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 Orock wrote:
I would like it if rhe automatic +3 for being battleforged was changed to one army, one faction only. So only if you are say playing admech as mars only, not mars with stygies dragoons and electro priests and such. Any allies would remove those points.

If-- emphasis on "if", here-- any change is to be made, it should be this. This change would represent the superior command capability of a single unified force as opposed to needing to have the interaction of several forces with several commanders, and as such I approve of it.

This message was edited 1 time. Last update was at 2017/10/12 15:58:57


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The way I see it, strategy and orders are the Guard specialty. They get flooded with CP and have free orders on top. That's their schtick, let them have it. Let them spam commands on al their units to dictate the flow of the game like some wild card jack of all trades that is constantly prioritizing threats and situations like a true army general. Let them pretend they are playing an actual war game.

I have no problem with them spending 4+ CP per turn and spamming commissars and free orders too. I only have an issue when they have units like conscripts and baneblades and lemun russes that dwarf non-Guard armies. They truly should be the blue deck of Warhammer, full of tricks and shenanigans to employ with command abilities yet that means their units can't be overpoweringly awesome.

Keep the CP and orders and everything else. Just bring the actual units into balance instead of having all that plus over the top gunlines.

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Isn't the only reason guard fills FA so easily their FW turrets?

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 Jidmah wrote:
Isn't the only reason guard fills FA so easily their FW turrets?


60 point conscript blobs is why.

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What they should have done is give the CP recovery abilities to army's with expensive point models, not to the army that can create 3 brigades for 250 pts.
The issue is some armies literally can't create brigades under 2000 points, and some can easily make multiple detachment for that. It artificial favors cheap horde armies, which they then give the best CP abilities to the one that's out so far.

It should be balanced by horde armies having the most cp, but elite armies having the best CP manipulation abilities.
Granted we only have a sample size of 4 codecies so far, and of those only the IG one (and rowboat sillyman) are out of wack with balance.


Automatically Appended Next Post:
 Grey Templar wrote:
 Jidmah wrote:
Isn't the only reason guard fills FA so easily their FW turrets?


60 point conscript blobs is why.


And sentinels, and commisars. They have cheap filler for every slot.


Automatically Appended Next Post:
 generalchaos34 wrote:
I want to second and third whats been said before, there should be a limit to how you generate CPs based on how your army composition is. An army that is solely one chapter/regiment/forgeworld should get a nice bonus to their CPs. Id say that if you are ever taking detachments from another army or even a different subfaction/regiment you should lose the automatic +3 CPs. That way the power of allies is curbed and the soupiness must be played with their powers alone. Its easy to fluff justify as well since the mono sub faction army is going to work much better and more efficiently with team mates who know their tactics and capabilities.


I love this idea because the worst thing in 40k in my opinion that breaks the game every edition is ally rule abuse, hell go read the ad mech tactics thread and its 90% how to find the most cheesy exploit of IG... with one or two units of actual ad mech.
The other tactics threads look the same, it's not tactics being discussed, it's how to manipulate the CP and allies systems.

This message was edited 4 times. Last update was at 2017/10/13 17:03:46


 
   
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 Grey Templar wrote:
 Jidmah wrote:
Isn't the only reason guard fills FA so easily their FW turrets?


60 point conscript blobs is why.
Infantry squads are cheaper at 40 points. And more useful, at that.

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