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Made in gb
Fixture of Dakka






The morale rules in Epic Armageddon are vastly superior to those in 40k, and they'd probably be easy enough to use in the context of 40k.
   
Made in gb
Regular Dakkanaut




Pretty much everyone's Ld went down a point during the edition change. (Characters are usually the exception)
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

I was losing Khorne Berserkers to morale last game. Find that a little questionable, lore-wise...
   
Made in us
Loyal Necron Lychguard





Morale is kinda weird in 40k because it's a setting where everything other than a guardsman or a termagaunt is puffed up as this fearless badass who will stand up against impossible odds with unshakable resolve. And sometimes the guardsmen get in on that too.

Like, it should be impossible for a Necron Warrior to fail a morale save because Warriors are functionally mindless. They don't have enough emotions to be scared. And sure, that's kinda represented with Ld 10, but due to the mechanics of the phase Warriors are actually one of the most vulnerable to running away since they must be used in max squads.

I dunno if this disconnect is enough to scrap the mechanic entirely for something that performs a similar function without the fluff weirdness, but it is annoying.
   
Made in be
Mysterious Techpriest





Belgium

Yeah not all decisions are logic fluff-wise but the game was never the same as the fluff anyway. My Kataphrons Servitors should be unbreakable (they're brainwashed mono-task soldiers), my Skitarii could benefit from a +1 to their current Ld and yes, ATSKNF is not perfect, having a reroll shouldn't be a russian roulette thing where you can lose more than before the reroll, that's terrible design.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in nz
Fresh-Faced New User




Morale probably is there to represent more than just running away. It could be that the model is shell shocked or confused by the volume of fire power focussed on the unit. Otherwise Tau drones would be immune.
   
Made in nz
Trigger-Happy Baal Predator Pilot



New Zealand

Morale also represents squadmates caring for the wounded and taking them from the battlefield.
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

First game I had in 8th after my long hiatus I used 10 man squads. The last time. When I realized about morale for SM next game y used 6 man squads.

Some units should be inmune to morale, but GW wanted that no army is inmune to test.

2500
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Made in us
Shrieking Traitor Sentinel Pilot




USA

Having units that are immune to morale breaks the game when some factions depend on morale <removed> to get through the game

Message edited for language - BrookM

This message was edited 1 time. Last update was at 2018/11/28 13:31:15


"For the dark gods!" - A traitor guardsmen, probably before being killed. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

And remember, losing models to Morale does not mean they "ran away like a coward" lore-wise. They could be carrying a wounded comrade off the battlefield at the order of their commander or something like that

And if you are losing Marines to Morale, several things HAVE to be in play. Either:
A) Your squad was bigger than 5 models. Don't do that, or at least be prepare to spend some CPs to ignore Morale

B) You're playing against Dark Eldar with -LD shenanigans. Just like A, don't do that either. DE seem tailor-made to wipe Marines quickly, so if you do play against them, know what you are in for, which brings me to:

C) If you are losing enough Marines to be taking risky Morale checks, it isn't the Morale that is killing those last few Marines, it was the lack of Marine's durability in the first place, followed by your bad luck at roll 5 or higher twice in a row.

In any case, LD8 is more than good for Marines, especially considering all the ways you can possible mitigate it (ATSKNF, the ignore Morale strat, UM tactic, etc)

-

This message was edited 2 times. Last update was at 2018/11/28 14:25:24


   
Made in fi
Courageous Space Marine Captain






My main problem with the morale in this edition is that it is boring. You kill some guys and then as a result of that you kill some more guys in the morale phase. I preferred how in the earlier editions morale might cause status effects or force an unit to fall back from the objective.

   
Made in gb
Longtime Dakkanaut




Morale, like the Psychic phase, needs a complete overhaul IMO. It's pretty much non-functional as is, with it very rarely mattering in a lot of cases. In particular, the system penalises you for taking larger units, and also becomes less impactful the longer the game goes on, which seems backwards to me. In essence you can have your squad massacred around you, roll well on the Morale roll and then be fine for the rest of the game as if nothing happened. I'd like to see Ld lowered across the board, with the current values only applied to squads taken above a certain size.

There are also far too many things in the game immune to Morale. Morale was supposed to be the anti-horde mechanic but when things like Poxwalkers, Gaunts and Orks are either completely immune or often functionally immune it makes a mockery of the system.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I assure you that orks are not immune to morale.

Where did you get that idea from? Have you actually ever played against orks?

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Morale is also a far better mechanic in 8E than in prior ones. It actually does something from time-to-time, vs everything being Fearless, and what it does is clear and simple, vs falling back and having to rally and overall being a waste of time.

