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Made in gb
Hardened Veteran Guardsman





Dandelion wrote:
 gbghg wrote:

I've seen plenty of mathhammer of firewarrior's vs guardsmen but I don't think I've ever seen one run with the range starting at 30" or higher, it's always starting at 24" negating the range advantage pulse rifles get over lasguns, on the same vein if you take buffs into account you could also run the numbers on firewarriors with 42" pulse rifles from the bor'khan trait and a pulse accelerator drone.


Do we really need to say that a unit with 30" range will outshoot a unit with 24" when targeting units at 30" range? But if you really want to know, a 10-man Fire warrior team will kill 2 Guardsmen at 30". Which I brought up before, and factored into my scenario. Of course, it was dismissed by someone who said FW and Guardsmen don't have the same role and so are incomparable.

But since you seem more reasonable let's give it a go:
1) No buffs:
- 12 fire warriors (84 pts)
- 20 Guard (80 pts)
Round 1 at 24-30"
- FW kill 2 Guardsmen
- Guard move 6", and get within 24". Kill 2 FW
Round 1 losses: 2 Guardsmen (8pts) 2 FW (14 pts)
I really don't need to continue, since it only gets worse for the tau.

2) Steel Legion guard with commander vs Borkan tau with fireblade and accelerator drone
- 20 Guard + 1 C Commander (110 pts)
- 12 FW + 1 Fireblade + 1 drone (132 pts)
Round 1 at 42"
- FW kill 2 Guard
- Guard move 15" with "Move! Move! Move!" to get within 27" of the FW
Round 2 at 27"
12 FW vs 18 Guard
- FW retreat 6" (33" total away) and fire: 2 kills
- Guard advance and get within 24", use "Forwards for the Emperor": 2 kills
Round 3:
10 FW vs 16 Guard
- FW move up to within 21": 7 kills
- Guard move up to within 18", FRFSRF: 5 kills
Round 4:
5 FW vs 9 Guard
- FW shoot: 3 kills
- Guard FRFSRF: 3 kills
Round 5:
2 FW vs 6 Guard
- FW shoot: 1 kill
- Guard FRFSRF: 2 kills

Guard win.
Of course, depending on terrain and the board, the Guard could have made it into combat by round 4, which still nets a win for them.
Note: commander and fireblade contributions (other than buffs) were ignored since I was focusing on the squad outputs. If you want to know, the fireblade would have killed 5 guard total, and the c commander would have killed 1-2 FW if he gets into combat at round 4, but that would have locked down the FW and fireblade from shooting for the last turn saving 3 Guardsmen. So, maybe 2 more guard die than shown above, but the end result is the same.

Now, you may be wondering why I chose to compare 110pts of guard vs 132 pts of tau, well, because if guard go to 5pts that would be 130pt vs 132pts.

Edit: I'd like to take a moment to appreciate how saying the orders makes the whole scenario more cinematic. Hands down my favorite part of playing guard.

Thanks for taking the time to run the maths, my only question would be are you taking the fireblade's buff into account? that's an extra shot on everyone of those firewarriors and 2 dead guardsmen seems pretty low output for 24 shots against t3 5+. plugging numbers into a mathhammer site shows that they should net 5 dead guardsmen on each of the first two rounds which leads to the guard squad being wiped round 4 with 5 firewarrior's left standing.
   
Made in us
Dakka Veteran




Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.

This message was edited 1 time. Last update was at 2018/09/17 02:46:23


 
   
Made in us
Decrepit Dakkanaut




Nah you forgot variables, man. I'm just gonna say that to ignore the evidence you presented.

And honestly even if they limited CP to the detachment it came with, you think people will stop running Infantry as their screen and objective holders? No.

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 ca
Commander of the Mysterious 2nd Legion





look whatever we argue the fact is SOMETHING needs to be done about guard CP batteries. because they are the issue here. But guard themselves aren't the problem, you don't see people using guard as a major offensive/defensive portion of their list, they take basicly the bare mkinimum of guard.

but before anything is done I think more data is needed. if a major tourny banned those two things it would, at the very least, give us some intreasting data.

Opinions are not facts please don't confuse the two 
   
Made in dk
Longtime Dakkanaut





Spoiler:
fe40k wrote:
Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.



