better than the unit getting shot directly. And if they're using their anti tank to crack transports, that's less to shoot at Repulsors
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Post by: Bharring
Most things suffer a 1/6 chance of dying when being shot at by Boltguns...
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Post by: fraser1191
Who knows maybe the dread can infiltrate, maybe the hover rhino infiltrates and has a 4++ against shooting, maybe Las fusils are assault 5 S10 ap - 5 6D let's at least wait and see what they do before buying a ticket for the hate train...
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Post by: Martel732
Transport death doesn't have to hit, wound or give a save though. Automatically Appended Next Post: fraser1191 wrote:
Who knows maybe the dread can infiltrate, maybe the hover rhino infiltrates and has a 4++ against shooting, maybe Las fusils are assault 5 S10 ap - 5 6D let's at least wait and see what they do before buying a ticket for the hate train...
It's always time for the primaris hate train.
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Post by: Apple Peel
It’s expensive, but we do have a Primaris transport. Can anyone judge to size? If it has a six man capacity and that’s it, I could see it being useful, otherwise I don’t see need another one.
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Post by: fraser1191
Yes it seems to be a recurring theme with your posts.
While I agree marines as a whole suck, I'm still excited to see new releases as my love for them runs deep. And there's no point getting all riled up over something that might be competitive for marines and haul them up a couple rungs
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Post by: Martel732
Primaris is really good at one thing: refuting the idea that GW always overpowers new kits. Some people STILL claim this.
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Post by: Stux
Martel732 wrote:Primaris is really good at one thing: refuting the idea that GW always overpowers new kits. Some people STILL claim this.
I'm with you on that. So bizarre that many people still think it's true...
Like, sometimes a new kit is overpowered. But it looks basically random more than anythibg.
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Post by: Martel732
It is TOTALLY random. I've basically been losing to the same Eldar kits since early 2000s. They redid the whole BA line. Still crap.
Yet, I CONSTANTLY run into to people that claim this.
I've tried hauling around aggressors in a repulsor. No matter what other units I have on the table, that thing is THE target because they know they get the bonus rolls to kill 30+ point models on top of the expensive ass repulsor. Even FW dreads are not juicy enough to distract off such a target. I've borrowed some and tried.
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Post by: Bharring
Same Eldar kits, like the Jetbike Farseer? Maybe Eldred too?
Because no other CWE kit has been top-tier since 2000.
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Post by: Martel732
Bharring wrote:Same Eldar kits, like the Jetbike Farseer? Maybe Eldred too?
Because no other CWE kit has been top-tier since 2000.
I don't know the exact age of them all. Wave serpents, reapers, etc. The usual suspects. War walkers were certainly top tier in 5th when used correctly.
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Post by: Bharring
WW were good, done right, in 5th and half of 6th, but not great aside from that.
Serpents suddenly got amazing during the second half of 6th, but was nothing special before that.
Reapers got decent in 7th, but didn't get great until 8. They were overcosted in later 6th, and increadibly overcosted in early 6th - they got destroyed by Marines.
"The ususal suspects" are anything but. Each book, it's been mostly different kits. The price/power does track close to random, but CWE have such a random assortment of units that random distribution will generally put them in a good place.
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Post by: Martel732
Point is, GW randomly superpowers old kits and constantly makes new kits with crap rules. Like basically every primaris unit.
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Post by: Bharring
Wraithknight. Riptide. Grav weaponry.
Each of those were OP when their kits were released.
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Post by: ImPhaeronWeasel
I am at the point where Im happy about new primaris stuff. It looks cool and the sight of a whole primaris army makes me smile. Its no where near competitive but its fun collecting them.
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Post by: JNAProductions
Bharring wrote:Wraithknight. Riptide. Grav weaponry.
Each of those were OP when their kits were released.
And there are many that weren't, and many older kits were made OP with an edition change or something too.
GW is just bad at balance in general.
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Post by: Martel732
Bharring wrote:Wraithknight. Riptide. Grav weaponry.
Each of those were OP when their kits were released.
I didn't say it NEVER happened. It's just far from universal.
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Post by: BrianDavion
Bharring wrote:Wraithknight. Riptide. Grav weaponry.
Each of those were OP when their kits were released.
in fairness Grav weaponry had a big impact beyond just being OP because it was a hard counter to the meta at the time of it's release.
but yeah, GW has been very conserfitive with Primaris pricing, my guess is they're deliberatly trying to not rock the boat and obselete old marines. If an intercessor squad was say.. 15 points at release no matter what corrections and changes they made the narrative would have been "old marines are obselete now, get ridda em, they want you to switch to Primaris" plenty of people already think that but GW seems to be trying to subtly present a "mixed formations" narrative, at least for now.
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Post by: Martel732
Grav was the marine crutch because their other units were just getting skunked.
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Post by: FezzikDaBullgryn
I'm pretty sure GSC was pretty broken, hence week 1 patch, or am I misremembering how GSC released?
Also, are you telling me the Castellan didn't unbalance the entire game when it first dropped?
How about when DW were getting Beta Bolters with SIA while carrying SSs?
New kits were overpowered, we are just forgetting quickly.
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Post by: Martel732
Sometimes they are. But then, primaris. The point is that its totally random.
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Post by: bullyboy
p5freak wrote:Great, one more overpriced primaris only transport, and another useless, overpriced dread, like the redemptor. Both probably wont have an inv.
Redemptor is 155pts with the onslaughts. That is cheap as chips for the firepower, wounds and S/T
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Post by: Martel732
Redemptor is one of the few good primaris units. It's not cheap. Cheap would be sub 10 ppw. It's still overcosted probably, but not by much. To be truly fearsome, it would need to clock in around 120. Xenos level costing.
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Post by: BrianDavion
Martel is right at this point. for every new kit that releases somewhat broken, there's one that releases that's not that great. moving away from Primaris Marines...
does anyone rememebr the Taurox dominating the battlefield on release? Cause I sure don't! Custodes when they released had one unit widely agreed as amazing but the terminators and wardens where just "alright" anytime an entire new faction gets released chances are some of it';s units will be amazing and others will be crap, just the way it goes.
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Post by: The Newman
BrianDavion wrote:Bharring wrote:Wraithknight. Riptide. Grav weaponry.
Each of those were OP when their kits were released.
in fairness Grav weaponry had a big impact beyond just being OP because it was a hard counter to the meta at the time of it's release.
but yeah, GW has been very conserfitive with Primaris pricing, my guess is they're deliberatly trying to not rock the boat and obselete old marines. If an intercessor squad was say.. 15 points at release no matter what corrections and changes they made the narrative would have been "old marines are obselete now, get ridda em, they want you to switch to Primaris" plenty of people already think that but GW seems to be trying to subtly present a "mixed formations" narrative, at least for now.
They're failing miserably if that's what they're aiming at.
The good news is that as much as Primaris are nudging mini-marines out of the boat in Vanilla Marine armies, mini-marines are still hands-down better that Primaris in Death Watch due to Stormbolters interacting so much better with SIA and the Primaris DW squad being less flexible. I'm more sanguine about that than I expected, even if I don't really want to do the conversion and re-painting.
- I'm looking forward to getting a second box of Suppressors once the stand-alone kit comes out, their cannon is just about as on-meta as you can get.
- If the Lasfusile is any sort of good then LasFusile Eliminators push Devs out of the boat just on being a 1+ save in cover. Especially if it winds up being something middle-of-the-road since Marines have a problem with only having specialized guns and nothing like the Battle Cannon that is good against the field.
- A hover-rhino means there's a decent chance that the various Rhino-based tanks that Death Watch can't use are only a printed conversion kit away from usable in a solid Primaris list. There's probably files out there already for the Land Raider.
It's in a place where I can kind of see it coming together.
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Post by: Martel732
I've thought about DW, but I hate the concept so much. Marines that are even MOAR marininer. Marines are already absurd. GK, DW, and such are on a different level.
I'd rather they just make primaris good so we can compete and get rid of old marines entirely. It's better than this middle limbo world where every marine unit sucks. Yeah, that's like 90% of what I own, but it's already garbage at this point.
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Post by: p5freak
bullyboy wrote: p5freak wrote:Great, one more overpriced primaris only transport, and another useless, overpriced dread, like the redemptor. Both probably wont have an inv.
Redemptor is 155pts with the onslaughts. That is cheap as chips for the firepower, wounds and S/T
It hits on 3s, when it moves on 4s, and when its damaged its on 5s, or even 6s. No inv. Thats ridiculous.
