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![[Post New]](/s/i/i.gif) 2020/06/25 16:09:39
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Decrepit Dakkanaut
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Plus everyone knows Yarrick is as powerful as he is because the Orks believe he's that powerful, duh.
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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. |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:12:11
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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![[Post New]](/s/i/i.gif) 2020/06/25 16:12:34
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Locked in the Tower of Amareo
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Well they made clear stratagem isn't only way to do ow. And tau were called along with ultrmarines as good ow.
Not that surprising.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:14:07
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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No real new info, but I don't think we saw the modifier cap in print yet, so there is that I guess:
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![[Post New]](/s/i/i.gif) 2020/06/25 16:15:20
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Plaguelord Titan Princeps of Nurgle
Alabama
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Ninjer'ed
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This message was edited 1 time. Last update was at 2020/06/25 16:15:47
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2020/06/25 16:15:26
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Khorne Chosen Marine Riding a Juggernaut
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so this has been confirmed that it is just he hit rolls not stat increases etc
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![[Post New]](/s/i/i.gif) 2020/06/25 16:15:45
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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Gadzilla666 wrote: ClockworkZion wrote: Latro_ wrote:Any news from the twitch stream for today? missed it
Just that when they said "some units will be able to Overwatch" they apparently meant "every unit in the Tau army with The Greater Good rule".
It's to be expected though isn't it? Tau have good overwatch, it's what they do. When facing them you should expect to have to deal with it. The same strategies will still work, with possible new ones afforded by the new rules. I don't see anything stopping my warp talons from shredding them just as easily as they do now. Night Lords eat tau for breakfast, then turn what's left over into fashion accessories.
It's also, putting it lightly, fething tedious to play against.
"Oh I have a combat army... well I guess i'll just give the tau castle 2 shooting phases"
Tau castles are the least fun army you can play against in the game. They have almost zero interaction with anyone. They sit in a corner and shoot and avoid all return fire by dumping it on hidden drones.
It's not like the riptide is going to be any more fun to charge "Oh, it overwatches, and then it shoots your unit dead in its shoot phase". It's pretty damn immune to any but the most excessive melee units already.
Way harder to kill than a knight, or any super heavy.
This, flatly, sucks for the game. GW needs to find a way to make tau play well that isn't "Sit in the corner and shoot and hope that by the end the enemy army has died before its gotten enough points". It's not even fun to beat. I never feel like I've "won" because I racked up points against a tau player that only moved his models after 90 percent of my army was shot to death, and the player just couldn't make up the points difference.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:16:46
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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Sitting in a corner and tabling your opponent for the win doesn't win games in 9th. You have to be scoring objectives and if you're waiting until turn 5 to do so, you're going to lose.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:17:00
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Towering Hierophant Bio-Titan
Mexico
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the_scotsman wrote:
but they were already doing that. They've been doing that the whole time. Necron dynaties dun like each other, that's already a thing.
And if the Silent King was universally accepted by the Necrons then they would stop doing so, or at least reduce the infighting.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:18:06
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Locked in the Tower of Amareo
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Well until tau is given way to deal with enemy in melee they either need ow or once enemy gets into line it's game over
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:18:09
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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WHC wrote:The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. It no longer offers units the ability to Fall Back and shoot, Doesnt that like completely remove the entire purpose of the Inceptors in the Deathwatch? Or ya know their whole purpose in general?
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This message was edited 1 time. Last update was at 2020/06/25 16:18:24
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![[Post New]](/s/i/i.gif) 2020/06/25 16:18:47
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Trazyn's Museum Curator
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stratigo wrote: Gadzilla666 wrote: ClockworkZion wrote: Latro_ wrote:Any news from the twitch stream for today? missed it
Just that when they said "some units will be able to Overwatch" they apparently meant "every unit in the Tau army with The Greater Good rule".
It's to be expected though isn't it? Tau have good overwatch, it's what they do. When facing them you should expect to have to deal with it. The same strategies will still work, with possible new ones afforded by the new rules. I don't see anything stopping my warp talons from shredding them just as easily as they do now. Night Lords eat tau for breakfast, then turn what's left over into fashion accessories.
It's also, putting it lightly, fething tedious to play against.
"Oh I have a combat army... well I guess i'll just give the tau castle 2 shooting phases"
Tau castles are the least fun army you can play against in the game. They have almost zero interaction with anyone. They sit in a corner and shoot and avoid all return fire by dumping it on hidden drones.
It's not like the riptide is going to be any more fun to charge "Oh, it overwatches, and then it shoots your unit dead in its shoot phase". It's pretty damn immune to any but the most excessive melee units already.
Way harder to kill than a knight, or any super heavy.
This, flatly, sucks for the game. GW needs to find a way to make tau play well that isn't "Sit in the corner and shoot and hope that by the end the enemy army has died before its gotten enough points". It's not even fun to beat. I never feel like I've "won" because I racked up points against a tau player that only moved his models after 90 percent of my army was shot to death, and the player just couldn't make up the points difference.
