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Made in us
Norn Queen






 Galas wrote:
If it has 9 wounds it can't degrade.

EDIT: I should have read everything

But ey, can't Tyranid Guard shoot 72" indirect fire weapons? that do flat 2 damage?

This dudes:
Spoiler:


Hive Guard have a heavy 2, 36", str 8, ap -2, d3 dmg gun that does not require LoS.

Their other gun is 24" and does require LoS.

This message was edited 1 time. Last update was at 2018/02/07 21:26:14



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Locked in the Tower of Amareo




This reads just like an Eldar scatbike thread from just two years ago. Utterly amazing.
   
Made in us
Storm Trooper with Maglight






What is even going on in this thread at this point? Have any other leaks on the FAQ stuff surfaced beyond 5ppm Guardsmen, or is everything still hypothetical beyond that?

Infantry 5ppm, a blanket system wide Indirect Fire rule of a -1 to hit when out of LOS, price of Melta and Plasma swapped. I think that covers most of the issues with Guards too strong stuff, at least if the Smite nerf stays as is.

On the flip side - Veterans, Commissars, certain Leman Russ variants, and transports need some love.

Bumping Infantry up 1ppm gives Vets an indirect buff, but you still run into the issue that if you want bodies, Infantry and Conscripts are cheaper, and if you want quality shots, factoring in the fact that Veterans need a transport to be able to bring their weapons to bear, and Scions become a better option with their deep strike and better guns/armor. They just need something small to give them a better niche within the army. If Chimera get a small buff/points decrease, then that can also help Vets, but they still will play second fiddle to Scions.

Commissars, I dunno, they were too strong before, but they are too weak now. Maybe give them a niche rule where they reduce Leadership Penalties by 1. That way they have a purpose for being there, and can mitigate losses when facing stacked Leadership debuffs, but they are also not single handedly holding the line.

I am mostly curious though what the FAQ has in store for other armies as well, what is getting buffed, what is getting nerfed, etc. The single data point of Guard Infantry Squads +1ppm doesn't really tell us what else is going on.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Lance845 wrote:
 Galas wrote:
If it has 9 wounds it can't degrade.

EDIT: I should have read everything

But ey, can't Tyranid Guard shoot 72" indirect fire weapons? that do flat 2 damage?

This dudes:
Spoiler:


Hive Guard have a heavy 2, 36", str 8, ap -2, d3 dmg gun that does not require LoS.

Their other gun is 24" and does require LoS.


Ok. Then it was my impresion that they had a 72" range

 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 ru
!!Goffik Rocker!!






 Galas wrote:
Ohman Lasscannons are so underpowered. I keep shooting Ork Boyz with them and I only return like 10% of my investment in points in a 7 turn game!

Don't be disingenous, Unit.


Well, technically if you're shooting orks with an ig lazcannon team, you're returning around 70% of it's cost over a 7 turn game. That's if the ig dude is unbuffed.

I'd also like to point out that a plasma suicide scion comsquad returns around 45% of it's cost emidiately on the drop by shooting ork boyz. Ork boyz. The unit that's supposed to counter multi-wound special weapons.
GW please nerf.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 AnomanderRake wrote:
 Vaktathi wrote:
 AnomanderRake wrote:
 Commissar Benny wrote:
...Manticore nerf...


What, the one that bumped it from 125 to 145pts (or whatever it was)?

I'd like to state for the record that my Warp Hunter is 245pts for a quarter of the Manticore's main gun and it is good. Calling a 20pt bump a "nerf" on a unit that's still at least 50pts too cheap is kind of silly.
Perhaps the Warp Hunter is absurdly overcosted instead? A Manticore is basically a barebones LRBT that trades potentially up to 3 turns of main weapon fire, a point lower of Toughness, an extra wound, extra weapons upgrades options, and Lumbering Behemoth...for the ability to shoot without LoS and a 9pt cost decrease. The ability to shoot without LoS is extremely variable in utility depending on an array of factors (sometimes it can be amazing, other times you're playing on planet bowling ball and it is utterly irrelevant), but ultimately the idea that a Manticore should be a 200pt tank is absurd.


Problem: The Warp Hunter isn't absurdly overcosted. It's a completely playable unit.

