Switch Theme:

feel no pain NERFED!!!!!!!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
what is your opinion on the new feel no pain
good
bad
meh

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I don’t see how you can call it a NERF. Yes it went from a 4+ to a 5+, so you now get to use it more.

You take a Squad of 5 Grey Knights armed with HFW vs.
-Marine Command Squad with a Apothecary
-Wyches
-Orks with a Pain Boy

In 5th Edition
-Grey Knights wound 6 Marines, No Save no FNP, 6 Wounds, 5 Dead Marines
-Grey Knights wound 6 Witches 5++ Save No FNP, 2 5++ Saves later 4 Dead Wyches
-Grey Knights wound 6 Orks, no Save no FNP, 6 Wounds, 6 Dead Orks.

In 6th Edition
-Grey Knights wound 6 Marines, No Save, FNP 5++, 4 Wounds and 4 Dead Marines
-Grey Knights wound 6 Witches 5++ Save FNP 5++, 2 5++ Saves and 2 FNP Saves later 2 Dead Wyches
-Grey Knights wound 6 Orks, no Save FNP 5++, 4 Wounds, 4 Dead Orks.

For the Grey Knights to Ignore FNP they would have to give up using their one Psychic power use to use their NFW on instant Death everyone rather than use powers like Hammer-Hand, Holocaust, Cleansing Flame, Warp Quake or Astral Aim.

Replace the Grey Knights with Space Marine Vanguard Vets or Wolf Guard Terminators with Power Weapon or Dark Angels with Paired Lighting Claws it all come out the same.

How can something be NERFED it you can now use it. And don’t give that Power Fist will ignore FNP crap, it always did, so how can something be NERFED if you never had it in the 1st Place.



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in gb
Decrepit Dakkanaut




Darthovious - yet previously AP2/1 AND being >=S8 would have been reasons why a lascannon would stop a PM from getting FNP - now he gets FNP because of the change to bracketed toughness AND the change to FNP
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

If you run Orks and play MEQ a lot, you should be thrilled with the new FNP.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

SlaveToDorkness wrote:
DarthOvious wrote:

I think he was talking about the instant death rule where things get slain outright by weapons whose strength are double your toughness, after available saves were taken of course i.e. Invulnearable. A Lascannon does not instant kill a toughness 5 model anyway. Neither under previous rules or under these rules.


In 5th Lascannons IDed T4(5) Plague Marines. Now they do not.

BETTER


Thats not down to the feel no pain rule though. Thats down to the removal of brackets for toughness rule. If feel no pain had stayed the same then it wouldn't have made a difference.


Automatically Appended Next Post:
nosferatu1001 wrote:Darthovious - yet previously AP2/1 AND being >=S8 would have been reasons why a lascannon would stop a PM from getting FNP - now he gets FNP because of the change to bracketed toughness AND the change to FNP


Yes I know, the conversation was about instant death in regards to feel no pain.

This message was edited 1 time. Last update was at 2012/07/23 16:32:24


 
   
Made in gb
Hellion Hitting and Running




Anpu42 wrote:I don’t see how you can call it a NERF. Yes it went from a 4+ to a 5+, so you now get to use it more.

You take a Squad of 5 Grey Knights armed with HFW vs.
-Marine Command Squad with a Apothecary
-Wyches
-Orks with a Pain Boy

In 5th Edition
-Grey Knights wound 6 Marines, No Save no FNP, 6 Wounds, 5 Dead Marines
-Grey Knights wound 6 Witches 5++ Save No FNP, 2 5++ Saves later 4 Dead Wyches
-Grey Knights wound 6 Orks, no Save no FNP, 6 Wounds, 6 Dead Orks.

In 6th Edition
-Grey Knights wound 6 Marines, No Save, FNP 5++, 4 Wounds and 4 Dead Marines
-Grey Knights wound 6 Witches 5++ Save FNP 5++, 2 5++ Saves and 2 FNP Saves later 2 Dead Wyches
-Grey Knights wound 6 Orks, no Save FNP 5++, 4 Wounds, 4 Dead Orks.

For the Grey Knights to Ignore FNP they would have to give up using their one Psychic power use to use their NFW on instant Death everyone rather than use powers like Hammer-Hand, Holocaust, Cleansing Flame, Warp Quake or Astral Aim.

Replace the Grey Knights with Space Marine Vanguard Vets or Wolf Guard Terminators with Power Weapon or Dark Angels with Paired Lighting Claws it all come out the same.