Sorry but this way of doing math is IMHO misleading. Troops having a shoot out between each other is an absurd scenario that is never going to matter in the game. What you should calculate, as i did, is how much wounds per point those troops inflict on typical targets, and at what range.
Or how durable they are against the typical shooting profiles.

If you do this, you will discover that when no buffs are applied, guards are the most durable troops in the game, but they are FAR from being the most powerful. Many factions have troops that easily outshoot them. What is unique to guards is their durability, but please let's not say that guardsmen are OP due to their firepower, because that would 100% false.

Now, the combination of an OK firepower and high durability can be worth 5 points, i agree. But if you claim that you have "mathematically shown" something, do it in a reasonable
way.

That said, fixing guardmen is not even in the top 5 of changes that are most urgent for guards, so i don't see why it is getting all the hate.
Before that you should:

1) Fix grand strategist
2) Nerf Artemis Hellhounds
3) Nerf vanilla Hellhounds
4) Nerf shadowswords (the fact that the Castellan is even more OP doesn't mean that the shadowsword is now fair)
5) Take Cover doen not influence invul saves.

All of those are more important that increasing by 1 point the guardsmen.

This message was edited 3 times. Last update was at 2018/09/17 04:14:19


 
   
Made in gb
Mekboy on Kustom Deth Kopta






 vipoid wrote:


This just in: If you enter a tournament, you are not allowed to play something just because you enjoy it. You must use the most competitive army possible, even it it means including units you have no interest in using or armies you have no interest in playing. Do that or GTFO.


This just in: people take what they believe to be the most competitive list they have to a tournament. People are taking mono Guard armies and performing better than other armies that are forced to do mono. Also players can still play something they enjoy if they play Guard because they can take a Guard army AND ally in other armies to suit.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Spoletta wrote:
Spoiler:
fe40k wrote:
Quoting two of my different responses; the first is Guardsman vs Firewarriors (T3), the second is Guardsman/Firewarriors vs MEQ/5EQ (T4/T5).

This is untrue. Guardsman > Firewarriors, and all other troopers, pound for pound.

Guardsman - 4ppm
Range 24" Rapid Fire 1, S3, AP-0

Firewarrior - 7ppm
Range 30", Rapid Fire 1, S5, AP-0

17 Guardsman+1 Boltgun (Sergeant) = 68+1pts
10 Firewarriors = 70 points

17 Guardsman shooting at Firewarriors, Range24"
16 Lasgun shots; 16*.5*.5*.5 = 2 unsaved wounds
1 Boltgun shot; 1*.5*.666*.5 = 0.1665 unsaved wounds
TOTAL: 2.1665

10 Firewarriors shooting at Guardsman, Range30"
10 Pulse Rifle shots; 10*.5*.666*.666 = 2.21778 unsaved wounds
TOTAL: 2.21778

Unbuffed; Tau win outside of Rapid Fire range - but, the Guardsman have 17 wounds versus the Firewarriors 10; which is a massive deal in terms of durability, 58.8% more durable. The moment the shooting goes past one rounds worth, Guardsman>Firewarriors.

Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at Firewarriors, Range12"
18*4 Lasgun shots: 72*.5*.5*.5 = 9 unsaved wounds
2 Boltgun shots: 2*.5*.5*.5 = .25 unsaved wouds
TOTAL: 9.25

10 Firewarriors+1 Cadre Fireblade, shooting at Guardsman, Range15"
1 Markerlight shot: 1*.8333 = ~1 hit
10*3 Pulse Rifle shots: 10*.5*.666*.666 = 6.65334 unsaved wounds
Rerolling the 1's adds... 5*(.333)*.5*.666*.666 = .277xxx unsaved wounds
TOTAL: 6.93034

Buffed: It's not even close. Guardsman >>> Firewarriors, while having 21 wounds VS 11 wounds. - Speaking of the value of traits, Guardsman can get the same range as Firewarriors, unless the Firewarriors also take the +range trait. Firewarriors can get +1cover save, which brings down 18*4 Lasgun shots expected output to... 5.994, a significant reduction - but still not enough to win them a prolonged shootout; and they lose it if they move. If Guardsman don't have to move either, they could also take the re-roll 1's trait, which adds... 1.4985 unsaved wounds, for 18*4 Lasgun shots.