Further problem: "Potentially up to three turns of main weapon fire" is a bit of a joke; I have yet to see an 8e game that wasn't decided by most of one side dying by turn four, and the alpha strike is way too decisive for the tradeoff in shooting in turn five and on to matter.

Addendum: Grinding Advance bumps you from d6 shots to 2d6 shots. The Manticore already has 2d6 shots. The ability to move and fire at no penalty is irrelevant when you're comparing it to a unit that can shoot the entire table without moving.

On considering the facts I will amend that if you were to ignore the ability to fire without line of sight you might be more correct (you're making a unit a bit squishier to make it hit a bit harder), but fundamentally to me the problem is that the Manticore is giving up things that don't matter for things that do matter. You're giving up the ability to move and fire at no penalty in exchange for the ability to hit the entire table without moving. You're trading Toughness/Wounds for the ability to camp in a corner behind a layer of chaff the thickness of your deployment zone and still contribute 100% of your firepower to the game. You're giving up shooting from turn five onwards in exchange for a vastly stronger/more reliable alpha strike that can't be avoided by counter-deploying.

The issue of ignoring line of sight is vastly more important than you're suggesting it is, simply because line of sight allows me to force a Leman Russ to move up the table to engage. A Manticore can camp in the corner where I can't interact with it because it's got the range to cover the table and doesn't give a s*** about line of sight, which means it's positioning is always perfectly optimal, whereas a Russ may have to choose between exposing itself to shorter ranged weapons/chargers and not getting shots.

So yeah. The Manticore on pure stats isn't OP by comparison to the Russ, but every disadvantage it gets is mitigated, negated, or outright ignored by indirect fire.
If ample LoS blocking terrain is present in the right spots, sure.

However, this is far from certain. Sometimes the terrain spread just doesn't work to make the Manticore worth it over a Russ. Sometimes the table will just not have lots of LoS blocking terrain period. Sometimes such terrain literally isnt available at the club/store/event/basement/etc. I've been to tournaments where game 1 theres almost no LoS to anything further away than 24" and game 2 everything has LoS to everywhere from anywhere. Sometimes a flank collapses or a unit Deep Strikes into the right spot and the tank has to move or die.

Sometimes games are close and what happens in the late game matters. With changes to facings, cover and LoS with 8E, direct LoS is a lot less of an issue for the battle tanks than it used to be.

There's enough there that the Manticore's advantages will not universally and reliably apply, and simply assuming it always will and demanding it cost 200pts as a result is a good way to see Manticores disappear from tables overnight.

To me, they balance pretty well with the couple usable Russ variants as HS units. The tables you play on will have a much bigger factor than the simple basic costing.


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
Omnipotent Necron Overlord






kurhanik wrote:
What is even going on in this thread at this point? Have any other leaks on the FAQ stuff surfaced beyond 5ppm Guardsmen, or is everything still hypothetical beyond that?

Infantry 5ppm, a blanket system wide Indirect Fire rule of a -1 to hit when out of LOS, price of Melta and Plasma swapped. I think that covers most of the issues with Guards too strong stuff, at least if the Smite nerf stays as is.

On the flip side - Veterans, Commissars, certain Leman Russ variants, and transports need some love.

Bumping Infantry up 1ppm gives Vets an indirect buff, but you still run into the issue that if you want bodies, Infantry and Conscripts are cheaper, and if you want quality shots, factoring in the fact that Veterans need a transport to be able to bring their weapons to bear, and Scions become a better option with their deep strike and better guns/armor. They just need something small to give them a better niche within the army. If Chimera get a small buff/points decrease, then that can also help Vets, but they still will play second fiddle to Scions.

Commissars, I dunno, they were too strong before, but they are too weak now. Maybe give them a niche rule where they reduce Leadership Penalties by 1. That way they have a purpose for being there, and can mitigate losses when facing stacked Leadership debuffs, but they are also not single handedly holding the line.

I am mostly curious though what the FAQ has in store for other armies as well, what is getting buffed, what is getting nerfed, etc. The single data point of Guard Infantry Squads +1ppm doesn't really tell us what else is going on.

If vetrens need love - literally every infantry in the game that isn't an IG infantry squad needs more love. Except maybe the new pink horrors.