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Post by: Xenomancers
Pretty excited for Primaris Rhino. It probably wont be able to hold gravis though. It will be able to hold hell blasters though. Maybe intercessors. Automatically Appended Next Post: p5freak wrote: bullyboy wrote: p5freak wrote:Great, one more overpriced primaris only transport, and another useless, overpriced dread, like the redemptor. Both probably wont have an inv.
Redemptor is 155pts with the onslaughts. That is cheap as chips for the firepower, wounds and S/T
It hits on 3s, when it moves on 4s, and when its damaged its on 5s, or even 6s. No inv. Thats ridiculous.
Yeah and on demand -1 to hit. Lots of times this unit can't even hit. Vehicle degrading profiles really make increased wound not as valuable as in when things get bigger they should start paying less for wounds.
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Post by: Tibs Ironblood
I don't have a ton of experience with the redemptor so take my input with a grain of salt, but I find it performs alright when taking two or three of them. They are not radically expensive and can put out a respectable amount of firepower. Throw in -1 to hit from raven guard or 6+++ Iron hand tactics on top of re-roll auras (which marines have a ton of) and they'll do alright at their cost. They are not meta sweepers or anything of the like, but they far from bad IMO.
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Post by: Xenomancers
Tibs Ironblood wrote:I don't have a ton of experience with the redemptor so take my input with a grain of salt, but I find it performs alright when taking two or three of them. They are not radically expensive and can put out a respectable amount of firepower. Throw in -1 to hit from raven guard or 6+++ Iron hand tactics on top of re-roll auras (which marines have a ton of) and they'll do alright at their cost. They are not meta sweepers or anything of the like, but they far from bad IMO.
If they could take double onslaughts they would be Meta AF.
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Post by: casvalremdeikun
Xenomancers wrote:Pretty excited for Primaris Rhino. It probably wont be able to hold gravis though. It will be able to hold hell blasters though. Maybe intercessors.
I have a sinking feeling it will only be able to carry Phobos units. I am otherwise excited for everything shown. Definitely going to pick up more Eliminators (they might be replacing my Lascannon Devastators depending on what Las Fusils do), a Hover Rhino or two, and a box of Infiltrators or two. The Dreadnought is a possibility, but I have two Redemptor kits, one still on sprue. I have yet to field one. We will see.
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Post by: fraser1191
I don't think this rhino kit is a transport. It looks like there's weapons where the doors normally would be, unless it's a dual kit Automatically Appended Next Post: If it can only carry Phobos units it's dead to me
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Post by: Stux
fraser1191 wrote:I don't think this rhino kit is a transport. It looks like there's weapons where the doors normally would be, unless it's a dual kit
Automatically Appended Next Post:
If it can only carry Phobos units it's dead to me
A Phobos only transport would indeed be very silly. The whole point of Infiltrators is to block deep strike, which they can do in a transport. Eliminators have Heavy weapons so don't want to disembark. Other than that you just have characters.
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Post by: The Newman
Xenomancers wrote: Tibs Ironblood wrote:I don't have a ton of experience with the redemptor so take my input with a grain of salt, but I find it performs alright when taking two or three of them. They are not radically expensive and can put out a respectable amount of firepower. Throw in -1 to hit from raven guard or 6+++ Iron hand tactics on top of re-roll auras (which marines have a ton of) and they'll do alright at their cost. They are not meta sweepers or anything of the like, but they far from bad IMO.
If they could take double onslaughts they would be Meta AF.
8 Heavy Bolters with less range? That hardly seems super on-meta. Two twin-linked Suppressor Cannons however...
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Post by: Xenomancers
The Newman wrote: Xenomancers wrote: Tibs Ironblood wrote:I don't have a ton of experience with the redemptor so take my input with a grain of salt, but I find it performs alright when taking two or three of them. They are not radically expensive and can put out a respectable amount of firepower. Throw in -1 to hit from raven guard or 6+++ Iron hand tactics on top of re-roll auras (which marines have a ton of) and they'll do alright at their cost. They are not meta sweepers or anything of the like, but they far from bad IMO.
If they could take double onslaughts they would be Meta AF.
8 Heavy Bolters with less range? That hardly seems super on-meta. Two twin-linked Suppressor Cannons however...
Well it would be 8 HB and 2 storm bolters probably cost less too. Str 5 ap-1 is a great shooting profile.
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Post by: The Newman
Depends on the meta I suppose. For the same points; 6 hurricane bolters. (Should actually be 12 if they were pointed properly. 144 shots, ew.)
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Post by: fraser1191
Stux wrote: fraser1191 wrote:I don't think this rhino kit is a transport. It looks like there's weapons where the doors normally would be, unless it's a dual kit
Automatically Appended Next Post:
If it can only carry Phobos units it's dead to me
A Phobos only transport would indeed be very silly. The whole point of Infiltrators is to block deep strike, which they can do in a transport. Eliminators have Heavy weapons so don't want to disembark. Other than that you just have characters.
Well if it's got like a base move of 16 or freaking 20 where I can get reivers to actually do something and reivers get a buff codex 2.0 then it'll get a pass. It's a couple hoops to jump through but that's the only way a Phobos only transport can be justified imo
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Post by: Saturmorn Carvilli
ImPhaeronWeasel wrote:I am at the point where Im happy about new primaris stuff. It looks cool and the sight of a whole primaris army makes me smile. Its no where near competitive but its fun collecting them.
Making you smile. Presenting the Avenging Eagles, Ultima Founding Chapter of Legion II geneseed.
I didn't know it until I saw the blurry image, but I could go for a stripped down 'Phobos' Redemptor Dreadnought. Good chance it would be able to close the distance better, and I might not even miss the armor that much if doesn't cost all that many points. Might even be just tough enough to pull heavy weapons that would come pretty close to destroying a regular dreadnought.
As for the repulsor rhino/speeder vehicle. If those are side thrusters, I could it being able to drop Primaris infantry anywhere you might want them on the table fairly quickly since it probably has FLY and could have speeder-like Movement. It could potentially be like a drop pod that ignores deep strike issues in favor of starting on the table and potentially being targeted if not completely hidden. Probably not though. I don't see it being Phobos only in any case. That kinda negates some of the advantage a lot Phobos armor already has.
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Post by: Xenomancers
The Newman wrote:Depends on the meta I suppose. For the same points; 6 hurricane bolters. (Should actually be 12 if they were pointed properly. 144 shots, ew.)
You'd put a hurricane bolter on just about every model that could take it. Sadly - very few units can take them in any number. They are great on HB centurions though. Which when it comes down to it - I'm taking 3 Cents for 210 over a 160 point redemptor. Any day of the week. Only in a list that runs Gman though. Automatically Appended Next Post: Saturmorn Carvilli wrote:ImPhaeronWeasel wrote:I am at the point where Im happy about new primaris stuff. It looks cool and the sight of a whole primaris army makes me smile. Its no where near competitive but its fun collecting them.
Making you smile. Presenting the Avenging Eagles,Ultima Founding Chapter of Legion II geneseed.
I didn't know it until I say the blurry image, but I could go for a stripped down 'Phobos' Redemptor Dreadnought. Good chance it would be able to close the distance better, and I might not even miss the armor that much if doesn't cost all that many points. Might even be just tough enough to pull heavy weapons that would come pretty close to destroying a regular dreadnought.
As for the repulsor rhino/speeder vehicle. If those are side thrusters, I could it being able to drop Primaris infantry anywhere you might want them on the table fairly quickly since it probably has FLY and could have speeder-like Movement. It could potentially be like a drop pod that ignores deep strike issues in favor of starting on the table and potentially being targeted if not completely hidden. Probably not though. I don't see it being Phobos only in any case. That kinda negates some of the advantage a lot Phobos armor already has.
Phobos dread would be amazing. An actual decent target for "you can't shoot this unit" and "this unit can reroll all its and ignore cover". That or just bigger squad sizes. Realistically though. If it had a scout move or infiltrate at the expense of maybe being 10 wounds t6 compared to the redemptor. It could be a great option.
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Post by: BrianDavion
and if it's 9 wounds you can bet the redemptor dread will suddenly vanish from primaris armies.
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Post by: HoundsofDemos
Martel732 wrote:Sometimes they are. But then, primaris. The point is that its totally random.
I chalk it up more to the over all design philosophy GW has that really over estimates what a generalist unit should pay for points wise and a rule set that rewards a unit doing one or two things very well versus being kinda good at 5 or six things.
Add in that GW seems to seriously over estimate durability vs lethality this edition and you end up with most marine units just not being worth much. In a game with knight level things through around delete the squad on average dice rolls, I'd rather have spent points on guardsmen vs marines.
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Post by: Martel732
They have buckets of data telling them there's something wrong.
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Post by: casvalremdeikun
BrianDavion wrote:and if it's 9 wounds you can bet the redemptor dread will suddenly vanish from primaris armies.
With no wound degrading? You are absolutely right. That would be nuts. Stinkin' GW tricking me into buy new Dreadnoughts. Like I said in the other thread, if it blocks deep strike, it will be insane.
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Post by: BrianDavion
casvalremdeikun wrote:BrianDavion wrote:and if it's 9 wounds you can bet the redemptor dread will suddenly vanish from primaris armies.
With no wound degrading? You are absolutely right. That would be nuts. Stinkin' GW tricking me into buy new Dreadnoughts. Like I said in the other thread, if it blocks deep strike, it will be insane.
this is all dependant on price of course. GW has a tendancy to be conservitive with Primaris points.
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Post by: casvalremdeikun
BrianDavion wrote: casvalremdeikun wrote:BrianDavion wrote:and if it's 9 wounds you can bet the redemptor dread will suddenly vanish from primaris armies.
With no wound degrading? You are absolutely right. That would be nuts. Stinkin' GW tricking me into buy new Dreadnoughts. Like I said in the other thread, if it blocks deep strike, it will be insane.
this is all dependant on price of course. GW has a tendancy to be conservitive with Primaris points.
True, and then they dial them back in Chapter Approved.
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Post by: BrianDavion
casvalremdeikun wrote:BrianDavion wrote: casvalremdeikun wrote:BrianDavion wrote:and if it's 9 wounds you can bet the redemptor dread will suddenly vanish from primaris armies.
With no wound degrading? You are absolutely right. That would be nuts. Stinkin' GW tricking me into buy new Dreadnoughts. Like I said in the other thread, if it blocks deep strike, it will be insane.
this is all dependant on price of course. GW has a tendancy to be conservitive with Primaris points.
True, and then they dial them back in Chapter Approved.
yup, as I said my over all impression is GW wants to be very careful with minimizing the perception that Primaris Marines are REPLACING old marines
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Post by: Breton
FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
.
Isn’t the translation of fusil - gun? So las fusils are lasguns? The snipers are getting s3 rapid fire flashlights? Haven’t the primaris stolen enough stubbers from the Guard, now they’re taking their lasguns?!
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Post by: Stux
Breton wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
.
Isn’t the translation of fusil - gun? So las fusils are lasguns? The snipers are getting s3 rapid fire flashlights? Haven’t the primaris stolen enough stubbers from the Guard, now they’re taking their lasguns?!
They will likely be anti tank weaponry based on their apocalypse profile. While we can't extrapolate specific stats as Apocalypse is much more simplified, they have a statline comparable to a Krak Missile or Lascannon.
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Post by: casvalremdeikun
Breton wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
.
Isn’t the translation of fusil - gun? So las fusils are lasguns? The snipers are getting s3 rapid fire flashlights? Haven’t the primaris stolen enough stubbers from the Guard, now they’re taking their lasguns?!
Considering that the Apocalypse version wounds tanks easily, I think it is quite unlikely that Space Marines are going to start toting lasguns. And Fusil translates to Rifle. So these are Las Rifles. So perhaps they will be 36", S8, AP-3, d6 damage weapons.
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Post by: BrianDavion
Breton wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
.
Isn’t the translation of fusil - gun? So las fusils are lasguns? The snipers are getting s3 rapid fire flashlights? Haven’t the primaris stolen enough stubbers from the Guard, now they’re taking their lasguns?!
kiiinda a Fusil was a specific type of light flintlock Musket. Most famously the word regiment type Fusilier get's it's name from that. what a fusilier regiment was varied from nation to nation (the french for example used it to label standard line infantry as opposed to specialsit infantry) British Fusilier regiments, which are proably the most important one here given where GW is based. And there the original intent of them was to guard artillery. So I can see where this name comes from, these guys are supposed to stay back with our ranged heavies (such as executioner tanks) and provide back up.
Just my guess as to the name *shrugs* most likely someone at GW aw the name and thought it sounded cool
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Post by: Breton
Stux wrote:
They will likely be anti tank weaponry based on their apocalypse profile. While we can't extrapolate specific stats as Apocalypse is much more simplified, they have a statline comparable to a Krak Missile or Lascannon.
It’s was humor. Or supposed to be. I realize I’m not always as funny as I think I am, but I thought the insanity of sniper rifle vs lasgun as a weapon option choice plus the wise crack about primaris stealing guns from the Guard made it a little more obvious.
Having looked at the video...the Lieutenant appears to be - in a serious action pose with scenic base action legs fit for an assault marine, and a power sword in the pre-thrust position. He does not appear to have a jump pack, or even grab chutes.
The gun arm of the Dread is visible behind him. It’s an over/under barrel config instead of a rotary barrel cannon or a plasma coiled brick. Twin linked Supressor Cannon, las talon or similar maybe? In the wide blurry shot there appears to be some sort of banner bearer, giving me hope we’re returning to command squads instead of needing 6 elite slots to make the command squad you used to have. Actually it just makes me wonder if Vanguard will get an Ancient for people making the 10th company. We already have a vanguard librarian, so the robed guy could be a vanguard chaplain. Who wears white? Maybe it’s the camo pattern or interior of the cloak? It also could be a captain with a backpack banner or something.
I see a 10 man squad, two characters, a hover tank, a dread, and a a three man squad. The 10 man squad is probably the full infiltrator kit. The two characters, one is the LT, one is cloaked like the librarian we already have. The tank and dread look new, and the three man squad looks like camo cloaks, no flying bases, eliminators.
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Post by: BrianDavion
white is apocathary. I could def see a phobos Apocathary. between the camo cloak and temporal corridor I think a phobos Apocathary would swiftly become not an autotyake but certainly the prefered way to take an apocathary
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Post by: fraser1191
BrianDavion wrote:white is apocathary. I could def see a phobos Apocathary. between the camo cloak and temporal corridor I think a phobos Apocathary would swiftly become not an autotyake but certainly the prefered way to take an apocathary
Seems odd sense infiltrators have a junior apothecary. I wouldn't say no to a phobos chaplain provided they have faith abilities like chaos. I think those are great.
Not complaining since apothecaries are one of my favorite units. I'm hoping we see something else today. Fingers crossed stuff goes up for pre-order next weekend
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Post by: Saturmorn Carvilli
BrianDavion wrote:
Just my guess as to the name *shrugs* most likely someone at GW aw the name and thought it sounded cool
I will give it a pass since it is a Primaris weapon, but I can't believe GW hasn't named more (all) of their infantry units with an i- or better yet in- or inter-. Sure, we have intercessors, interceptors, infiltrators and eliminators are kinda close and begin with a vowel. However, where are my interdictors, Interactors, interferers, interjectors, interlockers, interposers, interrupters or intertwiners? So many inter-words going to waste.
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Post by: fraser1191
Someone said that if the Primaris bikes weren't called accelerators that they would be disappointed. I kind of agree, it's such a bad name it's great. Kinda gets their point across for what they would do. Cards on the table I don't like the name hellblasters haha
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Post by: The Newman
fraser1191 wrote:Someone said that if the Primaris bikes weren't called accelerators that they would be disappointed. I kind of agree, it's such a bad name it's great. Kinda gets their point across for what they would do. Cards on the table I don't like the name hellblasters haha
Hellblasters are doubly annoying since the gun is called an Incinerator. That would be a fine name for the unit with Hellblasters as the name of the gun since nobody cares what the gun is called most of the time.
Also, my vote for the jetbike unit's eventual name is Expediators.
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Post by: Breton
BrianDavion wrote:white is apocathary. I could def see a phobos Apocathary. between the camo cloak and temporal corridor I think a phobos Apocathary would swiftly become not an autotyake but certainly the prefered way to take an apocathary
. The robe isn’t that white. It’s the offwhite bonewhite whatever you see on a normal primary librarian or Tiggy or a normal librarian.
On the speculation for the new codex, I’m hoping chaplains as a whole get a revamp. Their Litanies of Hate could be better than a half assed Captain re-roll. Captains ant lieutenants synergize, captains and chaplains don’t - and they should.
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Post by: The Newman
I actually think half the Marine problem is that they have to castle because of the auras but also need multiple characters to get the full effect.
Imagine this:
- Base Captain: Reroll misses and 1s to-wound at range.
- Base Lieutenant: Reroll 1s to-hit and 1s to-wound at range.
- Chaplain: Reroll misses and 1s to-wound in melee.