Guardsman do not deserve to be 4ppm under any circumstances; at least not with their statline, relative to the stats/prices of other factions armies. Adding in a 30PPM Company Commander brings a Guardsman squad up to 5.5PPM/7PPM (2/1 squads buffed by CompanyCommander); which sounds reasonable, but STILL blows out other factions troopers. 4pts = 1W, Sv5+, and 1/2/4 Lasgun shots.

Guardsman win the infantry war point for point, and back that up with an excessive number of Artillery/Tank units (up to 3x as many models as other factions, thanks to squadrons), all of which are competitive in their own right.


Let's talk buffs:
20 Guardsman(2 Boltguns)+1 Company Commander = 112pts
10 Firewarriors+1 Cadre Fireblade = 112pts
VS
MEQ; T4, Sv3+
5EQ (Custodes); T5, Sv2+

20 Guardsman(2 Boltguns)+1 Company Commander (issuing FRSRF x2) shooting at MEQ, Range12"
[I'm leaving the 2 Boltguns and 1 Laspistol out of the equations below; it's a lot more lines/calculations for what ultimately amounts to... a smaller bonus than what it's worth for this comparison.]
VS MEQ
R24": (18)*.5*.333*.333 = .998001
Cadia RR1's: (9)*(.333)*.5*.333*.333 = .1661671665
TOTAL: 1.1641681665
R12": (18*4)*.5*.333*.333 = 3.992004
Cadia RR1's: (36)*(.333)*.5*.333*.333 = .664668666
TOTAL: 4.656672666
VS 5EQ
R24": (18)*.5*.333*.166 = .497502
Cadia RR1's: (9)*(.333)*.5*.333*.166 = .082834083
TOTAL: .580336083
R12": (18*4)*.5*.333*.166 = 1.990008
Cadia RR1's: (36)*(.333)*.5*.333*.166 = .331336332
TOTAL: 2.321344332

10 Firewarriors+1 Cadre Fireblade, shooting at MEQ, Range15"
VS MEQ
R24": (10)*.5*.666*.333 = 1.10889
Markerlight RR1's: (5).(.333)*.5*.666*.333 = .184630185
TOTAL: 1.293520185
R12": (10*3)*.5*.666*.333 = 3.32667
Markerlight RR1's: (15)*(.333)*.5*.666*.333 = .553890555
TOTAL: 3.88056055
VS 5EQ
R24": (10)*.5*.5*.166 = .415
Markerlight RR1's: (5)*(.333)*.5*.5*.166 = .0690975
TOTAL: .4840975
R12": (10*3)*.5*.5*.166 = 1.245
Markerlight RR1's: (15)*(.333)*.5*.5*.166 = .2072925
TOTAL: 1.4522925

Short version: Don't underestimate sheer volume of fire - Lasguns generally tie or win out against your T5 and down targets; and when they get in Rapid Fire range (12"-15", 4 shots*4ppm > 3shots*7ppm [yes, they're missing the ppm of commanders and fireblades; if you made a brick of Firewarriors, you may be able to get the PPM to even out (since 1 Cadre Fireblade can buff a large number of units, while you need UNITS/2 in Company Commanders), if not get closer together after all calculations...]; and again, don't forget that the Guardsman have 21wounds to the Firewarriors 11wounds - and take up additional board space, which is a huge deal.

Firewarrior's S5 guns start to win out when you start shooting T6-T9 models; add in the +1 to wound rolls stratagem, and they can do real work.

I'll make an Overwatch post some time in the future, maybe; but with Firewarriors having 3shots VS 2//4shots (if IG interweave the 20Guardsman (2 squads), they get an additional set of overwatches), and potentially RR1's (not likely, but maybe they'll get a markerlight on a random target beforehand); it'll be close. I think interlocked IG squads will come out on top (40 shots vs 30 shots) by a little - if you add in other Firewarrior squads nearby, they'll come out ahead - but, that's even more points (albeit ones that the IG couldn't leverage even if they wanted to, unless they mix 3 infantry squads together... Mordian Doctrine ties with T'au Doctrine (hitting on 5+s), so... it's really a wash.