Automatically Appended Next Post:
 Vaktathi wrote:
 AnomanderRake wrote:
 Vaktathi wrote:
 AnomanderRake wrote:
 Commissar Benny wrote:
...Manticore nerf...


What, the one that bumped it from 125 to 145pts (or whatever it was)?

I'd like to state for the record that my Warp Hunter is 245pts for a quarter of the Manticore's main gun and it is good. Calling a 20pt bump a "nerf" on a unit that's still at least 50pts too cheap is kind of silly.
Perhaps the Warp Hunter is absurdly overcosted instead? A Manticore is basically a barebones LRBT that trades potentially up to 3 turns of main weapon fire, a point lower of Toughness, an extra wound, extra weapons upgrades options, and Lumbering Behemoth...for the ability to shoot without LoS and a 9pt cost decrease. The ability to shoot without LoS is extremely variable in utility depending on an array of factors (sometimes it can be amazing, other times you're playing on planet bowling ball and it is utterly irrelevant), but ultimately the idea that a Manticore should be a 200pt tank is absurd.


Problem: The Warp Hunter isn't absurdly overcosted. It's a completely playable unit.

Further problem: "Potentially up to three turns of main weapon fire" is a bit of a joke; I have yet to see an 8e game that wasn't decided by most of one side dying by turn four, and the alpha strike is way too decisive for the tradeoff in shooting in turn five and on to matter.

Addendum: Grinding Advance bumps you from d6 shots to 2d6 shots. The Manticore already has 2d6 shots. The ability to move and fire at no penalty is irrelevant when you're comparing it to a unit that can shoot the entire table without moving.

On considering the facts I will amend that if you were to ignore the ability to fire without line of sight you might be more correct (you're making a unit a bit squishier to make it hit a bit harder), but fundamentally to me the problem is that the Manticore is giving up things that don't matter for things that do matter. You're giving up the ability to move and fire at no penalty in exchange for the ability to hit the entire table without moving. You're trading Toughness/Wounds for the ability to camp in a corner behind a layer of chaff the thickness of your deployment zone and still contribute 100% of your firepower to the game. You're giving up shooting from turn five onwards in exchange for a vastly stronger/more reliable alpha strike that can't be avoided by counter-deploying.

The issue of ignoring line of sight is vastly more important than you're suggesting it is, simply because line of sight allows me to force a Leman Russ to move up the table to engage. A Manticore can camp in the corner where I can't interact with it because it's got the range to cover the table and doesn't give a s*** about line of sight, which means it's positioning is always perfectly optimal, whereas a Russ may have to choose between exposing itself to shorter ranged weapons/chargers and not getting shots.

So yeah. The Manticore on pure stats isn't OP by comparison to the Russ, but every disadvantage it gets is mitigated, negated, or outright ignored by indirect fire.
If ample LoS blocking terrain is present in the right spots, sure.

However, this is far from certain. Sometimes the terrain spread just doesn't work to make the Manticore worth it over a Russ. Sometimes the table will just not have lots of LoS blocking terrain period. Sometimes such terrain literally isnt available at the club/store/event/basement/etc. I've been to tournaments where game 1 theres almost no LoS to anything further away than 24" and game 2 everything has LoS to everywhere from anywhere. Sometimes a flank collapses or a unit Deep Strikes into the right spot and the tank has to move or die.

Sometimes games are close and what happens in the late game matters. With changes to facings, cover and LoS with 8E, direct LoS is a lot less of an issue for the battle tanks than it used to be.

There's enough there that the Manticore's advantages will not universally and reliably apply, and simply assuming it always will and demanding it cost 200pts as a result is a good way to see Manticores disappear from tables overnight.

To me, they balance pretty well with the couple usable Russ variants as HS units. The tables you play on will have a much bigger factor than the simple basic costing.


Often completely hiding your manticore isn't necessary - though it's what you prefer to do when you can. Just deploying them last and making sure that most of your enemies big guns that get negatives for trying to move into LOS of the manticores is enough.

This message was edited 1 time. Last update was at 2018/02/07 22:07:05


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
Locked in the Tower of Amareo




200 pts is too much, but if you compare to what other armies get for 145 pts, that doesn't seem quite right either.
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Marmatag wrote:
It just needs to be priced appropriately.