- Librarians: Replace the worst power with one that grants reroll 1s to-hit and to-wound in melee and at range but only for infantry.
- Techmarines: Lieutenant rerolls for vehicles only.
Marines are still aura-dependent this way, but honestly they can't get more aura-dependent than they already are. Everything in the codex is pointed like it's standing next to Gulliman already. With those changes a Marine battalion could afford to spread out to multiple objectives and not hamstring itself doing it.
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Post by: Breton
The Newman wrote:I actually think half the Marine problem is that they have to castle because of the auras but also need multiple characters to get the full effect.
Imagine this:
- Base Captain: Reroll misses and 1s to-wound at range.
- Base Lieutenant: Reroll 1s to-hit and 1s to-wound at range.
- Chaplain: Reroll misses and 1s to-wound in melee.
- Librarians: Replace the worst power with one that grants reroll 1s to-hit and to-wound in melee and at range but only for infantry.
- Techmarines: Lieutenant rerolls for vehicles only.
Marines are still aura-dependent this way, but honestly they can't get more aura-dependent than they already are. Everything in the codex is pointed like it's standing next to Gulliman already. With those changes a Marine battalion could afford to spread out to multiple terrain features and not hamstring itself doing it.
The chapter master re-rolls all misses
The captain re-rolls ones
The lieutenant re-rolls 1’s to wound.
The chaplain re-rolls.., all misses in close combat. Litanies of hate should be all failed wounds... or something similar. If they rearrange them all perhaps too, but one all misses, one all failed wounds, one 1’s to hit, one 1’s to wound.
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Post by: Bharring
I know this won't happen, but I wish they'd drop all the auras (and obviously compensate). Auras make Marines want to play Deathball, whereas they should be one of the least deathball forces.
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Post by: Martel732
Bharring wrote:I know this won't happen, but I wish they'd drop all the auras (and obviously compensate). Auras make Marines want to play Deathball, whereas they should be one of the least deathball forces.
It especially doesn't work for BA.
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Post by: FezzikDaBullgryn
The Newman wrote:I actually think half the Marine problem is that they have to castle because of the auras but also need multiple characters to get the full effect.
Imagine this:
- Base Captain: Reroll misses and 1s to-wound at range.
- Base Lieutenant: Reroll 1s to-hit and 1s to-wound at range.
- Chaplain: Reroll misses and 1s to-wound in melee.
- Librarians: Replace the worst power with one that grants reroll 1s to-hit and to-wound in melee and at range but only for infantry.
- Techmarines: Lieutenant rerolls for vehicles only.
Marines are still aura-dependent this way, but honestly they can't get more aura-dependent than they already are. Everything in the codex is pointed like it's standing next to Gulliman already. With those changes a Marine battalion could afford to spread out to multiple objectives and not hamstring itself doing it.
I disagree for several reasons:
1. There are already far too many re-rolls and secondary rolls. I would rather they just do like DW SIA and make things autowound infantry or something.
2. Giving these types of auras to a shooting focused armies reinforces the failed concept of high volume low power shooting is better than high powered low volume shooting. With these rules, a Intercessor squad would do about the same damage to a rhino as a Lascannon, which is dumb.
3. Chaplains are useless in a shooting focused army.
4. Techmarines are of limited use, and I am not buying more models that are useless except for buff auras.
5. Can we please stop forcing SM armies to be based around their HW choices, to the exclusion of everything else? Here's a wild IDEA, make SGTs the buff bots for the squads. Give them purpose!
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Post by: Breton
marines would still deathball without the auras, we’d just call it castle or gunline or something. Close combat sucks this edition, so you won’t see the assault units splitting off to rush while the shooters provide covering fire to soften up targets. And if everything is going to shoot you might as well keep it all together so it can cover for each other.
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Post by: Bharring
A Marine gunline without auras would castle in some cases, string out in others. Versus CC-heavy armies, I'll frequently put my heavy long-range firepower in opposite corners, to force the opponent to either split up, or halve what they get to when they get to it.
Further, a shooty force that needs to get within 12" doesn't run gunline, despite being shooty. Granted, you'd need to shift focus towards special weapons over heavies to make Marines play that way, but it's a much more dynamic way to play.
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Post by: Breton
FezzikDaBullgryn wrote:
3. Chaplains are useless in a shooting focused army.
4. Techmarines are of limited use, and I am not buying more models that are useless except for buff auras.
5. Can we please stop forcing SM armies to be based around their HW choices, to the exclusion of everything else? Here's a wild IDEA, make SGTs the buff bots for the squads. Give them purpose!
Saying this shouldn’t happen because it would fix Chaplains being useless in a shooting army isn’t really a winning argument for a suggestion to fix chaplains.
Likewise being against an idea that provides Techmarines something else useful to do because they’re currently of limited use... isn’t convincing. Now, making them a captain, just for vehicles isn’t a good solution either, because it duplicates an aura already available. Buff the repair function. Give them an aura like an invuln for vehicles, or ignore wounds or some other such ability that’s fluffy but otherwise unavailable.
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Post by: Ishagu
That Guilliman argument isn't accurate. It's a misconception, the same way that people think that adding transport capacity onto a vehicle increase the point cost (It does not, take a look in the codex at similar chassis across units)
There is no magic formula that GW applied to units to be affected by Auras. There are many units that have no business being part of a gunline or hanging around at the backfield that are still costed incredibly high. No, this model is not to blame.
The Grey Knights are even less competitive in points and have no Guilliman. I think you'll find it's simply a case of 1st codex syndrome. The first book released always end up getting left behind with over-costed units and less inspired rules. Every codex released after looks to bring something new and flashy to the table.
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Post by: Martel732
Ishagu wrote:That Guilliman argument isn't accurate. It's a misconception, the same way that people think that adding transport capacity onto a vehicle increase the point cost (It does not, take a look in the codex at similar chassis across units)
There is no magic formula that GW applied to units to be affected by Auras. There are many units that have no business being part of a gunline or hanging around at the backfield that are still costed incredibly high.
The Grey Knights are even less competitive in points and have no Guilliman. I think you'll find it's simply a case of 1st codex syndrome. The first book released always end up getting left behind.
Didn't really happen in 3rd.
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Post by: Insectum7
Bharring wrote:I know this won't happen, but I wish they'd drop all the auras (and obviously compensate). Auras make Marines want to play Deathball, whereas they should be one of the least deathball forces.
Aye. The rerolls are so powerful, but so tedious, and it encourages lazy play. I really dislike them.
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Post by: Martel732
The rerolls aren't that powerful. They make miserably costed units kinda tolerable.
And encourage or perhaps even mandate castles.
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Post by: Ishagu
Martel732 wrote: Ishagu wrote:That Guilliman argument isn't accurate. It's a misconception, the same way that people think that adding transport capacity onto a vehicle increase the point cost (It does not, take a look in the codex at similar chassis across units)
There is no magic formula that GW applied to units to be affected by Auras. There are many units that have no business being part of a gunline or hanging around at the backfield that are still costed incredibly high.
The Grey Knights are even less competitive in points and have no Guilliman. I think you'll find it's simply a case of 1st codex syndrome. The first book released always end up getting left behind.
Didn't really happen in 3rd.
But it did in 4th, 5th, 6th, 7th and 8th
You can't use a 21yr old example. Automatically Appended Next Post: Martel732 wrote:The rerolls aren't that powerful. They make miserably costed units kinda tolerable.
And encourage or perhaps even mandate castles.
This I actually agree with. Being forced to hand around units is so detrimental to winning games!
If people actually play properly with sufficient terrain and objectives they'd know this.
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Post by: Martel732
What's sufficient? That means very different things to different people.
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Post by: Breton
Martel732 wrote:The rerolls aren't that powerful. They make miserably costed units kinda tolerable.
And encourage or perhaps even mandate castles.
What is mandating castles is the current state of close combat and CP levels. An intercessor squad is as “good” at close combat as assault marines. If Assault marines and other basic close combat units were viable, the jump captains and lieutenants would be more prevalent, and you’d see more split forces.
If elite armies could pull down the same CP generation as the Loyal 32 while using non Battalion force orgs you’d see more variation. Each army should generate CP’s at a rate based more on their price per unit, perhaps similar to faith points, than how many of a certain detachment they have points to take.
The two biggest factors in list creation right now are volume of attacks with save modifiers - hard to get in basic close combat units - and CP generation for stratagems. Both of these currently push marines into shooty armies that castle/deathball.
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Post by: The Newman
Breton wrote:The Newman wrote:I actually think half the Marine problem is that they have to castle because of the auras but also need multiple characters to get the full effect.