Sorry but this way of doing math is IMHO misleading. Troops having a shoot out between each other is an absurd scenario that is never going to matter in the game. What you should calculate, as i did, is how much wounds per point those troops inflict on typical targets, and at what range.
Or how durable they are against the typical shooting profiles.

If you do this, you will discover that when no buffs are applied, guards are the most durable troops in the game, but they are FAR from being the most powerful. Many factions have troops that easily outshoot them. What is unique to guards is their durability, but please let's not say that guardsmen are OP due to their firepower, because that would 100% false.

Now, the combination of an OK firepower and high durability can be worth 5 points, i agree. But if you claim that you have "mathematically shown" something, do it in a reasonable
way.

That said, fixing guardmen is not even in the top 5 of changes that are most urgent for guards, so i don't see why it is getting all the hate.
Before that you should:

1) Fix grand strategist
2) Nerf Artemis Hellhounds
3) Nerf vanilla Hellhounds
4) Nerf shadowswords (the fact that the Castellan is even more OP doesn't mean that the shadowsword is now fair)
5) Take Cover doen not influence invul saves.

All of those are more important that increasing by 1 point the guardsmen.


But the most typical and ideal objetive for guardsmen shooting would be vs other infantry hordes. There, they have also the most efficient, or one of the most efficient firepower-per-point of the game. Guardsmen have no place being 4ppm. At 4ppm they are even better than undercosted units like Firewarriors that should be 8ppm. Its a no brainer.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in gb
Longtime Dakkanaut






At the moment, per point, without any buffs, Guard infantry are marginally better shooting T3 and T5 targets than Fire Warriors, while FW are slightly better against T4. Make Guard 5ppm and they’re still better against T3, but FW are better against T4 and 5. Even at 5ppm, Guard are still more resilient, in terms of points lost, to small arms fire than FW.

However, I think the point that if soup options are more restricted we can’t see how Guard will fare is a valid one; with as many variables and interactions as 40K has, straight-up maths can’t be used as the ultimate determinor of what each unit should cost. It seems reasonable to me to suggest that the soup issue get tweaked first, see how that works, and if it turns out Infantry Squads are still mad good when they’re not being used to prop up CP-based nonsense, then one might argue they need a price bump.
   
Made in gb
Longtime Dakkanaut




Dandelion wrote:
 Kanluwen wrote:

Take a basic squad of each thing, no buffs, and go from there.


???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.

And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...


Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).

Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.

Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.

Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.

Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.

Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.

Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.

Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.


So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.

Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.

This message was edited 1 time. Last update was at 2018/09/17 11:01:06


 
   
Made in gb
Longtime Dakkanaut




Kdash wrote:
Dandelion wrote:
 Kanluwen wrote:

Take a basic squad of each thing, no buffs, and go from there.


???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.

And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...


Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).

Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.

Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.

Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.

Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.

Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.

Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.

Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.


So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.

Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.

All you have shown is they are better than Tau, Marines, Thousand sons, orks and Admech.
While in your example the warriors win, I don't think that would hold up inna game as reanimation protocols are easy to play arround by focusing unit afyer unit off the table.

So they only one it was even close with was nids and you have a huge board control advantage over them.
   
Made in gb
Longtime Dakkanaut




Ice_can wrote:
Spoiler:
Kdash wrote:
Dandelion wrote:
 Kanluwen wrote:

Take a basic squad of each thing, no buffs, and go from there.


???
But I did. Multiple times, and they come out ahead in every scenario against other unbuffed infantry. And when I do that people are all like "but you have to consider the faction as a whole" so I do the math again but with buffs affecting both sides, and guard still win handily. And then people go "orders are different from auras so it's not the same" and then just declare all the math unrepresentative. Or even better, that the comparison involves units that don't have the same role and so is wrong.

And it really baffles me when people downplay the effects of FRFSRF, saying it doesn't do much because it's S3. I mean, 3 guard infantry squads can use FRFSRF to keep up with a double tapping Russ Punisher's firepower, and that's at long range. At half range, the punisher is completely outdone. And most Guard players seem to think that the punisher needs a point increase, so...


Ok, so I’ve just done a bit more math myself in regards to “who comes out on top unbuffed”. That even means not rapid firing – but being able to shoot from turn 1. This is also not taking into account morale losses. (As a morale trade off, I’ve not taken the decision of presuming you’d remove Guard sergeants first – otherwise morale would play a bigger factor).

Vs Marines.
2 squads of Guard vs 1 squad of 6 Marines (80 points v 78)
If Guard go first, the Marines are dead at the end of turn 4 with only 17.26% Casualties.
If Marines go first, the Marines are dead at the end of turn 6. 29.23% Casualties.
Guard win.

Vs T’au
2 squads of Guard vs 11 Fire warriors (80 points v 77)
If Guard go first, Guard win. 37.55% Casualties vs 91.83%
If T’au go first, Guard win. 65.55% Casulaties vs 62.72%.
Advantage to Guard. Neither side is “tabled”.

Vs Nids
2 squads of Guard vs 3 Warriors with Deathspitters (not even going to bother with it being vs 10 Termagants with devourers) (80 points v 75)
If Guard go first, Guard win. 55.56% Casualties vs 66.67%.
If Nids go first, Nids win. 33.33% Casualties vs 77.78%.
Draw over 6 turns, with slight advantage to Nids. Neither side is “tabled”.

Vs Thousand Sons
6 squads of Guard vs 11 Rubrics (one with Soulreaper and killing off Sorcerer first) (240 points v 240)
If Guard go first, Guard win. 35.5% Casualties vs 59.92%
If Sons go first, Guard win. 44.34% Casualties vs 47.1%.
Guard win, though, it is pretty close if Sons go first. Neither side is “tabled”.

Vs Orks
3 squads of Guard vs 20 Boyz (120 points vs 120)
If Guard go first, Guard win. Orks tabled turn 5. 16.54% Casualties.
If Orks go first, Guard win. Orks tabled turn 6. 29.71% Casualties.
Easy Guard win.

Vs Necrons
3 squads of Guard vs 1 unit of Warriors
If Guard go first, Necrons win. 33.61% Casualties to 50.5%.
If Necrons go first, then Necrons win. 41.09% Casualties vs 57.28%.
Necrons win over 6 turns. Neither side is “tabled”.

Vs Admech (Rangers)
1 squad v 1 squad (40 points each)
If Guard go first, Guard win. Admech tabled turn 6. 27.8% Guard Casualties.
If Admech go first, Guard win. 51.9% Casualties vs 80.06%.
Guard win.


So - from a DURABILITY point alone (one of the points that seems to get mentioned over and over again, Guardsmen aren't the "best" across the board troop for troop.

Of course, this changes when you start having other squads shoot at the Guardsmen etc, but, in the troop v troop situation it is slightly different.

All you have shown is they are better than Tau, Marines, Thousand sons, orks and Admech.
While in your example the warriors win, I don't think that would hold up inna game as reanimation protocols are easy to play arround by focusing unit afyer unit off the table.

So they only one it was even close with was nids and you have a huge board control advantage over them.


Arguably, it shows that while Guard are “better” in a troop v troop situation in a lot of cases, it also shows that it only actually matters vs Marines and Orks.

It doesn’t matter if the Guardsmen will kill more T’au Fire Warriors than the T’au will kill Guardsmen, when, over a standard game length of 6 turns neither side is tabled. The advantage instead comes from positioning and objectives and the mission being played.

As for the Necron’s not holding up, you’ll note that it was 1 Necron unit vs 3 Guardmen units in my example. Sure, you can focus fire down 1 unit of Warriors with Guardsmen, but you would need 10 Infantry squads shooting first to ensure you 100% kill the unit. At which point, the return fire kills 9 of the Guardsmen, meaning that unless you get lucky turn 2, the Guardsmen won’t “1 shot” another squad. Plus, there is also the logistics of getting 10 squads into range of 1 unit turn 1. Yes, the rest of the Guard army can help nail a complete unit each turn, but, we are looking at troops in isolation as per the original set of math hammer done on previous pages.

In terms of the Nids matchup, it was 1 unit of Warriors vs 2 units of Guardsmen – so, overall, wouldn’t give you much, if anything, in terms of additional board control.

The point I was trying to make with these figures, is that, in a Guardsmen v Other Troop durability fire fight, Guardsmen aren’t always the be all and end all in regards to durability, as seems to be the often “highlighted” stat when talking about Guard.

Now, this of course is in total isolation (another Dakka math hammer speciality) and doesn’t take into account what the rest of the 2000 points is doing, or the mission, or cover, or morale, or combat, so we know that the figures will be different when considering everything else. But, they do help give some figures behind the narrow isolation views.

This message was edited 1 time. Last update was at 2018/09/17 12:07:23


 
   
Made in eu
Courageous Beastmaster





Ice_can I am afraid your math is wrong.


You cannot use the basic chance formula ove rmultiple turns. All chances have to be independent of each other. Losses aren't.




 
   
Made in gb
Longtime Dakkanaut




 Earth127 wrote:
Ice_can I am afraid your math is wrong.


You cannot use the basic chance formula ove rmultiple turns. All chances have to be independent of each other. Losses aren't.

What maths are you talking about?
The maths on this page is Kdash's
   
Made in bg
Dakka Veteran




That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.
   
Made in us
Longtime Dakkanaut




 An Actual Englishman wrote:
 vipoid wrote:


This just in: If you enter a tournament, you are not allowed to play something just because you enjoy it. You must use the most competitive army possible, even it it means including units you have no interest in using or armies you have no interest in playing. Do that or GTFO.


This just in: people take what they believe to be the most competitive list they have to a tournament. People are taking mono Guard armies and performing better than other armies that are forced to do mono. Also players can still play something they enjoy if they play Guard because they can take a Guard army AND ally in other armies to suit.

Wow, that's amazing I guess all these times I've brought 100% mono armies to tournaments it's because of my secret belief that it's super competitive and not simply my liking of mono themed lists.

Also is "people taking mono guard armies and performing better than other armies" referring to the single time guard managed to finish behind tau? Is finishing behind tau really the evidence we want to use for deserving nerfs?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Marin wrote:
That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.

Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.

That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.
   
Made in us
Regular Dakkanaut




It's gotta be only like 20% of the field that bring lists that are, in their opinion, as optimized as possible. The vast majority of tournament players (this is my own anecdotal experience) bring mostly optimized versions of armies they want to play. That same vast majority don't have the time, money, or inclination to chase the latest seasonal craze.

This message was edited 4 times. Last update was at 2018/09/17 14:42:50


 
   
Made in dk
Longtime Dakkanaut





Especially in 8th, where the meta changes so fast that chasing it has become a big investment in terms of money and time.
   
Made in us
Clousseau





East Bay, Ca, US

My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?

This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power.

You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.

That doesn't change the fact that guard are better than most armies in melee, and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).

This message was edited 1 time. Last update was at 2018/09/17 16:32:48


 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
Decrepit Dakkanaut




 Kanluwen wrote:
Marin wrote:
That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.

Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.

That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.

So now you want us to start comparing 10 models vs 10 models? You'll be proud of how Terminators hold up!

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
Clousseau





East Bay, Ca, US

Bullgryns are what terminators should have been.

It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.

If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.

This message was edited 1 time. Last update was at 2018/09/17 16:49:29


 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
Humming Great Unclean One of Nurgle





In My Lab

They've been FAQed to have Slab Shields only work on armor saves, if I recall correctly.

And where are the rerolls coming from?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Clousseau





East Bay, Ca, US

 JNAProductions wrote:
They've been FAQed to have Slab Shields only work on armor saves, if I recall correctly.

And where are the rerolls coming from?


Oh sorry, I forgot that Iron Hand Straken gives the patently absurd +1 attack, but no rerolls.

I believe Ministorum Priests also add +1 attack.

In any case, when these powers combine, Guard melee > Marine melee, Tyranid Melee, Necron Melee, Tau melee, etc.

This message was edited 2 times. Last update was at 2018/09/17 16:55:16


 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
Imperial Guard Landspeeder Pilot




On moon miranda.

 Marmatag wrote:
My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
I mean, if we're combining the base unit and cherrypicked Stratagems, Officers & Orders, Regiment Bonuses, and appropriate maneuver of all elements in acting in coordination at full strength, sure, but then how much of that is the Infantry Squad, and how much of that is the successful convergence all those things at the time and place of the commanders choosing?