My proposal for the Manticore:

Lower the wounds to 9; Degrading at 6 wounds, and 3 wounds.
Lower the toughness to 5.
Lower the range to 36".
Set the shots to a flat 6.
Drop the strength of the gun to 8.
Increase the cost slightly.
Lower the save to 4+
If not within 24" of a unit capable of issuing orders, it suffers -1 to hit for not targeting the closest enemy.

Sound fair? This is what Tyranids get for indirect fire.


So what do Guard get as Genestealer replacements?

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 es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 koooaei wrote:
 Galas wrote:
Ohman Lasscannons are so underpowered. I keep shooting Ork Boyz with them and I only return like 10% of my investment in points in a 7 turn game!

Don't be disingenous, Unit.


Well, technically if you're shooting orks with an ig lazcannon team, you're returning around 70% of it's cost over a 7 turn game. That's if the ig dude is unbuffed.

I'd also like to point out that a plasma suicide scion comsquad returns around 45% of it's cost emidiately on the drop by shooting ork boyz. Ork boyz. The unit that's supposed to counter multi-wound special weapons.
GW please nerf.


I keep saying that Scions should be like Primaris Reivers. Reduce their point cost by 1ppm, and make them pay for they grav-chute, 4ppm. That way Tempestus in Tauroxes are more viable, and you can better balance plasma deepstriking scions without destroying any possibility of using them in transports. (And yeah before "b-b-but other units don't pay for they depstrike!" Ideally all should. More flexibility for us)

 Insectum7 wrote:
 Marmatag wrote:
It just needs to be priced appropriately.

My proposal for the Manticore:

Lower the wounds to 9; Degrading at 6 wounds, and 3 wounds.
Lower the toughness to 5.
Lower the range to 36".
Set the shots to a flat 6.
Drop the strength of the gun to 8.
Increase the cost slightly.
Lower the save to 4+
If not within 24" of a unit capable of issuing orders, it suffers -1 to hit for not targeting the closest enemy.

Sound fair? This is what Tyranids get for indirect fire.


So what do Guard get as Genestealer replacements?

Bullgryns, one of the best meele units in the game right now? (And I say this as somebody that plays regularly with 9 bullgryns+Celestine. 2+/4++ easy peasy.)

This message was edited 2 times. Last update was at 2018/02/07 22:16:57


 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 us
Decrepit Dakkanaut




 Insectum7 wrote:
 Marmatag wrote:
It just needs to be priced appropriately.

My proposal for the Manticore:

Lower the wounds to 9; Degrading at 6 wounds, and 3 wounds.
Lower the toughness to 5.
Lower the range to 36".
Set the shots to a flat 6.
Drop the strength of the gun to 8.
Increase the cost slightly.
Lower the save to 4+
If not within 24" of a unit capable of issuing orders, it suffers -1 to hit for not targeting the closest enemy.

Sound fair? This is what Tyranids get for indirect fire.


So what do Guard get as Genestealer replacements?

They don't NEED a Genestealer replacement! You're completely missing the point.

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
Ultramarine Chaplain with Hate to Spare






Slayer-Fan123 wrote:
 Insectum7 wrote:
 Marmatag wrote:
It just needs to be priced appropriately.

My proposal for the Manticore:

Lower the wounds to 9; Degrading at 6 wounds, and 3 wounds.
Lower the toughness to 5.
Lower the range to 36".
Set the shots to a flat 6.
Drop the strength of the gun to 8.
Increase the cost slightly.
Lower the save to 4+
If not within 24" of a unit capable of issuing orders, it suffers -1 to hit for not targeting the closest enemy.

Sound fair? This is what Tyranids get for indirect fire.


So what do Guard get as Genestealer replacements?

They don't NEED a Genestealer replacement! You're completely missing the point.


Nope. Different armies get different ***t. Easy peasy.

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
Storm Trooper with Maglight






 Xenomancers wrote:
kurhanik wrote:
What is even going on in this thread at this point? Have any other leaks on the FAQ stuff surfaced beyond 5ppm Guardsmen, or is everything still hypothetical beyond that?

Infantry 5ppm, a blanket system wide Indirect Fire rule of a -1 to hit when out of LOS, price of Melta and Plasma swapped. I think that covers most of the issues with Guards too strong stuff, at least if the Smite nerf stays as is.