How can something be NERFED it you can now use it. And don’t give that Power Fist will ignore FNP crap, it always did, so how can something be NERFED if you never had it in the 1st Place.




It's a combination of things. I can't speak for other armies, and I do agree that overall it is a buff, but for my army in particular, I'd say it's a nerf.

Thing is, we didn't really gain that "more chance to use it" thing, S6 still ID us, everything ignores our armour just as before, we didn't care about AP1 then, we won't care about them now, but we still got drop to 5++ along with everyone else, and then you add in the fact that covers in general got dropped to 5+. So it really is a case of comparing gains and losses, and we honestly didn't gain anything from the changes. Also FNP happens outside of combat as well, our kabalite warriors could benefit from FNP while standing on objective. our beastmaster/hellion blob could benefit from FNP while moving forward with the baron. Coven units will benefit more from the changes, while coven list is still a great DE list, it doesn't change the fact that most of our units are running on T3.

To say it is absolutely a buff for everyone is just as bad as saying it's a nerf for everyone.

 
   
Made in us
Regular Dakkanaut



SoCal

Vaktathi wrote:
blood guard26 wrote:I cant believe they nerfed feel no pain, that was one of the best ways to ensure your cc units got into assault now it's basically a termie ++save

(The irony is that i had just ordered a whole lot of apothecaries to protect my assault marines and they get nerfed!)
They didn't nerf it, they changed it. Yeah, it's only a 5+ now, but you get it against AP1/2/power attacks unless it causes ID. The 4+ was wayyyy too reliable.


Yes, of course. In fact, 40K in general was wayyyy too reliable and desperately needed much more randomness! That's why, all during 5th, and 4th, and 3rd, so many players were screaming from the rooftops, "GW! 40K is wayyyy too reliable! Give us randomness!"

Please.

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

LordOfTheSloths wrote:
Vaktathi wrote:
blood guard26 wrote:I cant believe they nerfed feel no pain, that was one of the best ways to ensure your cc units got into assault now it's basically a termie ++save

(The irony is that i had just ordered a whole lot of apothecaries to protect my assault marines and they get nerfed!)
They didn't nerf it, they changed it. Yeah, it's only a 5+ now, but you get it against AP1/2/power attacks unless it causes ID. The 4+ was wayyyy too reliable.


Yes, of course. In fact, 40K in general was wayyyy too reliable and desperately needed much more randomness! That's why, all during 5th, and 4th, and 3rd, so many players were screaming from the rooftops, "GW! 40K is wayyyy too reliable! Give us randomness!"

Please.
Yes, clearly that was my thrust...not.

No, by reliable I meant it was too effective against weapons that didn't ignore it, and did nothing against many attacks that you might otherwise have wanted to use it against. At 5+ you can take hits from the big guns and still have something left, but you can't sit there and wade through as much small arms fire like it was rain.


And if you'd been bothered to read the 6E rules and GW's design studio open day reports, randomness exactly what they're going for.

This message was edited 1 time. Last update was at 2012/07/23 20:14:25


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
Regular Dakkanaut



SoCal

Vaktathi wrote:
And if you'd been bothered to read the 6E rules and GW's design studio open day reports, randomness exactly what they're going for.


Yes, I know that's "exactly what they're going for". That's also what I think is flat-out stupid and what I strongly object to. Sufficiently strongly that I will almost certainly sit out 6E entirely.

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

IDK, the randomness is actually a nice factor. And you can always remove random terrain and scenerios if you want. Random charges are an additional tactical layer that was a good addition.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Martial Arts Fiday






Nashville, TN

LordOfTheSloths wrote: Sufficiently strongly that I will almost certainly sit out 6E entirely.


Shhh... Do you hear that? The sound of the Universe not giving a crap!

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

LordOfTheSloths wrote:
Vaktathi wrote:
And if you'd been bothered to read the 6E rules and GW's design studio open day reports, randomness exactly what they're going for.


Yes, I know that's "exactly what they're going for". That's also what I think is flat-out stupid and what I strongly object to. Sufficiently strongly that I will almost certainly sit out 6E entirely.
While I don't disagree that it's stupid for the ruleset as a whole, I don't think the changes to FNP were unwarranted, it was a wee bit too bimodal before, either too effective against weeny hits, completely ineffective against big hits. Pretty much anyone guessing on changes to 6E could would have guessed FNP would be bumped down to 5+ given how widespread its availability had become.