Imagine this:
- Base Captain: Reroll misses and 1s to-wound at range.
- Base Lieutenant: Reroll 1s to-hit and 1s to-wound at range.
- Chaplain: Reroll misses and 1s to-wound in melee.
- Librarians: Replace the worst power with one that grants reroll 1s to-hit and to-wound in melee and at range but only for infantry.
- Techmarines: Lieutenant rerolls for vehicles only.
Marines are still aura-dependent this way, but honestly they can't get more aura-dependent than they already are. Everything in the codex is pointed like it's standing next to Gulliman already. With those changes a Marine battalion could afford to spread out to multiple terrain features and not hamstring itself doing it.
The chapter master re-rolls all misses
The captain re-rolls ones
The lieutenant re-rolls 1’s to wound.
The chaplain re-rolls.., all misses in close combat. Litanies of hate should be all failed wounds... or something similar. If they rearrange them all perhaps too, but one all misses, one all failed wounds, one 1’s to hit, one 1’s to wound.
So your response to a suggested fix to the auras is to spell out how they are currently? Why exactly?
(Thanks for pointing out Chapter Masters though, I meant to add them to my list as rerolling failed to-hit and failed to-wound rolls at range for the generic ones, and having more variety for the named characters.)
To the people saying Marines shouldn't be aura-dependent in the first place, I whole-heartedly agree. I just think GW adjusting the auras is a lot more likely than GW adjusting Marine stats to where they'd need to be to function without rerolls. They've been remarkably reluctant to adjust the legacy stat-lines. I'm trying to work within the boundries of what's likely without defaulting to just lowering the point costs again.
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Post by: Xenomancers
Want to fix marines - make their auras table wide. Because that is what you are paying for. Other units put out comparable damage without stupid auras. Not GMan level but Gman is 400 points of doing almost not damage for the first 2 turns and quite often not doing damage turn 3 ether.
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Post by: Insectum7
Martel732 wrote:The rerolls aren't that powerful. They make miserably costed units kinda tolerable.
Habitual marine complaining aside, rerolls are quite powerful. That's why everyone was *****ing about Doom.
I just sucks having to crowd around a few HQs. The Eldar version, while usually less effective, at least allowed the army to spread out.
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Post by: The Newman
Breton wrote:Martel732 wrote:The rerolls aren't that powerful. They make miserably costed units kinda tolerable.
And encourage or perhaps even mandate castles.
What is mandating castles is the current state of close combat and CP levels. An intercessor squad is as “good” at close combat as assault marines. If Assault marines and other basic close combat units were viable, the jump captains and lieutenants would be more prevalent, and you’d see more split forces.
If elite armies could pull down the same CP generation as the Loyal 32 while using non Battalion force orgs you’d see more variation. Each army should generate CP’s at a rate based more on their price per unit, perhaps similar to faith points, than how many of a certain detachment they have points to take.
The two biggest factors in list creation right now are volume of attacks with save modifiers - hard to get in basic close combat units - and CP generation for stratagems. Both of these currently push marines into shooty armies that castle/deathball.
This I specifically have to disagree with. Castling makes it hard to take advantage cover, hard to take objectives, and easy to get chain-pillaged by a good melee army that manages to reach you.
"If assault marines were viable you'd see more jump captains and more split lists" - this is still castling, it's just that you have one castle that doesn't move and one castle that flies. Both groups are still dependent on the buffing characters as-is, and if they got better you'd still want the buffs.
CP generation isn't mandating castling either. It's mandating taking HQ choices, needing the buffs is mandating castling. If you want proof, here's a thought experiment: take away the rerolls without changing anything else. Do you even look at a Captain or Lieutenant? I don't, I start looking at Librarians and Techmarines instead, Libbys because having no otions in the psychic phase kind of stinks and Techmarines because they're the cheapest HQ to pay the Battalion tax with.
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Post by: Crimson
IG's order system is better buff mechanic. Marines could have something like that. If there is a clear limit on how many units a character can buff, then it doesn't encourage castling.
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Post by: The Newman
Crimson wrote:IG's order system is better buff mechanic. Marines could have something like that. If there is a clear limit on how many units a character can buff, then it doesn't encourage castling.
Guard can afford to take enough buffing characters to cover every squad in the army if they want to, and they couldn't castle like Marines do anyway since they take up so much space at 4 ppm.
Again, I'm not saying I like where Marines are with the buffs right now. Just that if we're stuck with it it could at least be less painful.
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Post by: FezzikDaBullgryn
What if they did a DoW for PC style of buffs, HQ's can "attach" to squads of troops, thus enhancing that squads buffs?
For vehicles, there would need to be some form of Vehicle "squadron" rule, where coherency comes into play. Three preds and a captain make a "unit" that can gain the captain's buffs.
Captain with a squad of Intercessors gets +2 to hit, +1 to saving throws, and +1 to wound
Hell, bring back bike HQs and they will finally have a purpose!
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Post by: Inquisitor Lord Katherine
FezzikDaBullgryn wrote:What if they did a DoW for PC style of buffs, HQ's can "attach" to squads of troops, thus enhancing that squads buffs?
For vehicles, there would need to be some form of Vehicle "squadron" rule, where coherency comes into play. Three preds and a captain make a "unit" that can gain the captain's buffs.
Captain with a squad of Intercessors gets +2 to hit, +1 to saving throws, and +1 to wound
Hell, bring back bike HQs and they will finally have a purpose!
That's how they used to be. It was broken as hell; though arguably, the current character system is also kind of broken.
119949
Post by: FezzikDaBullgryn
Inquisitor Lord Katherine wrote: FezzikDaBullgryn wrote:What if they did a DoW for PC style of buffs, HQ's can "attach" to squads of troops, thus enhancing that squads buffs?
For vehicles, there would need to be some form of Vehicle "squadron" rule, where coherency comes into play. Three preds and a captain make a "unit" that can gain the captain's buffs.
Captain with a squad of Intercessors gets +2 to hit, +1 to saving throws, and +1 to wound
Hell, bring back bike HQs and they will finally have a purpose!
That's how they used to be. It was broken as hell; though arguably, the current character system is also kind of broken.
Thank you for your measured and appropriate response! I do think Additions to the rolls instead of re-rolls would save a TON of time.
Imagine if instead of re-rolls, they just gave benefits to the rolls. Or to the saves?
105713
Post by: Insectum7
I have to say I quite like the non-attatching HQs in comparison to the previous "attaching" mechanics.
It's just the Aura thing that is the issue. Just give the Captain/whatever a non-aura ability that remains a good enough incentive to take him and it's all good.
(as opposed to some previous editions where the SM Captain was almost never taken, because a Chaplain had the same stats and the same invuln, but for a bit cheaper.) I think it was 3rd or 4th where most Space Marine armies I saw were led by two Chaplains.
119949
Post by: FezzikDaBullgryn
I just want Re-rolls to die. I'm sick of waiting for your gaunts to roll their 750 attacks, followed by 320 re-rolls, followed by wound rolls, followed by.....*Shoots self in face***
91128
Post by: Xenomancers
Inquisitor Lord Katherine wrote: FezzikDaBullgryn wrote:What if they did a DoW for PC style of buffs, HQ's can "attach" to squads of troops, thus enhancing that squads buffs?
For vehicles, there would need to be some form of Vehicle "squadron" rule, where coherency comes into play. Three preds and a captain make a "unit" that can gain the captain's buffs.
Captain with a squad of Intercessors gets +2 to hit, +1 to saving throws, and +1 to wound
Hell, bring back bike HQs and they will finally have a purpose!
That's how they used to be. It was broken as hell; though arguably, the current character system is also kind of broken.
Yep. Maybe it would be better if we combined the two systems and took what was good about each and take away the bad.
Here is how I would do it. Character can attach to a squad of their choice and confer buffs to that squad. However only 1 character can be attached to any 1 squad. You can apply wounds as you do now in 8th. So A leader can take saves for the unit but he has to keep taking saves once he takes a wound. Also characters would receive no protection if not inside of a unit (all would be targetable). Also in this case we would not allow characters to leave units they have joined until that unit is completely destroyed. Might as well make characters immune to morale too (because they can't leave the unit).
The end result would be better. Only 1 unit would be getting buffs at a time. Characters that are a nuisance could be singled out by destroying their unit first. It would be fun!
In this case we could make the sniper rule go back to what it was - you can pick units within units. Such as a special weapon holder.
105466
Post by: fraser1191
I've said this before but captains (hell every HQ for marines) should have a table just like the dark Apostle in the new chaos marines book.