On the flip side - Veterans, Commissars, certain Leman Russ variants, and transports need some love.

Bumping Infantry up 1ppm gives Vets an indirect buff, but you still run into the issue that if you want bodies, Infantry and Conscripts are cheaper, and if you want quality shots, factoring in the fact that Veterans need a transport to be able to bring their weapons to bear, and Scions become a better option with their deep strike and better guns/armor. They just need something small to give them a better niche within the army. If Chimera get a small buff/points decrease, then that can also help Vets, but they still will play second fiddle to Scions.

Commissars, I dunno, they were too strong before, but they are too weak now. Maybe give them a niche rule where they reduce Leadership Penalties by 1. That way they have a purpose for being there, and can mitigate losses when facing stacked Leadership debuffs, but they are also not single handedly holding the line.

I am mostly curious though what the FAQ has in store for other armies as well, what is getting buffed, what is getting nerfed, etc. The single data point of Guard Infantry Squads +1ppm doesn't really tell us what else is going on.

If vetrens need love - literally every infantry in the game that isn't an IG infantry squad needs more love. Except maybe the new pink horrors.



Imperial Guard Veterans - 6ppm, Elite slot, 5+ save, lasgun (s3, rapid fire 1, 24")
Skirtarii Ranger - 7ppm, Troop slot, 4+ save, 6+ invulnerable save, Canticles, and Galvanic Rifle (s4, rapid fire 1, 30", AP -1 on wound roll of 6)
Battle Sister Squad - 9ppm, Troop slot, 3+ save, +1 leadership, Shield of Faith (6+ invuln, small chance of denying psykers), Acts of Faith, Boltgun (s4 rapid fire 1, 24")

Yup, they compare very favorably with literally every single infantry unit in the game.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 Xenomancers wrote:

Often completely hiding your manticore isn't necessary - though it's what you prefer to do when you can. Just deploying them last and making sure that most of your enemies big guns that get negatives for trying to move into LOS of the manticores is enough.
Sometimes, sure, absolutely, but you can do the same thing to a Russ also. Sometimes its not about hiding the Manticore itself, sometimes there's just no need for LoS ignoring capabilities because the opponent doesn't have anything to hide behind or is choosing not to depending on the table and opposing force.


 Marmatag wrote:
It just needs to be priced appropriately.

My proposal for the Manticore:

Lower the wounds to 9; Degrading at 6 wounds, and 3 wounds.
Lower the toughness to 5.
Lower the range to 36".
Set the shots to a flat 6.
Drop the strength of the gun to 8.
Increase the cost slightly.
Lower the save to 4+
If not within 24" of a unit capable of issuing orders, it suffers -1 to hit for not targeting the closest enemy.

Sound fair? This is what Tyranids get for indirect fire.
sure, if we're taking a single ability as the entire value of a unit and assuming all other stats are irrelevant, and taking it out of a force that has always been focused on long range firepower and artillery and try to run it in an army that has never been intended to possess powerful long range artillery.

But that would be silly

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
Locked in the Tower of Amareo




My proposal for the ignore LoS unit is to keep upping their cost unit they are no longer autotakes/autospammed. There is such a price point for every unit as written.
   
Made in us
Storm Trooper with Maglight





CO

How many of you are actually playing against imperial guard players and experiencing this overwhelmingly OP butt kicking? Just lol. Get off the computer and actually go play with your toy soldiers.

I feel like most people here just play "here's my army and it fights your army" and don't ever randomize the deployment zones or missions. If you play against a guard army in a maelstrom of war game and you only had a handful of models left while he still had 1/4 of his army, guess what? You still WON the game. Guard are strong at a stand up fight but if you actually play OBJs they're going to struggle.

And I can't believe people are actually thinking Manticores are OP. I only used mine twice since the codex dropped. Hardly an auto include. My shop doesn't have very good LoS blocking terrain and most of my opponents have tons of strong flyers and deep striking lists so there's no safety.

This message was edited 1 time. Last update was at 2018/02/07 22:36:21


5k Imperial Guard
2k Ad Mech 
   
Made in us
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IG excel at ITC objectives, because I have to score them at the beginning of my next turn. IG have no problems with ITC maelstrom at all. Murdering huge chunks of enemy army every turn generally fixes all woes.