I can't remember what edition it was, but I remember a time when you could make a unit fall back and by keeping one of your units near it, you could force them to continue to fall back until they "killed themselves" by running off the table. It was dumb and I'm glad that's gone
In prior editions, Morale was either ignored altogether, or was far too harsh. 8E is my favor mechanic so far

And GW was smart to make Marines LD7, 8 with a Sgt, as it leaves room for Morale to actually matter some times for them. If they were LD9-10, ATSKNF would be pointless (which it arguable is in many cases anyway)

-

This message was edited 4 times. Last update was at 2018/11/28 16:18:09


   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Jidmah wrote:
I assure you that orks are not immune to morale.

Where did you get that idea from? Have you actually ever played against orks?


Yeah, its actually really easy to force a morale test. If you spread damage around you can negate the bonus morale from Mob Rule.
Its like the opposite of necrons.

This message was edited 1 time. Last update was at 2018/11/28 16:21:58


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Pious Palatine




 Marmatag wrote:
Sir Heckington wrote:
Basically LD8. The sergeant in the squad will always be one of the last, and LD7(Usually 8) + rerolls + MSU, means you'll probably almost never take morale causalities. I can't remember the last time I saw a marine die to morale.


I can. Marines lose guys to morale to me all the time. I can safely rely on them losing guys to morale.

The best part is when they reroll that "4" into a "6", and it wipes the squad. ATSKNF is probably the biggest insult to marines in 8th edition. If we're being honest.


It's not the game's fault some ...body is out there running more than 5 space marines in a squad when there's only one decent unit in the book that benefits from it.


Automatically Appended Next Post:
 Crimson wrote:
My main problem with the morale in this edition is that it is boring. You kill some guys and then as a result of that you kill some more guys in the morale phase. I preferred how in the earlier editions morale might cause status effects or force an unit to fall back from the objective.


I prefer boring to frustrating. If you were one of the 3 units in 7th that didn't have ATSKNF or fearless, randomly losing a squad of 9 people because you went 0-1 in a troop slap fight, or having units be totally useless for a turn because your opponent remembered a pinning rule he never got to use before was annoying.

This message was edited 2 times. Last update was at 2018/11/28 16:25:52



 
   
Made in us
Fixture of Dakka





Most of the units I played had neither Fearless nor ATSKNF in 6e/7e.
   
Made in us
Longtime Dakkanaut




Actually I think that Leadership is too high across the board and contribute to the horde durability issue.

I think the game would be more interesting if Guard was LD 4, Marines LD 5.

   
Made in us
Clousseau





East Bay, Ca, US

People shouldn't run 10 man marine squads because marines morale is crap. Not because there is any other real downside. Most stratagems scale better when you're dealing with 10 man squads.

For instance, if you were Blood Angels & wanted to drop 10 death company in and 3d6 charge, you'll get more bang for your buck with 10 dudes. Or, if you're Space Wolves & outflanking something, you'd want to get as much dakka/melee in there as possible.

Acting like marines don't *want* to have bigger squads for any reason OTHER than morale isn't really fair. This specific mechanic makes it generally unwise, and not really anything else.

And Orks aren't CP hungry unless you're playing Orks wrong. See how easy that is?

And seriously, nothing here changes that an Infantry Squad is functionally leadership 7, and Death Company are also leadership 7. ATSKNF is not adequate protection.

This message was edited 1 time. Last update was at 2018/11/28 16:44:09


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Bharring wrote:
Most of the units I played had neither Fearless nor ATSKNF in 6e/7e.
As an Eldar player, neither did I. However it was easy enough to take units in small enough sizes, or big enough one, that the opponent would end up having to complete wipe the unit before Morale mattered
-

   
Made in us
Fixture of Dakka





There are reasons besides LD to run 5-man Marines over 10mans:
1) Free Sarge - +1A, can take a Combi, can take a CC weapon
2) Can take 2xPG or 2xLC instead of having to mix & match
3) Tying up a 5-man leaves the other 5-man not-tied-up
4) More likely to squander enemy firepower on overkill
5) Easier to get cover or LOS
6) Can tie something up with only half the bodies, if needed

Now, buffs tend to prefer larger units. Targetted (stratagems and powers) buffs prefer 10mans quite a bit, but SM doesn't have a lot of those. Auras also prefer 10mans (only one has to be in the aura), but not by as much.

It's a tradeoff, but Marines prefer MSU almost always. A deathstar of DC or SG or something might not, but there are other factors at play there (if your Deathstar took so many casualties that Ld is crippling, you're already losing).
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Bharring wrote:
There are reasons besides LD to run 5-man Marines over 10mans:
1) Free Sarge - +1A, can take a Combi, can take a CC weapon
2) Can take 2xPG or 2xLC instead of having to mix & match
3) Tying up a 5-man leaves the other 5-man not-tied-up
4) More likely to squander enemy firepower on overkill
5) Easier to get cover or LOS
6) Can tie something up with only half the bodies, if needed

Now, buffs tend to prefer larger units. Targetted (stratagems and powers) buffs prefer 10mans quite a bit, but SM doesn't have a lot of those. Auras also prefer 10mans (only one has to be in the aura), but not by as much.

It's a tradeoff, but Marines prefer MSU almost always. A deathstar of DC or SG or something might not, but there are other factors at play there (if your Deathstar took so many casualties that Ld is crippling, you're already losing).
100% agree.
Even with the very, very few units you'd want to be larger than 5, you would basically build your army around that unit anyway, so Morale would not be an issue.
You'd basically expect to be using the Ignore Morale strat on that unit


   
Made in us
Omnipotent Necron Overlord






 Insectum7 wrote:
If you're having issues, UM gives them Ld 9 for normal squads. Nearby Chaplain will give them 10. Most effective is to take the Relic Banner for auto-pass, or Combat Squad/take min sized squads and it won't be an issue either.

Yep - and every marine should have relic banner anyways.


Automatically Appended Next Post:
Bharring wrote:
There are reasons besides LD to run 5-man Marines over 10mans:
1) Free Sarge - +1A, can take a Combi, can take a CC weapon
2) Can take 2xPG or 2xLC instead of having to mix & match
3) Tying up a 5-man leaves the other 5-man not-tied-up
4) More likely to squander enemy firepower on overkill
5) Easier to get cover or LOS
6) Can tie something up with only half the bodies, if needed

Now, buffs tend to prefer larger units. Targetted (stratagems and powers) buffs prefer 10mans quite a bit, but SM doesn't have a lot of those. Auras also prefer 10mans (only one has to be in the aura), but not by as much.

It's a tradeoff, but Marines prefer MSU almost always. A deathstar of DC or SG or something might not, but there are other factors at play there (if your Deathstar took so many casualties that Ld is crippling, you're already losing).

What is this MSU nonsense? 10 man for auras is essential in a real marine force - it will double your overwatch effectiveness too. Plus the banner makes you ignore leadership checks all together.

This message was edited 1 time. Last update was at 2018/11/28 17:28:55


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Clousseau





East Bay, Ca, US

You can literally tell how good a codex is by the combination two things:

1. Army Bonus. Chapter tactics, relics, etc.
2. Stratagems.

Stratagems scale best with larger units. It is an absolute no brainer that bigger squads, to take advantage of stratagems, is ideal.

Blood Angels:
Death Company, Sanguinary Guard, get the most out of the BA deep strike + assault combo stratagems. You can't field DC in squads of 10 because leadership 7. BA have bonkers good stratagems despite anything Martel says, they just can't make full use of them because of how overpowered Chaos, Imperial Guard, and Eldar are.

Space Wolves:
Anything Outflanking, the cost of this for MSU is rather large. 4 squads of 5 is twice as expensive as 2 squads of 10. Consider stratagems such as Chooser of the Slain, Keen Senses, True Grit. These work best with bigger squads. Also, Wolf Guards in the squads take the size up, and is well worth it.

Dark Angels:
Increase plasma damage on bigger squads with Weapons of the Dark Age. Don't forget others like Deathwing Assault - being able to drop 40 shots into chaff and then deep strike another squad in the void is pretty damn useful.

Deathwatch:
These guys benefit from being in bigger squads because you can bring a lot of different models and get all kinds of special rules in a kill team. Put the inceptor in there and they can fall back and shoot, put in an aggressor, put in hellblasters, fill with intercessors. Super flexible squads that can pump out dakka and are generally well protected with combined rules.

In an overall general sense, you want to fight twice with a big squad.

Codex Marines don't really have much reason for bigger squads, but they have garbage, flavorless stratagems. All is made well with Guilliman, though. In a general sense, a devastator squad is better with more bodies (without factoring in morale) because that is additional ablative wounds for the lascannons you just purchased. Also, in scenarios where you can mix-n-match wargear, bigger squads allows for some creative defensive options. Like, 1 Stormshield in a unit of 10. You may not want to pay that defensive tax for every 5 man squad.

If ATSKNF allowed you to choose to auto-pass morale tests, you would instantly see 10 man squads, or squads with more than 5 dudes.

This message was edited 2 times. Last update was at 2018/11/28 18:07:18


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Shadowy Grot Kommittee Memba






Karol wrote:
 BaconCatBug wrote:
Because Morale is fundamentally different. If you're losing enough Marines in a single turn to force a Morale test you've done something wrong. I just had a game against Marines not two hours ago and the entire game I forced two Morale tests, one passed and one re-rolled into a pass.


I have often lost 4-5 dudes to shoting and then failed a morale test only to see my last termintor or justicar go puff from failing Ld. Ld7 is ok for armies with 60-80 models on the table, or those that have 20-40man sized squads. when an army is full of high cost elite dudes, that are supposed to kill demons nude as part of their aspirant training, it is stupid to lose them to a Ld roll.


Automatically Appended Next Post:
 Insectum7 wrote:
If you're having issues, UM gives them Ld 9 for normal squads. Nearby Chaplain will give them 10. Most effective is to take the Relic Banner for auto-pass, or Combat Squad/take min sized squads and it won't be an issue either.


How do you find the points to run chaplains, ancients etc ?


7 editions of "my doods are too cool/crazy/fanatical/mindless to be having any kind of problem with morale!!!" is how we got to where we were in 7th ed where 90% of armies were just effectively fearless.

Morale as a small but buffable and measurable part of the game is much, much better than just "everything is fearless, it's 40k, everyones a super duper dupersoldier."


Automatically Appended Next Post:
 Marmatag wrote:
You can literally tell how good a codex is by the combination two things:

1. Army Bonus. Chapter tactics, relics, etc.
2. Stratagems.



Yeah, like Guard, which are really amazing because their stratagems...are....really...good?

Or Eldar, who have super...broken...army bonuses?

You can literally tell how good a codex is by a combination of unit profiles, army bonuses, point costs, stratagems, warlord traits, relics, allies, psychic powers, and the current meta.

This message was edited 1 time. Last update was at 2018/11/28 18:18:27


"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
Clousseau





East Bay, Ca, US

You're probably the only person in the universe that thinks Alaitoc passive -1 to hit isn't super good, and that Soulburst as a mechanic isn't broken. I guess access to Agents of Vect is kind of pointless in an Eldar army?

And imperial guard get everything. They're the faction with everything, it's been that way from the jump. They are wall to wall broken. Catachan tactics are bonkers, Cadian is great, Tallarn is great. They have very good stratagems, it's not my fault if you don't see it. I wonder if you'll ever find yourself fighting against 4 point Guardsmen with 3x Strength 4 melee attacks.

This message was edited 1 time. Last update was at 2018/11/28 18:25:18


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in fr
Hallowed Canoness





 jobalisk wrote:
So judt picked up a copy of eighth ed rules and saw this, why!?

I agree, it's too much: even Sisters have Ld7, so marines should be Ld6 since they have ATSKNF on top of it .

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Made in us
Ultramarine Chaplain with Hate to Spare






-1 to hit on overcosted units would not a good codex make. It's the combination of many factors that make an army good.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Fixture of Dakka





"What is this MSU nonsense? 10 man for auras is essential in a real marine force - it will double your overwatch effectiveness too. Plus the banner makes you ignore leadership checks all together."
Then why did we see Tacs as 5-mans when they actually were in lists?

Looking at the 6 Vanilla Marine lists BoK lists:
-4 MSU builds
-2 no-multimodel-units builds
-0 non-MSU builds
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 Arachnofiend wrote:
Morale is kinda weird in 40k because it's a setting where everything other than a guardsman or a termagaunt is puffed up as this fearless badass who will stand up against impossible odds with unshakable resolve. And sometimes the guardsmen get in on that too.

Like, it should be impossible for a Necron Warrior to fail a morale save because Warriors are functionally mindless. They don't have enough emotions to be scared. And sure, that's kinda represented with Ld 10, but due to the mechanics of the phase Warriors are actually one of the most vulnerable to running away since they must be used in max squads.

I dunno if this disconnect is enough to scrap the mechanic entirely for something that performs a similar function without the fluff weirdness, but it is annoying.
With respect to viewing the Background aspect, Ld is a weird stat where we call it one thing, but it's really a combination of several things. Originally in RT there was Intelligence (for how smart things were), Cool (for courage under fire), and Ld (ability to lead). This all got rolled into one stat used for everything.

Basically Morale and Ld covers a lot of stuff that happens on a battlefield and rolling it into one mechanic. Failing a morale test isn't just dudes panicking and running off in terror. It's troops leaving the line and hauling wounded comrades away, losing communication and contact with command, fighting among each other, forgetting orders or procedures, deciding to go looting instead of fighting, phasing out or teleporting away, getting lost, running out of ammunition, playing dead, running to send a message, the burning roof finally collapsing above them, having mental/programming breakdowns or being temporarily dazed, encountering equipment problems, and anything else that takes a combatant out of a fight that is not directly attributable to enemy fire finding its mark.


With Necrons, I've usually viewed this as phase out protocols kicking in. A unit that just lost eight of ten dudes is obviously not doing well, and get phased out so they can be repaired and reused. Their disappearance may endanger a critical battlefield location, but such are the risks of automated processes.


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
 
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