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Made in mx
Journeyman Inquisitor with Visions of the Warp




Should there even be TAC in a wargame?

Shouldn't an all-Armor list dominate an open field, while an all-infantry list excels in close terrain like a ruined city?
   
Made in ru
!!Goffik Rocker!!






My main complain so far is wizards. Wizards everywhere. Every game has wizards rolling around psy shreiking left and right and invizing everything.
   
Made in us
Terminator with Assault Cannon





 koooaei wrote:
My main complain so far is wizards. Wizards everywhere. Every game has wizards rolling around psy shreiking left and right and invizing everything.


I completely agree that invisibility is obnoxious.

That said, do you really find psychic shriek problematic? That's an "18" on the range part of the stat-line.

You don't want to get psychic shrieked? Then stay out of range.

This is only really problematic if the psyker is a flying MC.

I've recently play-tested a couple of games using Ahriman, and they were both pretty brutal because of my spam of psychic shriek...

...but only because my opponent insisted on putting stuff within 24-30 inches of Ahriman.

Automatically Appended Next Post:
Yoyoyo wrote:
Should there even be TAC in a wargame?


Yes.

Because it's a game.

This message was edited 3 times. Last update was at 2016/06/30 04:43:40


 
   
Made in us
Battlewagon Driver with Charged Engine





 Traditio wrote:
That said, do you really find psychic shriek problematic? That's an "18" on the range part of the stat-line.

You don't want to get psychic shrieked? Then stay out of range.
Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.
   
Made in us
Terminator with Assault Cannon





JimOnMars wrote:Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.


Have you tried orks in trukks and battle wagons? Psychic shriek can't target vehicles.

And it counts as a shooting attack. Once you tie up the psyker in close combat, he's done shrieking until he gets out.

Again, I really don't think the problem is psychic shriek.

The problem is flying monstrous creatures who are also psykers.

This message was edited 2 times. Last update was at 2016/06/30 04:53:38


 
   
Made in us
Battlewagon Driver with Charged Engine





 Traditio wrote:
JimOnMars wrote:Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.


Have you tried orks in trukks and battle wagons? Psychic shriek can't target vehicles.

And it counts as a shooting attack. Once you tie up the psyker in close combat, he's done shrieking until he gets out.

Again, I really don't think the problem is psychic shriek.

The problem is flying monstrous creatures who are also psykers.
Haven't played a shrieker since I got 5 trukks. Will try that!
   
Made in ca
Possessed Khorne Marine Covered in Spikes





 Traditio wrote:
JimOnMars wrote:Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.


Have you tried orks in trukks and battle wagons? Psychic shriek can't target vehicles.

And it counts as a shooting attack. Once you tie up the psyker in close combat, he's done shrieking until he gets out.

Again, I really don't think the problem is psychic shriek.

The problem is flying monstrous creatures who are also psykers.


Let's take out the only thing keeping tyranids in tournaments out of the game!

Once again, we march to war, for Victory or Death!

Never wake yourself at night, unless you are spying on your enemy or looking for a place to relieve yourself. - The Poetic Edda

2k
3k
100 Vostroyan Firstborn
1k
1.25 k  
   
Made in us
Locked in the Tower of Amareo




No Traditio, the problem is that all MCs seem to have 3+ armor minimum, and all skyfire is AP 4.
   
Made in us
Fixture of Dakka





Or perhaps they should bump down. TMC base prices and Jack up the Wings upgrade?
   
Made in us
Locked in the Tower of Amareo




Bharring wrote:
Or perhaps they should bump down. TMC base prices and Jack up the Wings upgrade?


This would help as well. TMC cost going down would spell doom for the have-not codices, but at this point, who cares? The have-nots can lose to someone new.
   
Made in gb
Fixture of Dakka




Martel732 wrote:
No Traditio, the problem is that all MCs seem to have 3+ armor minimum, and all skyfire is AP 4.

Pretty sure the Nid FMC's that aren't flyrants have 4+.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Locked in the Tower of Amareo




pm713 wrote:
Martel732 wrote:
No Traditio, the problem is that all MCs seem to have 3+ armor minimum, and all skyfire is AP 4.

Pretty sure the Nid FMC's that aren't flyrants have 4+.


I've never seen one of those. All flyrants. Always.
   
Made in us
Terminator with Assault Cannon





pm713 wrote:
Martel732 wrote:
No Traditio, the problem is that all MCs seem to have 3+ armor minimum, and all skyfire is AP 4.

Pretty sure the Nid FMC's that aren't flyrants have 4+.


Hive crones apparently have a 4+ armor save. I did not know that.

Thanks for pointing that out.
   
Made in us
Battlewagon Driver with Charged Engine





 #1ShieldBrother3++ wrote:
 Traditio wrote:
JimOnMars wrote:Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.


Have you tried orks in trukks and battle wagons? Psychic shriek can't target vehicles.

And it counts as a shooting attack. Once you tie up the psyker in close combat, he's done shrieking until he gets out.

Again, I really don't think the problem is psychic shriek.

The problem is flying monstrous creatures who are also psykers.


Let's take out the only thing keeping tyranids in tournaments out of the game!
Making nobs LD8 and fixing mob rule would be a better alternative...but that gives orks good thinks, and so can't be allowed.
   
Made in us
Fixture of Dakka





But LD7 gives me hope that my Death Jester will break a unit some day!

Granted, statistically, he should do that fairly often. But the dice gods hate him.
   
Made in us
Longtime Dakkanaut




 JimOnMars wrote:
 #1ShieldBrother3++ wrote:
 Traditio wrote:
JimOnMars wrote:Ork guns are 18", so if we stay out of range, we do literally nothing the whole game. And at LD7 and no invul psychic shriek just murders us.