My games against IG:

Concession turn 3
Concession turn 2
Narrow victory turn 7
Concession turn 4
Concession turn 1
Concession turn 3

This message was edited 1 time. Last update was at 2018/02/07 22:37:50


 
   
Made in us
Storm Trooper with Maglight





CO

I don't play ITC, I play with my friends and folks at the local shop. We use actual GW missions.

And tournaments at my local shop do not allow units over a certain PL and generally limit #s of FOCs and usually must be mono faction.

This message was edited 1 time. Last update was at 2018/02/07 22:51:26


5k Imperial Guard
2k Ad Mech 
   
Made in us
Locked in the Tower of Amareo




 Colonel Cross wrote:
I don't play ITC, I play with my friends and folks at the local shop. We use actual GW missions.

And tournaments at my local shop do not allow units over a certain PL and generally limit #s of FOCs and usually must be mono faction.


We're basically not playing the same game, so it's hard to compare experiences. Mono faction is certainly not the norm in 8th ed.

However, it's not like guardsmen can't move twice in a turn with orders. That's as fast as a jump pack marine.

This message was edited 2 times. Last update was at 2018/02/07 22:55:46


 
   
Made in us
Storm Trooper with Maglight





CO

That's the point. Why require GWs to make changes when tournaments are literally playing by their own rules?

When I play my friends and random people at the shop with regular GW missions and rules, the games are almost always fun and come down to the wire. Occasionally they'll be decided early but none of us are power gamers and just play lists we like. Not spammy net lists. My 2k TAC pure Catachan list just almost lost a maelstrom game to my buddy's pure Primaris list. But I got a solid turn 4 and 5 card draw and put everything I had into hail Mary plays. It was a super close game and my buddy thought I was going to tap out in turn 3 it was looking so bad for me but my guard don't retreat so we played it out. It ended up being our most fun game of 8th so far.

I think people forget that 40k was never designed to be a competitive tabletop wargame and just try having fun with it. And if people are running a min-maxing list, simply don't play against them.

I swear people are perma butt hurt on this forum and I'd wager I'd decline a game with most because it wouldn't be and fun to play against grown men crying about toy soldiers. There should be a sub forum expressly for the WAAC gamers who play these lame ITC tournaments so us normal hobbyists don't have to sort through threads of whining about OP Eldar or guard.

This message was edited 2 times. Last update was at 2018/02/07 23:03:41


5k Imperial Guard
2k Ad Mech 
   
Made in us
Locked in the Tower of Amareo




Because in most matchups, ITC rules make for better games than GW's rules.

So in competitive play, everyone is a power gamer basically, and are looking for the most efficient everything. And that's the environment where we can detect miscosted units.
   
Made in us
Storm Trooper with Maglight





CO

This is where your opinion of "better" and mine differ.

Is the Relic mission necessarily balanced? No way. Is it a freaking blast Everytime I play it? Heck yes.

Are ITC missions balanced? I haven't thought about it much but I'd guess most agree they are. Are they fun? I'd say no.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Dakka Veteran




I don't understand people like Colonel Cross.

How does people wanting a balanced game hurt your casual beer and pretzels experience? If you guys are just making up all the rules you want to enjoy the game your way who says you have to use updated points. It shouldn't matter to your gaming group.

My shop has plenty of terrain, super competitive gamers and I want to be able to play there with my models without creating our own version of 40k (8.5e)

In order to not just pick-up my guys by turn 2 (or my opponent to do the same) I need there to be some form of balance between armies. For you to show up to your beer and pretzels game night who cares what the rules are.

Good for you that people in your meta don't spam the nastiest armies they can find. But for those of us that play 40k by the rules given to us by GW some pretty unbalanced things need to be fixed (reapers, spears, guard, fire raptors, oblits).

You've obviously never played the relic mission against celestine who just runs out there, grabs it turn 1 and then flys back to the other side of the board. That is not a fun game. Getting tabled top of turn 2 is not a fun game.

The answer of "well just don't play them" is a defeatist attitude that does nothing to advance the hobby. I'm not shedding real life tears over 4 vs 5 point guardsmen but I fail to see why people trying to tease out what a good balance point would be is so offensive to some people.