You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
Still wondering about those Chimeras...


That doesn't change the fact that guard are better than most armies in melee
In cherrypicked webforum thought experiments involving extremely specific contexts? Maybe. Let me know when a melee guard amy beats another army inherently built around melee combat, I've never seen one.

and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
And only 1pt better than Orks, the worst shooting in the game

Huzzah for BS differantiation that uses only 3 of a whopping 6 values!

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.  
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Iron Hand only gives that to Catachans.

Bullgryns are not <REGIMENT>.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Marmatag wrote:

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?


It seems very disingenuous to not include the cost of the support units in this.

Straken costs almost as much as those two squads (75pts), and a Ministrum Priest is another 35pts. So you're paying about 40% more for support units than for the squads you're actually buffing. Worth noting also that, whilst you can include multiple Priests, Straken is a special character and thus you're already limited in the number of squads you can realistically pull this trick with.

Also, the Fix Bayonets Order requires the squad to already be in melee when you use it. So, no, you can't just charge in with double attacks.


What's more, I think you're vastly overestimating the threat posed by melee guardsmen. Those 60 attacks amount to, what, a dead 5-man marine squad? So you're spending 190pts to kill 65pts of a squad that pretty much everyone agrees isn't good to begin with. And this is assuming absolutely perfect conditions - with the guardsmen advancing completely unscathed up the field (perfectly reasonable for T3 5+ models), their target obligingly coming to them or not backing away from the cumbersome melee blob, the support characters never being sniped out, the opponent not taking the opportunity to charge himself with actual assault units, the squad taking no damage from overwatch etc.

I don't deny that IG are strong but is anyone seriously dominating with melee-IG?

 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.

Slayer-Fan123 wrote:
 Kanluwen wrote:
Marin wrote:
That topic really become pointless. Calculating damage infantry vs infantry have little value. 5 points per guard are 10 more per squad and 60 more for 6 and that is not really game breaking in most lists. If really really the price is the problem guard can deploy conscripts for 4 points. That seam to little to be even worth a argument. Force 20 per unit for conscript and 15 per guard and than we are talking of doing something.

Conscript units start at 20 models and can add 10 more(down from the Index letting you add 30 more) to cap the unit out at 30.
Infantry and Veteran Squads themselves are 10 models to start and cannot have their numbers bolstered. Infantry Squads(as in: the unit called Infantry Squad) can be merged via the "Combined Squads" stratagem during the course of the game.

That's one of the "big issues" with people presenting the math. They ignore that a "basic squad" for Guard is also the "maximum squad size". They continually try to paint it as needing to compare X points to Y points rather than a 1:1 unit comparison.

So now you want us to start comparing 10 models vs 10 models? You'll be proud of how Terminators hold up!

Sure, that's what I said.

Or maybe it's that I said that it's one of many issues, where people present the scenario as though points v. points is the only metric that matters rather than comparing unit to unit. We've also seen the wonderful fact that some people just don't know what the hell they're talking about, like Marmatag giving Bullgryn the buffs from a Catachan Officer.


Automatically Appended Next Post:
 vipoid wrote:
 Marmatag wrote:

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?


It seems very disingenuous to not include the cost of the support units in this.

Straken costs almost as much as those two squads (75pts), and a Ministrum Priest is another 35pts. So you're paying about 40% more for support units than for the squads you're actually buffing. Worth noting also that, whilst you can include multiple Priests, Straken is a special character and thus you're already limited in the number of squads you can realistically pull this trick with.

Also, the Fix Bayonets Order requires the squad to already be in melee when you use it. So, no, you can't just charge in with double attacks.


What's more, I think you're vastly overestimating the threat posed by melee guardsmen. Those 60 attacks amount to, what, a dead 5-man marine squad? So you're spending 190pts to kill 65pts of a squad that pretty much everyone agrees isn't good to begin with. And this is assuming absolutely perfect conditions - with the guardsmen advancing completely unscathed up the field (perfectly reasonable for T3 5+ models), their target obligingly coming to them or not backing away from the cumbersome melee blob, the support characters never being sniped out, the opponent not taking the opportunity to charge himself with actual assault units, the squad taking no damage from overwatch etc.