Have you tried orks in trukks and battle wagons? Psychic shriek can't target vehicles.

And it counts as a shooting attack. Once you tie up the psyker in close combat, he's done shrieking until he gets out.

Again, I really don't think the problem is psychic shriek.

The problem is flying monstrous creatures who are also psykers.


Let's take out the only thing keeping tyranids in tournaments out of the game!
Making nobs LD8 and fixing mob rule would be a better alternative...but that gives orks good thinks, and so can't be allowed.



That about sums it up, anything good must not be given to Orks.

Zzap Gunz: Would be good if not for the Random strength rolls and just had the gets hot rule
Bubble Gun: Just trash, utter trash get rid of it nobody would care
Kill Kannon: Add 12in to range and 1-2 strength and it would be worth taking.
PKs: Only 1 model in the entire Ork range swings at initiative with a Power Klaw or S8+ AP2 weapon, and he is a out of print FW model
MegaNobz: Pathetically one of our best units and in any other codex they would never be taken because they suck that bad.
TankBustas: OMG a unit of Orks armed with Rokkitz? SICK! Range 24 and the model can only have 6+ armor.
Lootas: Would be good if it wasn't for the Random shots, and the lack of ballistic skill, and hte lack of armor, and the lack of leadership
ALL ORK WALKERS: about 50% over priced and one of them have ANY DAKKA! we are the fething faction that invented the word DAKKA and we don't have any.
Boyz: Once were good, now are bad. I can't say anything about them except they didn't evolve with the times and instead of getting tougher to deal with the plethora of multi shot, high strength weapons they all got weaker with mob rule changes.



Automatically Appended Next Post:
I could keep going but its just pathetic

This message was edited 1 time. Last update was at 2016/07/02 01:35:42


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Furious Fire Dragon





The only unfun armies for me are mech imp guard, knights and SPESS MUREEN. Knights need to be forced into a low choice for an army and nothing more, mech guard need more toys so it's something other than a parking lot and SPESS MUREENZ need some damn flavour and need to spread the updates to the other races. Generic marines are so boring to play, ridiculous buffs and massive player base mean netlists for days,or slight variations.
   
Made in gb
Worthiest of Warlock Engineers






preston

Mech guard are not even that good. A couple of DS units will murder the lot, or at least buy time for the rest of the army to reach them.

And if you are playing Maelstrom (AKA: Schizophrenic random objective senseless killing method mode) then you can quite easily out-points them.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in ca
Furious Fire Dragon





 master of ordinance wrote:
Mech guard are not even that good. A couple of DS units will murder the lot, or at least buy time for the rest of the army to reach them.

And if you are playing Maelstrom (AKA: Schizophrenic random objective senseless killing method mode) then you can quite easily out-points them.
didn't recall saying they were op, the thread is about unfun armies and shooting at an av14 wall isn't fun to me since most of my stuff can't touch it and limited DS.
   
Made in us
Decrepit Dakkanaut




Martel732 wrote:
"Not to mention that I can take a special AND heavy"

That's pathetic firepower for a 10 man squad.

"So fix Tactical Marines."

That's much easier said than done. They've been bad for 5/7 editions at least.

"so that AP2/3 is rare"

This isn't why tactical marines are bad. They are bad because they have no offense and wound spam is the name of the game, so even cover is worthless.

Tactical Marines need to be able to take double special weapons or heavy weapons. It gives a small amount of specialization.

It isn't that big a fix, but I think it helps a lot.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Locked in the Tower of Amareo




Slayer-Fan123 wrote:
Martel732 wrote:
"Not to mention that I can take a special AND heavy"

That's pathetic firepower for a 10 man squad.

"So fix Tactical Marines."

That's much easier said than done. They've been bad for 5/7 editions at least.

"so that AP2/3 is rare"

This isn't why tactical marines are bad. They are bad because they have no offense and wound spam is the name of the game, so even cover is worthless.

Tactical Marines need to be able to take double special weapons or heavy weapons. It gives a small amount of specialization.

It isn't that big a fix, but I think it helps a lot.


Sure. Grey Hunters can do this, but they still aren't used much in 7th. And they have counter attack. And a close combat weapon. Still not considered awesome. Because they just get shot.
   
Made in gb
Fixture of Dakka




Martel732 wrote:
Slayer-Fan123 wrote:
Martel732 wrote:
"Not to mention that I can take a special AND heavy"

That's pathetic firepower for a 10 man squad.

"So fix Tactical Marines."

That's much easier said than done. They've been bad for 5/7 editions at least.

"so that AP2/3 is rare"

This isn't why tactical marines are bad. They are bad because they have no offense and wound spam is the name of the game, so even cover is worthless.

Tactical Marines need to be able to take double special weapons or heavy weapons. It gives a small amount of specialization.

It isn't that big a fix, but I think it helps a lot.



Sure. Grey Hunters can do this, but they still aren't used much in 7th. And they have counter attack. And a close combat weapon. Still not considered awesome. Because they just get shot.

Because everyone buys the close combat weapons that costs2 ppm.

This message was edited 1 time. Last update was at 2016/07/03 00:19:23


tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Decrepit Dakkanaut




The CCW options for both Grey Hunters and CSM's should be 1 point, just like with Carcharodons.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Fixture of Dakka




Slayer-Fan123 wrote:
The CCW options for both Grey Hunters and CSM's should be 1 point, just like with Carcharodons.

I cannot support this enough.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
 
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