Captain has a table to buff units in a general way, Chaplin helps with melee and such, techmarine has a table to help vehicles/infantry to shoot and can reinforce cover like in 7th.
Tech marine might only be able to take 1 power, same with the Chaplain, captain can take 2 but a chapter master can have 3.
Yeah it'd be a crazy amount of powers to manage but let's be honest, how many techmarine or chaplains have you seen?
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Post by: Martel732
I use techmarines as cheap HQs. And fixing FW dreads can be nifty.
119949
Post by: FezzikDaBullgryn
Right, well, it would only be in pure lists, because lets be honest, we don't need knights running around with plus to this and that. Also, I would suggest it be a Space Marine only style thing. Finally, I'd say make the chapter tactic part of the attachment buff.
116801
Post by: bananathug
Let marines determine at the beginning of the round if they want to re-rolls 1's to hit in shooting/combat, 1's to wound in shooting/combat OR 1's to save.
Give characters dark apostle type stuff (powers), regen, movement buffs, +1 to hit/str/damage/save/ap, ignore hit mods/move penalties, -1 to be hit to a limited amount of units (1-3 depending on LT->captain->chapter master).
Aura re-roll mechanics are one of the worst game design decisions GW made this edition (CP generation, opponent specific abilities, gulliman, invlun save distribution, chapter tactic equivalents and relics not costing point and the power of strategems being some of the others) but are so baked into the design of 8th that it would be so hard to get away from them. Maybe 9th will be different...
91128
Post by: Xenomancers
On topic here with this. Have any of you been looking at the APOC rules? The points are off in 40k for sure on this new ExRepuslor but in Apoc it is wildly overprice. You can basically take 2 regular repulsors for its cost. Or even better 2 regular landraiders.
Seems to be even worse balance than 40k....
119949
Post by: FezzikDaBullgryn
Points were already released for 40k I thought? 280ish?
91128
Post by: Xenomancers
yeah its in that range. That is pretty bad but the APOC points are way worse is what I am saying. In 40k its about the same price as a repulsor. In Apoc it is nearlly twice the price.
110118
Post by: Saturmorn Carvilli
Bharring wrote:I know this won't happen, but I wish they'd drop all the auras (and obviously compensate). Auras make Marines want to play Deathball, whereas they should be one of the least deathball forces.
You are not wrong.
Xenomancers wrote:Want to fix marines - make their auras table wide. Because that is what you are paying for. Other units put out comparable damage without stupid auras. Not GMan level but Gman is 400 points of doing almost not damage for the first 2 turns and quite often not doing damage turn 3 ether.
I wouldn't mind this being how it worked. It makes sense how marines work and fills the Canticles, Orders, Combat Drugs, etc. type rules some other factions get while remaining relatively new player friendly to use (I think a low skill floor is important for Space Marines).
Xenomancers wrote:Yep. Maybe it would be better if we combined the two systems and took what was good about each and take away the bad.
Here is how I would do it. Character can attach to a squad of their choice and confer buffs to that squad. However only 1 character can be attached to any 1 squad. You can apply wounds as you do now in 8th. So A leader can take saves for the unit but he has to keep taking saves once he takes a wound. Also characters would receive no protection if not inside of a unit (all would be targetable). Also in this case we would not allow characters to leave units they have joined until that unit is completely destroyed. Might as well make characters immune to morale too (because they can't leave the unit).
The end result would be better. Only 1 unit would be getting buffs at a time. Characters that are a nuisance could be singled out by destroying their unit first. It would be fun!
In this case we could make the sniper rule go back to what it was - you can pick units within units. Such as a special weapon holder.
I also think that would work. Dust Warfare/Battlefield (which probably copied it from Warhammer) had attached rules for heroes which largely seemed to be the point of them. Outside of some the hero to be or not be part of squad almost at will (which is easy enough by declaring the hero/ HQ is part of this squad for the round or can't leave unless the attached squad is destroyed) rules, the system seemed to work fine. And Dust was more Herohammer than 40k has been for the last couple editions. The only issue I could see was in Dust each of the 3 blocs (read: factions) had about a dozen heroes to pick and choose from where in 40k some factions barely have, what like, three. Although, I never felt that compelled to take a hero at any time playing Dust since, in Dust Battlefield, it was rarely cheaper to get a Hero commander + radio than a whole command squad of some sort and command additional actions were key in the game.
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Post by: BrianDavion
fraser1191 wrote:
Yeah it'd be a crazy amount of powers to manage but let's be honest, how many techmarine or chaplains have you seen?
techmarines are specialist and honestly wouldn't be a bad choice for a vehicle absed castle list. people often talk about a castle list involving gulliman and some tanks, and if so I could really see taking a pair of tech marines as your HQ choices for that list.
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I'm really hoping the dark apostle is a sign that GW reckongizes Chaplains are useless and is moving to address it
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Post by: Martel732
BA lists use character chaplains. There's a dread chaplain. That's about it.
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Post by: Saturmorn Carvilli
BrianDavion wrote:
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I think Reivers have become my favorite 40k model. While they aren't great, I wouldn't mind supporting them with a good Primaris Chaplain (which I also think is an awesome model). All it would take for me to spend the stupid amount of money for said HQ model would be halfway decent rules... and maybe a couple of beers. As much as I want an Overwatch's Reaper Chaplain (two absolver pistols), I don't know if their is enough alcohol to convince me to buy two to convert. Not before needing my stomach pumped anyways.
Table wide rules means I could at least deep strike my Reivers and make use of the Primaris Chaplain. Which might be just enough to warrant adding the model to my collection.
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Post by: Martel732
Reivers with carbines buffed by the primaris libby aren't the worst thing. But this setup is over 300 points. And the only AP is on the libby's sword.
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Post by: BrianDavion
Martel732 wrote:Reivers with carbines buffed by the primaris libby aren't the worst thing. But this setup is over 300 points. And the only AP is on the libby's sword.
wow did Martel just say something remotely positive about space marines?!
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Post by: Xenomancers
Saturmorn Carvilli wrote:BrianDavion wrote:
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I think Reivers have become my favorite 40k model. While they aren't great, I wouldn't mind supporting them with a good Primaris Chaplain (which I also think is an awesome model). All it would take for me to spend the stupid amount of money for said HQ model would be halfway decent rules... and maybe a couple of beers. As much as I want an Overwatch's Reaper Chaplain (two absolver pistols), I don't know if their is enough alcohol to convince me to buy two to convert. Not before needing my stomach pumped anyways.
Table wide rules means I could at least deep strike my Reivers and make use of the Primaris Chaplain. Which might be just enough to warrant adding the model to my collection.
Well that kinda stuff scares people. Because it just sounds OP. In practice with how bad marines actually play I can tell you I'd still be at a disadvantage most the time. -1 to hit is literally everywhere and it turns reroll all hits into hitting on 3's without rerolls. It is totally fine.
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Post by: Kanluwen
Breton wrote: FezzikDaBullgryn wrote:https://www.belloflostsouls.net/2019/07/ 40k-new-primaris-lieutenant-other-models.html
Snipers are getting Anti-tank....the new Repulsor may be the new Whirlwind....and the new Dreadnaught is, I'm guessing, a new Primaris LT.
.
Isn’t the translation of fusil - gun? So las fusils are lasguns? The snipers are getting s3 rapid fire flashlights? Haven’t the primaris stolen enough stubbers from the Guard, now they’re taking their lasguns?!
Fusils were a specific kind of flintlock musket the French Fusiliers used to defend their artillery positions since the matchlocks could potentially set the powder for artillery off.
Highly suggest the wikipedia entry for Fusiliers, it's actually kind of interesting.
Anyways, BoLS is as usual seeming to just grab onto everyone else's info and pretending it is theirs.
110118
Post by: Saturmorn Carvilli
Xenomancers wrote: Saturmorn Carvilli wrote:BrianDavion wrote:
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I think Reivers have become my favorite 40k model. While they aren't great, I wouldn't mind supporting them with a good Primaris Chaplain (which I also think is an awesome model). All it would take for me to spend the stupid amount of money for said HQ model would be halfway decent rules... and maybe a couple of beers. As much as I want an Overwatch's Reaper Chaplain (two absolver pistols), I don't know if their is enough alcohol to convince me to buy two to convert. Not before needing my stomach pumped anyways.
Table wide rules means I could at least deep strike my Reivers and make use of the Primaris Chaplain. Which might be just enough to warrant adding the model to my collection.
Well that kinda stuff scares people. Because it just sounds OP. In practice with how bad marines actually play I can tell you I'd still be at a disadvantage most the time. -1 to hit is literally everywhere and it turns reroll all hits into hitting on 3's without rerolls. It is totally fine.
Yeah, I can see that. Like most on Dakka, I follow the rule of three (more out of the fact I like modeling different stuff) so at most it is 30 Reivers provided the HQ trading this wide area for limited unit types which I would be fine with. I see the ability to deep strike with it being the bigger advantage over being able to apply it all Reivers (or I suppose assault marines too) in an army. As Martel732 pointed out, Carbine Reviers supported by a Librarian in Phobos Armor with Scryer's Gaze is still probably a better use of Reivers (only because Infiltrators really makes an expensive combo even more expensive). As he alluded to, I don't think it is all that great for MEQ since you are basically shooting super accurate Imperial Fist bolters at than point and their armor save will still soak a lot of it up.
The HQ units would have to have a narrow band of units that can or best make use of the table wide buff. But if any faction has enough HQ choices to pull it off, it would be the space marines.
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Post by: Martel732
Grapple reivers with carbines have done a lot of interesting things for me. They still just cost too much.
105466
Post by: fraser1191
BrianDavion wrote: fraser1191 wrote:
Yeah it'd be a crazy amount of powers to manage but let's be honest, how many techmarine or chaplains have you seen?
techmarines are specialist and honestly wouldn't be a bad choice for a vehicle absed castle list. people often talk about a castle list involving gulliman and some tanks, and if so I could really see taking a pair of tech marines as your HQ choices for that list.
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I'm really hoping the dark apostle is a sign that GW reckongizes Chaplains are useless and is moving to address it
Oh I agree, notice that the dark Apostle has the "Priest" keyword which seems like a pretty blanket term.
Speaking of techmarines I'm glad Iron hands got a named HQ. Hopefully he does more than repair stuff.
120625
Post by: The Newman
Martel732 wrote:Grapple reivers with carbines have done a lot of interesting things for me. They still just cost too much.
This is only tangentally related but it reminded me of something I was thinking about earlier, namely the issues with the Intercessor and Hellblaster weapon options not actually being options since one is clearly better than the other two. I promise I'll get back to Reivers eventually.
What I was thinking was that I hope GW looks at all the complaints about the Autobolter and Stalker Rifle (and the Incinerator versions) and goes the Eliminator route with them in codex v2.0. Instead of three different guns to try to balance that are too similar to not have one be best regardless of target, make it just three profiles for one gun. Maybe add the vigilus strats to the base profiles to balance Bolter Drill (auto-hit at half range for Autobolters, sniper rules and MW generation for Stalkers) and let you pick the profile you want for the unit each turn.
The reason mentioning Reivers reminded me of that thought was that it led naturally to the thought that for the points the Reivers should have the heavy pistol, combat knife, and the Bolt Carbine, and that if Autohit at half range works for Autobolters it would be good on Bolt Carbides too. Deepstrike on a unit that can auto-hit in ds range? They're only S4, seems fair and balanced to me.
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Post by: BrianDavion
I think they could solve a lot of problems just by making the autobolt gun the same cost as the standard bolt rifle, and giving the Sniper special rule to the stalker bolt rifle. minimal change, and suddenly makes all options useful. although admittingly the stalker intercessors might end up obseleteing eliminators. I definatly think a good starting point is to make them equal in points cost though
50012
Post by: Crimson
Equal point cost won't fix the auto. Due the bolter discipline it is just utterly useless. It consing more is just adding insult to the injury.
120625
Post by: The Newman
Crimson wrote:Equal point cost won't fix the auto. Due the bolter discipline it is just utterly useless. It consing more is just adding insult to the injury.
The higher cost almost made sense before Bolter Drill. Two shots at all ranges meant they could fire and fade better than most Marine options and it combo-ed well with the Raven Guard trait, and GW is annoying about setting point costs based on the best available combo.
Even if they don't go the profile route I still hope Vigilus turned out to be a test-bed for ideas they didn't want to just release without seeing if the player base could break them. Auto-hitting at half range as a base trait on Autobolters might actually be worth the extra points since it makes them really dangerous to charge into. Stalkers with MW generation and Sniper probably would be too close to Eliminators though.
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Post by: BrianDavion
Crimson wrote:Equal point cost won't fix the auto. Due the bolter discipline it is just utterly useless. It consing more is just adding insult to the injury.
it won't make em that desirable no but it mioght make em situationaly useful to someone who really wants to do a run and gun build.
118746
Post by: Ice_can
Xenomancers wrote: Saturmorn Carvilli wrote:BrianDavion wrote:
Chaplains though? utterly useless. they're a melee buffer unit in a codex without any really good melee options. I mean you could put him in termy armor and move him up with a terminator squad (assault termies preferable but even tactical termies can hit decently hard) or give him a jump pack to deploy with Assault marines or vanguard vets but yeah... proably not worth it
I think Reivers have become my favorite 40k model. While they aren't great, I wouldn't mind supporting them with a good Primaris Chaplain (which I also think is an awesome model). All it would take for me to spend the stupid amount of money for said HQ model would be halfway decent rules... and maybe a couple of beers. As much as I want an Overwatch's Reaper Chaplain (two absolver pistols), I don't know if their is enough alcohol to convince me to buy two to convert. Not before needing my stomach pumped anyways.
Table wide rules means I could at least deep strike my Reivers and make use of the Primaris Chaplain. Which might be just enough to warrant adding the model to my collection.
Well that kinda stuff scares people. Because it just sounds OP. In practice with how bad marines actually play I can tell you I'd still be at a disadvantage most the time. -1 to hit is literally everywhere and it turns reroll all hits into hitting on 3's without rerolls. It is totally fine.
-1 to hit isn't literally everywhere as it wasn't included in every codex, also -1 to hit isn't as punishing to a hit on 3+ as it is to a hit or 4+or 5+ unit.
I'm also not sure adding more rerolls upon rerolls is a good solution to the problem with marines. Table wide aura's would make much more sense as they should have some of the best communication gear the imperium can produce and are able to act on their own initiative.
99920
Post by: DanielFM
The Newman wrote: Crimson wrote:Equal point cost won't fix the auto. Due the bolter discipline it is just utterly useless. It consing more is just adding insult to the injury.
The higher cost almost made sense before Bolter Drill. Two shots at all ranges meant they could fire and fade better than most Marine options and it combo-ed well with the Raven Guard trait, and GW is annoying about setting point costs based on the best available combo.
Even if they don't go the profile route I still hope Vigilus turned out to be a test-bed for ideas they didn't want to just release without seeing if the player base could break them. Auto-hitting at half range as a base trait on Autobolters might actually be worth the extra points since it makes them really dangerous to charge into. Stalkers with MW generation and Sniper probably would be too close to Eliminators though.
Middle ground would be making the Vigilus Stratagems available for Intercessors by default. Not having to pay 2 CP (before the stratagem) to have a unit able to shoot twice/autohit at close range/snipe would make them rather viable.
I can't see the multiple profile idea working. There are models for the three kinds of bolt rifle. How are they supposed to mean nothing overnight?
120625
Post by: The Newman
DanielFM wrote:The Newman wrote: Crimson wrote:Equal point cost won't fix the auto. Due the bolter discipline it is just utterly useless. It consing more is just adding insult to the injury.
The higher cost almost made sense before Bolter Drill. Two shots at all ranges meant they could fire and fade better than most Marine options and it combo-ed well with the Raven Guard trait, and GW is annoying about setting point costs based on the best available combo.
Even if they don't go the profile route I still hope Vigilus turned out to be a test-bed for ideas they didn't want to just release without seeing if the player base could break them. Auto-hitting at half range as a base trait on Autobolters might actually be worth the extra points since it makes them really dangerous to charge into. Stalkers with MW generation and Sniper probably would be too close to Eliminators though.
Middle ground would be making the Vigilus Stratagems available for Intercessors by default. Not having to pay 2 CP (before the stratagem) to have a unit able to shoot twice/autohit at close range/snipe would make them rather viable.
I can't see the multiple profile idea working. There are models for the three kinds of bolt rifle. How are they supposed to mean nothing overnight?
How many versions of the Bolt Pistol model exist that look radically different from each other? Honestly the various Bolt Rifle versions are hard to tell apart at table-top distance when they're not facing away from you, as it is I had to model my stalker sergeants with different weapons to tell the units apart at a glance. The rapid fire and assault Incinerators are hard to tell apart even up close and so are the Bolt Rifle and Stalker. The only one that really stands out is the heavy Incinerator.
Just making the Vigilus strats available by default isn't a bad idea though, the CPs to unlock them are entirely unreasonable. That would imply Veteran Intercessors as a more expensive unit like Company Veterans or Sternguard, not sure how I feel about that.
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Post by: BrianDavion
TBH I've always assumed the vatern intercessors strart is a stop gap until GW gives us a vetern primaris unit of some sort
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Post by: Rogerio134134
I just want to buy the upgrade sprue for the repulsor as I have a whole repulsor still in the box ready to build! Doubt I can get one though looks like I'll be buying the whole tank!
8824
Post by: Breton
The Newman wrote:
So your response to a suggested fix to the auras is to spell out how they are currently? Why exactly?
(Thanks for pointing out Chapter Masters though, I meant to add them to my list as rerolling failed to-hit and failed to-wound rolls at range for the generic ones, and having more variety for the named characters.)
To the people saying Marines shouldn't be aura-dependent in the first place, I whole-heartedly agree. I just think GW adjusting the auras is a lot more likely than GW adjusting Marine stats to where they'd need to be to function without rerolls. They've been remarkably reluctant to adjust the legacy stat-lines. I'm trying to work within the boundries of what's likely without defaulting to just lowering the point costs again.
My solution to auras is to make sure they synergize but don't overlap. I'm OK with a limited range, though 6" may be too limited. I'd prefer to see to hit and to wound be available as All Miss, and All non-wound, and 1s to hit and 1s to wound. So Chapter Master all miss, Chaplain All Non-wound, Captain 1's to hit, Lieutenant 1's to wound. Then you can pay for a chapter master, or scrimp on a Captain. You may even have a Chapter Master with your main force, and a jump captain with a splinter force. Of course first and foremost you need a reason and flexibility to have that splinter force in the first place.
So my solution is three step:
1) Fix Close Combat
2) change CP Generation so non Battalion lists, Battalion lists, and differently priced Horde/Elite armies generate at similar rates i.e the ~160 point Intercessor/ Tac Squad provides 4 CP, the 40 point Guard Squad provides 1. Obviously those numbers are way off - you' could end up with lists containing 40 or better CP and you can't even REALLY use that many in a game. - by the same token some schlub making a Full and Fluffy Deathwing list using Vanguard Detachments is going to be hovering around 3CP total - which makes you wonder just how elite the best of the best of the First Legion really is if they can't get their stuff together better than that.
3) Rework the auras so you have two levels to the two rerolls - OR so all four are different and interact with each other in different ways.
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Post by: BrianDavion
Rogerio134134 wrote:I just want to buy the upgrade sprue for the repulsor as I have a whole repulsor still in the box ready to build! Doubt I can get one though looks like I'll be buying the whole tank!
I was looking carefully at a picture of the repulsor executioner and it's not the same tank, it's close but there's some differances beyond the turrent.
the side mounted stormbolters/frag assault launchers are on the executioner placed higher and towards the rear. this would necessitate a differant top hull plate. so yeah they're NOT the same model kit with varied weapons loadouts, not quite. One could certainly convert a repulsor to an executioner but... yeah it's not as simple as buying another sprue
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Post by: Breton
The Newman wrote:
This I specifically have to disagree with. Castling makes it hard to take advantage cover, hard to take objectives, and easy to get chain-pillaged by a good melee army that manages to reach you.
"If assault marines were viable you'd see more jump captains and more split lists" - this is still castling, it's just that you have one castle that doesn't move and one castle that flies. Both groups are still dependent on the buffing characters as-is, and if they got better you'd still want the buffs.
CP generation isn't mandating castling either. It's mandating taking HQ choices, needing the buffs is mandating castling. If you want proof, here's a thought experiment: take away the rerolls without changing anything else. Do you even look at a Captain or Lieutenant? I don't, I start looking at Librarians and Techmarines instead, Libbys because having no otions in the psychic phase kind of stinks and Techmarines because they're the cheapest HQ to pay the Battalion tax with.
Arguing the "best" playstyle for marines is a bad playstyle doesn't mean they aren't pushed into that playstyle.
One Captain running around with one assault/ VV squad does not a castle make.
A good melee army that manages to reach you is still going to chain pillage you. It comes from being a good melee army - few and rare that those are this edition.
CP Generation doesn't mandate HQ's. CP Generation mandates Troops units. You need 2HQ and three troops per 5CP. All Marine troops are shooty, or bad, or both. The Loyal 32 is about 12% of a 1500 point Guard army. 88% is a lot of flexibility. A Space Marine "Loyal 32" with a barebones Cap, LT, 2 10 man Intercessors, and a 10 man sniper squad is ~674 points - or about 45% of a 1500 point army. You could make them the Loyal 17, but we're already throwing things like objective securing - and thus the Objective Secured troop ability - into the "good play style" requirements.
The barebones Primaris Cap/LT are 156 - less than 25% of the Battalion cost. If you're like me and more inclined to go barebones Gravis Cap (30 points for a BIG +1T, Boltstorm and Powersword is fairly cheap on a Warlord) over Barebones Primaris Cap - its 192 (27%) out of 710 (48%)
Even without the rerolls, marines would be shooty. Close Combat is bad in general this edition, Assault Squads are worse. Shooty armies will often castle for mutual support, and to influence your deployment/movement.
Its usually far more important to totally delete one squad than it is to reduce two squads to half. A squad with one model left can still score. I'm far more likely to shoot your one squad I want to delete with two squads in my castle than this squad here, and that squad over there. If I do delete your Sqaud A with one unit on some lucky rolls, and still have my second unit of fire, I'm likely to have another target to start working on because you're likely coming for my castle to either kill it, or contest it. If my tactical squad is part of my castle, I'm more likely to have one target for my bolters, and one target for the lascannon- because you have to deal with my castle. A Space Marine Loyal 32 for 5CP makes half of your army Shooty before you even begin adding the optional goodies and role based choices. The Loyal 17 (Cap, LT, 5 Intercessors, 5 Intercessors, 5 Bolter Scouts, no cloaks) is just over 25% of your points, and still shooty. A tricked out 10 man VV squad with ~5 TH/ SS 5 LC/ LC is over 300 points. A barebones Assault Squad is about half that, and 20 points less than your 10 man Intercessors, AND will lose to those Intercessors in close combat according to the math.
Primaris have.. last I checked two, maybe three transport options. A Forgeworld model that costs ~1750 points. A bigger Forgeworld model (that doesn't say it can't transport Primaris so maybe) for something closer to 2,000 points, and a tank that costs 300. Two of them for your two Intercessor squads will cost you 600. Plus the 674 for your loyal 32 is 1274 out of your 1500. You now have 226 points to spend on every other role you need in your army, you have 5CP assuming you don't spend any in list generation for something like an Assassin, a relic, or a Specialist Detachment like the Grey Shields, etc... Which means you can use one per turn if you're lucky enough to skip the first one or the last one because the game fizzled out or started slow Taking two techmarines instead of a Cap/LT combo isn't going to save you enough or make Repulsors cheap enough to mechanize your force. Automatically Appended Next Post: Martel732 wrote:I use techmarines as cheap HQs. And fixing FW dreads can be nifty.
I have a "fun" as in non-competitive list with Chronus, two techmarines, one LR, one LRC, 2 Predators, 4 Razorbacks, a Landspeeder Squadron and a Whirlwind or some such. Fixing anything can be nifty.
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Post by: Rogerio134134
BrianDavion wrote:Rogerio134134 wrote:I just want to buy the upgrade sprue for the repulsor as I have a whole repulsor still in the box ready to build! Doubt I can get one though looks like I'll be buying the whole tank!
I was looking carefully at a picture of the repulsor executioner and it's not the same tank, it's close but there's some differances beyond the turrent.
the side mounted stormbolters/frag assault launchers are on the executioner placed higher and towards the rear. this would necessitate a differant top hull plate. so yeah they're NOT the same model kit with varied weapons loadouts, not quite. One could certainly convert a repulsor to an executioner but... yeah it's not as simple as buying another sprue
Ah nice one thanks for that, I have been googling to see if anyone on eBay was selling a sprue as I have a repulsor still in the box as I've said lol.
Looks like I'll be getting an executioner to complete a nice trio of beefy tanks then!
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Post by: Crimson
BrianDavion wrote:
the side mounted stormbolters/frag assault launchers are on the executioner placed higher and towards the rear. this would necessitate a differant top hull plate. so yeah they're NOT the same model kit with varied weapons loadouts, not quite. One could certainly convert a repulsor to an executioner but... yeah it's not as simple as buying another sprue
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Post by: Breton
The question becomes where you put the two mini-turrets, and what you use to hide/coverup the two holes.
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