I don't deny that IG are strong but is anyone seriously dominating with melee-IG?

Don't forget that he talks about Combining the squads, which means they're both Infantry Squads and you've burned some CPs to do that and the units had to already be positioned in a certain range of each other.

This message was edited 1 time. Last update was at 2018/09/17 17:07:19


 
   
Made in us
Longtime Dakkanaut




 Marmatag wrote:
My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?

This faction has been busted wall to wall for some time. The fact that Guard can lose to things that stack -1 to hit penalties, or Guard Soup which includes Custodes and Knights, doesn't take away from the faction's power.

You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.

That doesn't change the fact that guard are better than most armies in melee, and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).

What about all the DE/E soup that consistently places in tournaments. What about chaos/ chaos soup that consistently places in tournaments. What about the tyranids/GSC that places at tournaments. Its funny the selective memory Dakka has that its always just Imperium and of all the ingredients it's the IG that the issue. We have to have a selective memory to forget that the feared mono guard list finished behind tau.
   
Made in us
Clousseau





East Bay, Ca, US

 Vaktathi wrote:
 Marmatag wrote:
My favorite example of Infantry squads being broken is when you use the synergy with Guard HQs.

Isn't it great when Infantry have 3 attacks per guy at strength 4 with rerolls? And you can order them to fight twice? Just combine a couple squads, charge in, and you will throw out 60 attacks with rerolls on an 80 point unit. Maybe order them, so it's 120? Seems fair right?
I mean, if we're combining the base unit and cherrypicked Stratagems, Officers & Orders, Regiment Bonuses, and appropriate maneuver of all elements in acting in coordination at full strength, sure, but then how much of that is the Infantry Squad, and how much of that is the successful convergence all those things at the time and place of the commanders choosing?
Why on God's green earth shouldn't we assume this? It's a pittance and provides insane value, if you're building a list to incorporate guard melee. It's not like you have to make some huge commitment here, you can still comfortably afford 3 hellhounds, 3 basilisks, a Castellan, etc, on top of your brokenly overpowered melee.

 Vaktathi wrote:

You guys talk about how guard aren't winning tournaments. That's because Imperium soup is insane. Castellans ARE that good. Custode Dawneagles ARE that good. Guard are super strong wall to wall.
Still wondering about those Chimeras...
Still wondering why you have the best army in the game and require more...

 Vaktathi wrote:

That doesn't change the fact that guard are better than most armies in melee
In cherrypicked webforum thought experiments involving extremely specific contexts? Maybe. Let me know when a melee guard amy beats another army inherently built around melee combat, I've never seen one.
It happens frequently. Bullgryns with 1+/2++ and 5 attacks per guy? 120 attacks out of infantry squads? On top of all the artillery and a Castellan? Guard can do melee better without fully committing to it. Only guard players don't see this as a problem. You are spoiled.

 Vaktathi wrote:
and better than most armies in shooting. Do i want guard nerfed into the floor? No, but this faction has had it all for far too long. Their literal only weakness is BS4+ and that is something that these forum users whine about constantly. It is the literal only weakness guard has. And it's only 1 side of a dice worse than marine shooting (read: most accurate shooting in game).
And only 1pt better than Orks, the worst shooting in the game
Yeah, and that's a good point, because Orks can also take a Castellan (hits on 3s) or a Shadow Sword (hits on 2s), and Hellhound tanks (auto hit), and mortar squads (full rerolls).

 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
Regular Dakkanaut




 Marmatag wrote:
Bullgryns are what terminators should have been.

It's always funny when you see Bullgryns with a 1+/2++ spitting out 5x Strength 7, AP-1, 2 damage attacks, hitting on 3s, with some reroll synergy.

If terminators had this the guard community would be crying "broken." In fact if any faction had this they'd be crying broken... except guard obviously, because guard should have the best melee in the game.


The only rerolls available to Bullgryns are from Yarrick (1's to hit) and Old Grudges (all wounds vs a single unit selected at the beginning of the game), if they are within 6" of the warlord (who can't also be Yarrick, mind you).

They are capable of getting a 3++, for 52 points per model.

This message was edited 1 time. Last update was at 2018/09/17 17:13:17


 
   
 
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