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
Big Fat Gospel of Menoth





The other side of the internet

Grey Templar wrote:IDK, the randomness is actually a nice factor. And you can always remove random terrain and scenerios if you want. Random charges are an additional tactical layer that was a good addition.


http://en.wikipedia.org/wiki/Military_tactics

Randomness has nothing to do with tactics. It's the antithesis of tactics.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in ca
Rampaging Carnifex





Toronto, Ontario

I really don't see how anyone can say it's been nerfed, if anything it's been made a million times better.
   
Made in us
Regular Dakkanaut



SoCal

SlaveToDorkness wrote:
LordOfTheSloths wrote: Sufficiently strongly that I will almost certainly sit out 6E entirely.


Shhh... Do you hear that? The sound of the Universe not giving a crap!


When you become qualified to speak for "the Universe," let us know. Until then, join the ranks of those about whom no crap is given

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Martial Arts Fiday






Nashville, TN

Ok, I'll just sit back and read all the posts begging you not to sit 6th edition out...

As far as random assault moves, the change makes assaulting more of a question of probabilities and less a question of the player's ability to guess range. Which to me should have no bearing on how well your army performs. Which is why guess range weapons were phased out two editions ago.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in gb
Decrepit Dakkanaut




Surtur - yet in a wargame an element of uncertainty IS what tactics is about, as opposed to strategy wher eyou have perfect knowledge.

How can you say you gained "nothing" playing DE? Apparently FNP against S5 or less power weapons is "nothing"
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

I agree that FnP is stronger now as it works against alot more than it used to, sure its 5+ but it works against power weapons now really extending the life span in melee.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Surtur wrote:
Grey Templar wrote:IDK, the randomness is actually a nice factor. And you can always remove random terrain and scenerios if you want. Random charges are an additional tactical layer that was a good addition.


http://en.wikipedia.org/wiki/Military_tactics

Randomness has nothing to do with tactics. It's the antithesis of tactics.


Look at what is random in the rules.

Things you, the general, have zero control over.


You can't be sure your troops would actually be able to make it through the difficult terrain to get to grips with the enemy as fast as you want.

You can't be 100% sure what the ground is like(hence why each player places 50% of the terrain)

You can't be sure your own skills with directly translate to the battlefield(random warlord traits)


The best tactician is one who can adapt on the fly to a changing situation. If you think tactics is just a chess game, you havn't even scratched the surface. That just teaches you tactics in a fair fight(and even then, Chess is inherently unbalanced as White ALWAYS goes first)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Getting Feel No Pain on everything but instant death is a fair trade off for a 5+. IMHO, they passed out Feel No Pain like candy in 5th edition.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Regular Dakkanaut



SoCal

Vaktathi wrote:
LordOfTheSloths wrote:
Vaktathi wrote:
And if you'd been bothered to read the 6E rules and GW's design studio open day reports, randomness exactly what they're going for.


Yes, I know that's "exactly what they're going for". That's also what I think is flat-out stupid and what I strongly object to. Sufficiently strongly that I will almost certainly sit out 6E entirely.
While I don't disagree that it's stupid for the ruleset as a whole, I don't think the changes to FNP were unwarranted, it was a wee bit too bimodal before, either too effective against weeny hits, completely ineffective against big hits. Pretty much anyone guessing on changes to 6E could would have guessed FNP would be bumped down to 5+ given how widespread its availability had become.


I hate to appeal to realism in the context of 40K, but there's another reason the FNP nerf is stupid. IMO it's infinitely more believable that, say, some berzerk World Eater could take lots and lots of small arms fire and shrug it off, than it is for the same CSM to shrug off plasma cannon blasts or other "big hits". Bi-modality makes sense. The new rule doesn't.

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in au
Devestating Grey Knight Dreadknight





Australia

LordOfTheSloths wrote:
Vaktathi wrote:
And if you'd been bothered to read the 6E rules and GW's design studio open day reports, randomness exactly what they're going for.


Yes, I know that's "exactly what they're going for". That's also what I think is flat-out stupid and what I strongly object to. Sufficiently strongly that I will almost certainly sit out 6E entirely.


But, that's shortsighted and misguided.

The introduction of selected random elements forces players to predict and adapt, rewarding players that have better tactics.

"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Grey Templar wrote:The best tactician is one who can adapt on the fly to a changing situation. If you think tactics is just a chess game, you havn't even scratched the surface.

I'd even take it a step further. The best tactician is the person who can most make reality conform to their desires, despite changing situations.

And that's the real problem. A better player can adapt better to random change than a worse player, but neither player can make what they want reality without resorting to rolling dice. As such, any tactics is really rather limited, as you're always far from reaching this goal.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
 
Forum Index » 40K General Discussion
Go to: