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Made in gb
Longtime Dakkanaut




Nemesis234 wrote:
So I play catachan, as I understand it, as I only use normal infantry squads are commissar now not worth it for me as I get ld8 as default?


Makes sense, fluff wise catachans are well known for their commissars suffering "accidents"

DFTT 
   
Made in jp
Longtime Dakkanaut





Gig Harbor, WA

lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!

For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.

"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.

And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....


Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.

BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.

At the very WORST, you save 3 conscripts from running.

There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.

Jesus the levels of irrational cries here.


We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.

As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.
   
Made in gb
Combat Jumping Rasyat




East of England

It's a bit of a nerf. Commissars aren't that good now. If you're dedicated to running morale-ignoring blobs of conscripts, you still can, but now you have to work at it. The rest of the IG Codex is still amazing, and IG are still a top-level army with the greatest fluff-reflecting rules - and diversity of lists - in the game.

In short: it's all good.

This message was edited 2 times. Last update was at 2017/10/23 09:29:08


 
   
Made in ru
Been Around the Block




grouchoben wrote:
It's a bit of a nerf. Commissars aren't that good now. If you're dedicated to running morale-ignoring blobs of conscripts, you still can, but now you have to work at it. The rest of the IG Codex is still amazing, and IG are still a top-level army with the greatest fluff-reflecting rules - and diversity of lists - in the game.

In short: it's all good.


This.
   
Made in us
Warplord Titan Princeps of Tzeentch






 argonak wrote:
lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!

For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.

"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.

And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....


Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.

BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.

At the very WORST, you save 3 conscripts from running.

There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.

Jesus the levels of irrational cries here.


We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.

As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.


So, you're complaining your commissar is no longer "one solution fits all" any more and you have to actually use more complicated means than taking an auto-include character that is virtually impossible to get around or kill in order to get your army to totally ignore moral and you have to settle for only mostly ignoring it.
Gotcha.


So, the people who's job is to control unruly masses through intimidation is only useful in controlling... Unruly masses. And he isn't quite as useful when you got trained soldiers running around who are not scared shitless from a stray bullet and collapse when focused fire upon-something no blam should realistically solve.
It seems to me like it's working as intended.


So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.

What's the problem again?

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in ro
Regular Dakkanaut




If the new summary execution was a rule for the ork codex, nobody would complain.

This message was edited 1 time. Last update was at 2017/10/23 09:48:20


 
   
Made in fi
Locked in the Tower of Amareo





 BoomWolf wrote:

So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.

What's the problem again?


We have special rule that's supposed to be beneficitial at a cost. Instead we have rule that has no benefit and only downsides. Totally illogical unfluffy rule.

Coupled that with not actually nerfing conscripts...When there are ways to fix conscripts that make sense fluffwise they went hit nerfbat elsewhere in an unfluffy rule.

2024 painted/bought: 109/109 
   
Made in it
Longtime Dakkanaut





tneva82 wrote:



Coupled that with not actually nerfing conscripts...


Stopped reading there, you clearly have no clue.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Spoletta wrote:
tneva82 wrote:



Coupled that with not actually nerfing conscripts...


Stopped reading there, you clearly have no clue.


Pretty much this.

Conscripts were never an issue. They're not fantastically accurate, they don't survive much and they are easy to kill off. What made them a problem was the commissar basically making them Fearless at the cost of a single 4 point model. Now that it only grants a reroll...well, guess that they're going to die in droves now.


Now only a CSM player. 
   
Made in us
Warplord Titan Princeps of Tzeentch






tneva82 wrote:
 BoomWolf wrote:

So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.

What's the problem again?


We have special rule that's supposed to be beneficitial at a cost. Instead we have rule that has no benefit and only downsides. Totally illogical unfluffy rule.

Coupled that with not actually nerfing conscripts...When there are ways to fix conscripts that make sense fluffwise they went hit nerfbat elsewhere in an unfluffy rule.


Except it IS beneficial at a cost, when USED PROPERLY.

Use a commisar to rule conscripts, and as noted, you save 3 dudes per moral check at the very worst.
Use a commissar to control ACTUAL SOLDIERS, and it might backfire under certain conditions, or help under different conditions. Counting commissar effect by soldier death count.
2, pure help due to ld8 making you immune.
3, on a 6 you blam one and reroll, maybe losing a second, as opposed to just losing two.
4, it gets worse if you roll 5, blam, than 6. Otherwise either neutral or helps. Mostly helps
5, gets worse on a roll of 4/5 followed by a higher roll. Mostly helps.
6, gets worse on a roll of 3-5 followed by a higher roll, this is STILL more likely to help than hurt, and as long about as likely to change nothing. (long math short, it will come out about 33% to help,hurt, or be irrelevant.)
7/8, your squad is practically gone either way, no meaningful effect. Yes, you are slightly more likely to lose everyone, but that "everyone" is losing one extra dude.
9/10 your squad is actually gone either way.


Can't really find the downside here. At the very worst, you gain little to nothing. At best, you save a few guys.

You are not paying for the rules, you are paying for a commissar, his good and his bad rolled into one.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Huge Hierodule





land of 10k taxes

 BoomWolf wrote:
Buffing a hilariously underpowered index=/=power creep.

Space Elves need to be at the bottom, except for DE.

was censored by the ministry of truth 
   
Made in us
Storm Trooper with Maglight






 BoomWolf wrote:
 argonak wrote:
lolman1c wrote:This is the funniest thread to read. The same people who told me to shut up and told me I was a power gamer for suggesting the ig codex is unbalanced are the same people having heart attacks and calling gw out as the worst company ever for at least tempting to do some kind of balance. The very fact so many of these people are angry means gw is on the right path for once!

For those being like "b-but marines get a free reroll!" - well marines don't cost 3 or 4 pts per model. You get 30 guardsmen for every 1 squad of 10 marines. You'll likely kill 3 per turn which is more than they can do back.

"B-but orks get 30 leadership!" - To get 30 leadership after taking damage you need a min of 2 squads at 360 points min (90 guardsmen worth). And they only get a 6+ save. With your 90 guardsmen you're likely to do 24 wounds to a squad making them basically useless and then next turn you can moral the other squad out of existence.

And none of these took i to the account rerolling guard get! Face it, for 30 pts getting auto moral pass on an already cheap and efficient army was really messing witht the balance of the game. Maybe this nerf is too far but it at lesst shows gw is listening for once... now remove commissars or keep them, regardless your army is still effective and efficient so enjoy your 10 seconds of fame like every other faction does because orks haven't had one in a long long time....


Well aren't you a ray of sunshine. The players who are complaining are the ones who didn't use conscripts because this nerf screws commissars over for normal guardsmen squads completly, while giving conscripts a medium sized nerf they'll all ignore with their choice of either of the two strategems, two pyschic powers, or the relics. But we're obviously the jerk powergamers here for trying to use our basic troop squad. Commissars might as well have been deleted for anyone but conscripts now.

BoomWolf wrote:I'm struggling to find the logic behind how you reach the conclusion that ld4 is superior to ld8 with potential blam.

At the very WORST, you save 3 conscripts from running.

There is no "what if the reroll is worse", it cancels itself out by the equal odd of it being better, and that's without the possibility of actually turning a fail to a success.

Jesus the levels of irrational cries here.


We're complaining because they ruined them for normal guardsmen, not for conscripts. Conscript players will still be able to game themselves into ignoring morale with the other options.

As it stands there's zero reason for a guard player who isn't running conscripts to ever bring a commissar, because they're inarguably worse than the other options.


So, you're complaining your commissar is no longer "one solution fits all" any more and you have to actually use more complicated means than taking an auto-include character that is virtually impossible to get around or kill in order to get your army to totally ignore moral and you have to settle for only mostly ignoring it.
Gotcha.


So, the people who's job is to control unruly masses through intimidation is only useful in controlling... Unruly masses. And he isn't quite as useful when you got trained soldiers running around who are not scared shitless from a stray bullet and collapse when focused fire upon-something no blam should realistically solve.
It seems to me like it's working as intended.


So, it works properly as an in game tool by not being the automatic answer to everything and actually requiring thought before using.
And it works fluffwise by only bring really useful to control people with lacking discipline.

What's the problem again?


No, the complaint is that on regular guardsmen, veterans, and scions, the Commissar can actually make matters worse.

Before: You lose 6 guys, commissar blams #7, and you have 3 men remaining, including your special weapon.
Now: You lose 6 guys - on a 3 or higher, commissar blams #7, and you now reroll - with a chance to actually lose MORE men than before. Say you roll a 3 and follow it up with a 6, it turns out the Commissar decided to gun down the rest of the squad.

On Conscripts, the nerf is fine - Commissar gives them a +4 leadership to compensate, but on 4+ or 3+ ballistic skill guardsmen, they only help a little bit and can actively hurt you down the line.

I could see some halfway fix working - keep it as is for Conscripts, and for 3/4+ ballistic skill units (Infantry, Vets, Scions, etc), make the reroll halve their losses rounded down. You can still get in situations where the Commissar guns down most of the remaining squad, but overall it at least gives them a niche.

Using the above example - The player loses 6 guardsmen, rolls a 3 - Commissar blams #7 and rerolls as a 6. He then goes to town on 4/2, or 2 Guardsmen, leaving the squad with one guy left. Not ideal, and still worsens things a bit in certain situations, but alternatively can actively work to prevent losses as well.
   
Made in us
Shadowy Grot Kommittee Memba






It does sadden me to see Commissars "balanced" by basically removing them from the game except in a few edge circumstances (using one to make use of Draconian Disciplinarian) because I don't actually think they were problematic for nearly any IG units other than conscripts.

the regular 10-man squads are so fragile that if old Summary Execution comes into play, you very rarely are saving more than 1-2 guys. It was only crazy valuable with Conscripts who would frequently take 10-15 casualties which then would just result in 1 loss thanks to the commissar, who would then immediately pay for himself.

A nerf specifically to his interaction with Conscripts would make more sense in my eyes, given that they would have a higher chance to panic rather than fall in line when he shoots one.

Just feels like lazy game balance. I'm still going to use my one Commissar (who I run as a Lord since hes the powerfist sculpt in fun games) so it's not like I'm bemoaning my own loss of OP options, I welcome stuff that makes my competitive games less difficult. But you hate to see lazy game design. It'd be like if they balanced Guilliman by adding 300 points to his Matched Play cost and saying "he's really only intended for Narrative guys. Sorry."

Like, on one hand yay, no more obnoxious guilliman lists? But on the other hand, couldn't you have tried a little more?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut





the_scotsman wrote:
It does sadden me to see Commissars "balanced" by basically removing them from the game except in a few edge circumstances (using one to make use of Draconian Disciplinarian) because I don't actually think they were problematic for nearly any IG units other than conscripts.

the regular 10-man squads are so fragile that if old Summary Execution comes into play, you very rarely are saving more than 1-2 guys. It was only crazy valuable with Conscripts who would frequently take 10-15 casualties which then would just result in 1 loss thanks to the commissar, who would then immediately pay for himself.

A nerf specifically to his interaction with Conscripts would make more sense in my eyes, given that they would have a higher chance to panic rather than fall in line when he shoots one.

Just feels like lazy game balance. I'm still going to use my one Commissar (who I run as a Lord since hes the powerfist sculpt in fun games) so it's not like I'm bemoaning my own loss of OP options, I welcome stuff that makes my competitive games less difficult. But you hate to see lazy game design. It'd be like if they balanced Guilliman by adding 300 points to his Matched Play cost and saying "he's really only intended for Narrative guys. Sorry."

Like, on one hand yay, no more obnoxious guilliman lists? But on the other hand, couldn't you have tried a little more?


Yeah, there seem to be few IG players who'd bemoan the toning down of the Conscript+Commissar synergy but GW's fix harms the Commissar's use in general more than it fixes Conscripts; a second special rule that Conscripts themselves had that changed how Summary Execution works on them rather than the broad change to Summary Execution itself would have been better. I still favor my 'Get back in line you rabble!' suggestion as the special rule for Conscripts, but seems moot now.

I'm torn on whether it's truly lazy, though, or whether it's an attempt at providing an over-elegant solution. Yes, it overly harms smaller squads but if they were only looking at Conscripts with a Commissar their solution means a manageable number of casualties with the Commissar's LD8 buff can be mitigated... but too many casualties and even a normal commissar's 'motivation' isn't enough to keep the Conscripts around - so it helps make 'battle shock' still a threat to Conscripts if you focus them enough to 'overpower' the commissar's presence. The new change would be great if it applied just to Conscripts... with it being universal, though, it seems to hurt their use with normal squads more. As others pointed out, there are still other ways to mitigate morale with Conscripts.
   
Made in us
Stealthy Sanctus Slipping in His Blade






kurhanik wrote:

No, the complaint is that on regular guardsmen, veterans, and scions, the Commissar can actually make matters worse.


Thats kind of the point isn't it?

Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time. Fool me once, but after they move beyond the conscript stage Guardsmen might be a little leary when the political officer shows up. Don't all the morale mitigation hijinks Guard already have work on non conscript troops?

Maybe ask GW to change the rule so that when a non conscript IG squad fails its morale check with a Commisar nearby the Commissar rolls a dice and the unit rolls a dice. The Commisar kills that many guardsmen and if the squad rolls higher they lose some but kill the Commissar in the process. If a unit kills a Commisar in this way they become Traitors and can no longer be given orders and can be targeted by their former cohorts. Destroying a unit of Traitors awards the AM player one VP for each Traitor unit destroyed.

This message was edited 1 time. Last update was at 2017/10/23 12:12:07


A ton of armies and a terrain habit...


 
   
Made in mo
Fresh-Faced New User





MADcau

Commissars
work like in the old days
but no longer "Stubborn"

This message was edited 1 time. Last update was at 2017/10/23 12:19:28


"There is nothing new under the sun."
「太陽底下無新鮮事。」 
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

 Red_Five wrote:
fe40k wrote:
@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.

I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.

Morale kill should be a reasonable way of dealing with large, low priced, chaff models.


So Tyranids need to be reworked then.


The difference is that the main synapse creatures are The Big Ones with 10+ wounds.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 dracpanzer wrote:

Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.


Like it or not that's the core of their fluff though.

if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut




Got to say I'm not a fan of this update. Firstly, the change to "send in the next wave" just seems silly... was anyone even abusing this? To me it seemed like one of the best fluff rules in the game that wasn't broken. I could see them increasing the cost by 1 CP if they were worried it could be abused but with this change I'm struggling to see why you would ever use it and it's a shame to see such a cool rule be ruined.

On the commissar change I wish it would have been worked out differently (maybe D6 wounds to conscripts). I'll still take commissars in many of my games because I feel like they are central to the fluff of the army but funnily enough they now seem only useful on conscripts and actually like a waist on normal guardsman (which just feels weird). Also the "having to use the ability" seems really unessary and hopefully a misprint because rolling a 1 then being forced to re roll is going to be a really big kick in the teeth
   
Made in ie
Battleship Captain





 vipoid wrote:
 dracpanzer wrote:

Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.


Like it or not that's the core of their fluff though.

if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.


Didn't they do that for a while?

This message was edited 1 time. Last update was at 2017/10/23 13:24:00



 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Sim-Life wrote:
 vipoid wrote:
 dracpanzer wrote:

Its not like having a man in a black coat following your squad around waiting to shoot one of you in the head is a fun time.


Like it or not that's the core of their fluff though.

if they can't keep units in line then they literally serve no function. They might as well just BLAM themselves.


Didn't they do that for a while?


If they did it was before my time.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Alcibiades wrote:
 Red_Five wrote:
fe40k wrote:
@MarNZ: Sorry Imperial factions no longer get a free pass on being overpowered this edition. They get to be balanced and re-balanced, just like every other faction. Also, you're deluding yourself if you think GW won't continue to balance the game, no matter what faction it is (say, Xenos) - as well as if you think the loss of Morale immune Conscripts [a mistake in the first place on a 3ppm model with those stats] will suddenly invalidate all the other top tier options AM has available.

I, for one, and glad Morale actually matters now - the only models that should even consider getting a free immunity would be extremely low (<5) model count, expensive, elite squads.

Morale kill should be a reasonable way of dealing with large, low priced, chaff models.


So Tyranids need to be reworked then.


The difference is that the main synapse creatures are The Big Ones with 10+ wounds.

The "main synapse creatures" that have 10+ Wounds are Hive Tyrants and Swarmlords--both of which have access to Tyrant Guards, a unit explicitly designed since the early years to mitigate the fact that the Hive Tyrants are Monsters.
Broodlords and Tyranid Primes both are 6W.
Tervigons are 14W and really are the only ones that don't have a special protection.
Tyranid Warriors are a Synapse unit, Zoanthropes are a unit, Shrikes are a unit.
Maleceptors and Trygon Primes are solo-Synapse Monsters.

And then you have the Sporocysts' Psychic Resonator ability(if within range of a unit with the Synapse ability, then it gains Synapse).

So let's not pretend that there is some kind of innate downside that balances out Synapse, shall we? The same complaints that existed about daisy-chaining Commissars and hiding them behind LOS and what have you can easily be applied to Synapse as well.
   
Made in us
Locked in the Tower of Amareo




Can't you still just use the commissar's leadership in general?
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Martel732 wrote:
Can't you still just use the commissar's leadership in general?


You mean the one that's already the same as at least 2 regimental doctrine's, among other things?

Sure, but it's still mathematically worse to bring a commissar with anything that isn't conscripts now, ironically.
   
Made in us
Locked in the Tower of Amareo




So just don't do that then. Just like I don't bring any BA special units anymore. Every single BA-specific unit is not worth bringing at the moment. Every single one. My current list is a UM list with no chapter tactics.
   
Made in at
Boom! Leman Russ Commander





The rule should only have been implemented for Conscripts like their chance to fail at Orders, not a nerf to Commissars across the board.

Imo.

It was nice to have Commissars finally viable for all of five months. I guess they're going back on the shelf for another fifteen years.

This message was edited 2 times. Last update was at 2017/10/23 13:37:50


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Asmodios wrote:
Got to say I'm not a fan of this update. Firstly, the change to "send in the next wave" just seems silly... was anyone even abusing this? To me it seemed like one of the best fluff rules in the game that wasn't broken. I could see them increasing the cost by 1 CP if they were worried it could be abused but with this change I'm struggling to see why you would ever use it and it's a shame to see such a cool rule be ruined.

The easy thing for fixing "Send in the Next Wave" and still allowing it to be no reinforcement points would have been for it to only apply to Conscript Squads. As it stands now, any Infantry unit(that isn't a character) can be chosen.


On the commissar change I wish it would have been worked out differently (maybe D6 wounds to conscripts). I'll still take commissars in many of my games because I feel like they are central to the fluff of the army but funnily enough they now seem only useful on conscripts and actually like a waist on normal guardsman (which just feels weird). Also the "having to use the ability" seems really unessary and hopefully a misprint because rolling a 1 then being forced to re roll is going to be a really big kick in the teeth

I think that it's important to note that Commissars aren't necessarily central to the fluff of the various Regiments. There are some where they're a Big Deal(Savlar Chem-Dogs, Valhallans, Armageddon Steel Legion) and others where you have some kind of specialized training for the officers within the Regiment to fulfill similar roles(Cadians have, in several fluff books now, been referring to Sergeants and veterans in general being trained as minders for Psykers) without the negative connotations that Commissars bring to their role.

In any regards, if we're going down this route of Commissars being useless I'd like to see some units get positive modifiers.

Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things.
   
Made in us
Locked in the Tower of Amareo




"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."

There's a dozen units in the IG codex that need to cost more before anything gets any better.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Martel732 wrote:
So just don't do that then. Just like I don't bring any BA special units anymore. Every single BA-specific unit is not worth bringing at the moment. Every single one. My current list is a UM list with no chapter tactics.


It's very spiteful of you to wish that an army's flavour be removed simply because yours has none.

What instead, should happen, is yours should become more flavourful and cool, rather than others becoming less. I believe that would make for a better game.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Arbitrator wrote:
The rule should only have been implemented for Conscripts like their chance to fail at Orders, not a nerf to Commissars across the board.

Imo.

It was nice to have Commissars finally viable for all of five months. I guess they're going back on the shelf for another fifteen years.

Truthfully, there's quite a few ways that Conscripts could have been handled.
Two off the top of my head:

1) Require Summary Execution to take 1 model for every 10 models that started in the unit.

2) Have a caveat added to "Raw Recruits" where it required multiple Commissars(or a lone Lord Commissar) acting in concert to stabilize a unit of Conscripts. Something like:
Conscripts are a seething mass of terrified citizens thrust into a nightmare. A lone Commissar might be able to hold the line with them, but the more terrified the Conscripts are the more likely they are to break. Because of this lower ranking Commissars tend to act in concert when overseeing Conscripts.

A squad of Conscripts is immune to the effects of Summary Execution unless there are at least two COMMISSAR models within 6" of them. A LORD COMMISSAR overrides this effect.



Automatically Appended Next Post:
Martel732 wrote:
"Scions, for example, could grant bonuses to LD to friendly units within a bubble when they are slaying things."

There's a dozen units in the IG codex that need to cost more before anything gets any better.

Such as?

This message was edited 1 time. Last update was at 2017/10/23 13:46:51


 
   
 
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