The fact that you (Colonel) fall back on insults "lame tournaments" "grown men crying about plastic soldiers" illustrates the worst part of the CAAC mindset. Anyone not doing it my way is a lame cry baby. Even calling yourself "normal hobbyist" is trying to take a dig at players who don't play the game your way.

No one is forcing you to wade through 16+ pages of salt, flames and one or two good posts but if you are going to why not try to post something that will move the conversation forward or some sort of input instead of a post that literally boils down to "you guys are stupid for wanting a balanced game..."
   
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Maybe it's just me/my group of friends, but I feel like we're almost always in a nice middle ground between the extreme casual and extreme competitive that bananaslug describes. He seems to really acknowledge those scenarios, where most of my games are balanced by player consent/communication beforehand. Things like, "Hey, I haven't run my knight/scatbikes/etc. in a while, mind if I do?" and the players adjust as needed.

I admit, this is extremely anecdotal, but I suspect it's more how most people play.

bananathug wrote:
But for those of us that play 40k by the rules given to us by GW


I do think we could use without the condescension, though. And Colonel, I mean you, too. Perhaps moreso.

This message was edited 2 times. Last update was at 2018/02/07 23:49:28


 
   
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CO

I thought it was easy to understand. This is a hobby. With adults playing with toy soldiers and people on here are having aneurysms over it. It just sickens me. It's depressing.

All of this discussion and speculation and math is just wasted breathe because everyone here has put more thought into these changes than GW, I'd wager. I just don't understand why people get so worked up over it knowing that GW doesn't really have a system for balancing the game. Honestly, I read these threads because I always half expect some genius programmer type to have developed a program to balance points, abilities, weapons, stats, etc and offer the results as a sort of beta for people here to try out. I recall one argument proposed before about changing points across the board. I think they wanted to double everything so there was better granularity. I'd support the hell out of that.

I'm not saying I don't want a balanced game. That's obviously what everyone wants.

This message was edited 3 times. Last update was at 2018/02/08 00:11:43


5k Imperial Guard
2k Ad Mech 
   
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Martel732 wrote:
IG excel at ITC objectives, because I have to score them at the beginning of my next turn. IG have no problems with ITC maelstrom at all. Murdering huge chunks of enemy army every turn generally fixes all woes.

My games against IG:

Concession turn 3
Concession turn 2
Narrow victory turn 7
Concession turn 4
Concession turn 1
Concession turn 3


How do IG 'excel' at ITC? If anything, the 2.5 hour limit coupled with the format seriously handicaps them. Every EoR scoring is mini kill points, which guard are terrible at because of all the small fragile units. You can't even bring Scions to ITC missions without giving your opponent an easy 3 VP. Bringing a Tank Commander/Pask likewise gives up as much as five points for destroying a single model. My opponents regularly got three or four of the DBTC secondary points just by whacking a vehicle and two infantry squads or Sentinels. That Raven Guard player who beat me by 15 points and the DA player were damn near tabled, but it didn't matter because the round ended and they had more points from their strong early game and control of the center board objectives.

   
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Northridge, CA

 Colonel Cross wrote:
knowing that GW doesn't really have a system for balancing the game.
They do. It's called ITC.
   
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CO

 andysonic1 wrote:
 Colonel Cross wrote:
knowing that GW doesn't really have a system for balancing the game.
They do. It's called ITC.


I meant balancing of the game in development by the rules writers and developers. Not in "patches."

5k Imperial Guard
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 Unit1126PLL wrote:
fe40k wrote:
See edit: You're aiming a 1d3 weapon at 1W models. It's overkill - find a better target (big monster) to shoot at, and you'll get more accurate results.


More "accurate?"

Perhaps the way to beat manticores is to not try to fight them with big stuff, mmh? Though I will say my superheavy tanks have also crushed our 9-manticore friend, mostly because there's no terrain in the world to hide 9 manticores behind and they die to a stiff breeze. Like a Baneblade cannon.


So the solution to beat IG is to play IG? Priceless.

"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in us
Douglas Bader






 Marmatag wrote:
Sound fair? This is what Tyranids get for indirect fire.


IOW, a 100% shooting army with a major artillery theme has better artillery than a melee army.

This message was edited 1 time. Last update was at 2018/02/08 00:40:49


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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