Have you considered using more terrain? That is getting buffed in 9th ed, you know. Automatically Appended Next Post: VictorVonTzeentch wrote:WHC wrote:The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. It no longer offers units the ability to Fall Back and shoot,
Doesnt that like completely remove the entire purpose of the Inceptors in the Deathwatch? Or ya know their whole purpose in general?
Those are probably going to get an exception.
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This message was edited 1 time. Last update was at 2020/06/25 16:19:09
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2020/06/25 16:20:03
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Shadowy Grot Kommittee Memba
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stratigo wrote: Gadzilla666 wrote: ClockworkZion wrote: Latro_ wrote:Any news from the twitch stream for today? missed it
Just that when they said "some units will be able to Overwatch" they apparently meant "every unit in the Tau army with The Greater Good rule".
It's to be expected though isn't it? Tau have good overwatch, it's what they do. When facing them you should expect to have to deal with it. The same strategies will still work, with possible new ones afforded by the new rules. I don't see anything stopping my warp talons from shredding them just as easily as they do now. Night Lords eat tau for breakfast, then turn what's left over into fashion accessories.
It's also, putting it lightly, fething tedious to play against.
"Oh I have a combat army... well I guess i'll just give the tau castle 2 shooting phases"
Tau castles are the least fun army you can play against in the game. They have almost zero interaction with anyone. They sit in a corner and shoot and avoid all return fire by dumping it on hidden drones.
It's not like the riptide is going to be any more fun to charge "Oh, it overwatches, and then it shoots your unit dead in its shoot phase". It's pretty damn immune to any but the most excessive melee units already.
Way harder to kill than a knight, or any super heavy.
This, flatly, sucks for the game. GW needs to find a way to make tau play well that isn't "Sit in the corner and shoot and hope that by the end the enemy army has died before its gotten enough points". It's not even fun to beat. I never feel like I've "won" because I racked up points against a tau player that only moved his models after 90 percent of my army was shot to death, and the player just couldn't make up the points difference.
I see your tau castle and I raise you a marine castle.
Like a tau castle, but all the guns shoot at full effectiveness 30" out, their to-hit rerolls aren't limited to once per game and don't require them to be stationary, and they punch more if you get them in melee than if you leave them at range.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:21:30
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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VictorVonTzeentch wrote:WHC wrote:The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. It no longer offers units the ability to Fall Back and shoot,
Doesnt that like completely remove the entire purpose of the Inceptors in the Deathwatch? Or ya know their whole purpose in general?
I missed that. It's a good change in general. No idea what the plan for Inceptors will be.
Automatically Appended Next Post:
the_scotsman wrote:stratigo wrote: Gadzilla666 wrote: ClockworkZion wrote: Latro_ wrote:Any news from the twitch stream for today? missed it
Just that when they said "some units will be able to Overwatch" they apparently meant "every unit in the Tau army with The Greater Good rule".
It's to be expected though isn't it? Tau have good overwatch, it's what they do. When facing them you should expect to have to deal with it. The same strategies will still work, with possible new ones afforded by the new rules. I don't see anything stopping my warp talons from shredding them just as easily as they do now. Night Lords eat tau for breakfast, then turn what's left over into fashion accessories.
It's also, putting it lightly, fething tedious to play against.
"Oh I have a combat army... well I guess i'll just give the tau castle 2 shooting phases"
Tau castles are the least fun army you can play against in the game. They have almost zero interaction with anyone. They sit in a corner and shoot and avoid all return fire by dumping it on hidden drones.
It's not like the riptide is going to be any more fun to charge "Oh, it overwatches, and then it shoots your unit dead in its shoot phase". It's pretty damn immune to any but the most excessive melee units already.
Way harder to kill than a knight, or any super heavy.
This, flatly, sucks for the game. GW needs to find a way to make tau play well that isn't "Sit in the corner and shoot and hope that by the end the enemy army has died before its gotten enough points". It's not even fun to beat. I never feel like I've "won" because I racked up points against a tau player that only moved his models after 90 percent of my army was shot to death, and the player just couldn't make up the points difference.
I see your tau castle and I raise you a marine castle.
Like a tau castle, but all the guns shoot at full effectiveness 30" out, their to-hit rerolls aren't limited to once per game and don't require them to be stationary, and they punch more if you get them in melee than if you leave them at range.
Also if they die, the can shoot again.
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This message was edited 2 times. Last update was at 2020/06/25 16:22:27
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![[Post New]](/s/i/i.gif) 2020/06/25 16:22:15
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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Is this the first time we've gotten a forgeworld model featured in standard GW art? That's a Necron Pylon up there.
Funny that's its one of the models that features the old clear plastic rods and crystal
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This message was edited 1 time. Last update was at 2020/06/25 16:25:04
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![[Post New]](/s/i/i.gif) 2020/06/25 16:23:37
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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CthuluIsSpy wrote: Those are probably going to get an exception. One would hope. ClockworkZion wrote: VictorVonTzeentch wrote:WHC wrote:The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. It no longer offers units the ability to Fall Back and shoot, Doesnt that like completely remove the entire purpose of the Inceptors in the Deathwatch? Or ya know their whole purpose in general?
I missed that. It's a good change in general. No idea what the plan for Inceptors will be. . In general, yeah I dont think its a bad change.
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This message was edited 1 time. Last update was at 2020/06/25 16:24:01
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![[Post New]](/s/i/i.gif) 2020/06/25 16:24:10
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Auspicious Aspiring Champion of Chaos
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I hate playing against Tau for pretty much the reasons stratigo mentioned. Every other faction is playing Warhammer: 40k. Tau are playing a completely different game all together. We're all playing a strategy game, they're playing a rail shooter.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2020/06/25 16:25:42
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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EnTyme wrote:I hate playing against Tau for pretty much the reasons stratigo mentioned. Every other faction is playing Warhammer: 40k. Tau are playing a completely different game all together. We're all playing a strategy game, they're playing a rail shooter.
They can play one, but if they aren't trying to be mobile to cap objectives and the like, they're going to lose every game in the new edition.
Plus Crisis Suits just got nerfed by that fly change to boot.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:25:45
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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I wish I could take some satisfaction from being right about the overwatch change amounting to very little because it's going to be dolled out liberally (as in, to an entire faction), but I don't, because it is another case of a bait and switch. They originally said Tau get "two for one" overwatch, but apparently that meant "totally free overwatch across the whole army plus 8th edition FTGG." Oh well.
It isn't necessarily the end of the world, but it's disappointing to see that they're already breaking the basic rule of the edition before it's even released, in order to preserve the worst design flaw in the game in the form of the mono-phase 8th edition T'au army.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:25:51
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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GaroRobe wrote:Is this the first time we've gotten a forgeworld model featured in standard GW art? That's a Necron Pylon up there
Pylons have featured main studio art before - eg. Warzone: Damnos ( pg.7) all the way back in 6th edition.
EDIT: Or, hell, pg.32 of the current Codex: Necrons!
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This message was edited 1 time. Last update was at 2020/06/25 16:27:16
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![[Post New]](/s/i/i.gif) 2020/06/25 16:28:51
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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ClockworkZion wrote:Sitting in a corner and tabling your opponent for the win doesn't win games in 9th. You have to be scoring objectives and if you're waiting until turn 5 to do so, you're going to lose.
It CAN. 9th mission rules are based heavily off ITC and NOVA, and tau castles can and have top tabled on those. It is entirely reliant on just how hard you gak on your opponent turn 1 and 2. If you completely cripple the enemy army while only taking minimal losses since you have 40 or 50 drones, then you have 4 turns to just run up the score. Tau are, ironically, fugging fantastic at ruining the day of most space marines. But they fall a bit flat competitively against other hard endurance armies cause they can't afford to break up the castle and if they get pinned trying to chunk through 90 plaguebearers in their face, they do lose hard on points.
But, again, even winning on points against the tau castle is unsatisfying. Because you "won" by dying sufficiently slowly that the tau player ran out of time to score. Not by, you know, interacting with the tau army or killing its big pieces.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:28:51
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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ClockworkZion wrote: EnTyme wrote:I hate playing against Tau for pretty much the reasons stratigo mentioned. Every other faction is playing Warhammer: 40k. Tau are playing a completely different game all together. We're all playing a strategy game, they're playing a rail shooter.
They can play one, but if they aren't trying to be mobile to cap objectives and the like, they're going to lose every game in the new edition.
Plus Crisis Suits just got nerfed by that fly change to boot.
T'au are already a very mobile faction, with excellent ability to hold the middle of the board. Look at the way Siegler plays T'au; he moves to the center of the board and forces you to stay away or else anything that comes within range and LOS just dies. Reducing the board size only buffed this. The changes to FLY and fall back barely touch T'au because if you're playing T'au and letting people get into combat with your main shooters, you've already lost. That's what all those shield drones and breachers are for.
This just encourages the T'au castle even more than it did in the past, sadly.
It's a step in the wrong direction for the faction. What T'au desperately needed was better melee capability and for more of their units to be made viable, not doubling down on the castle with drone shields strategy.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:30:09
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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yukishiro1 wrote:I wish I could take some satisfaction from being right about the overwatch change amounting to very little because it's going to be dolled out liberally (as in, to an entire faction), but I don't, because it is another case of a bait and switch. They originally said Tau get "two for one" overwatch, but apparently that meant "totally free overwatch across the whole army plus 8th edition FTGG." Oh well.
It isn't necessarily the end of the world, but it's disappointing to see that they're already breaking the basic rule of the edition before it's even released, in order to preserve the worst design flaw in the game in the form of the mono-phase 8th edition T'au army.
How does it break a rule? The VERY FIRST SENTENCE of Overwatch says "some units will have rules that allow them to Overwatch". The Greater Good is a rule that allows some units to Overwatch (not Tau tanks for some reason, or their Auxilia). Tau also suck in melee, so having a chance to do damage in the charge phase to soften the foe before said foe punches the Tau's head off is important.
If anything this kills the idea of MSU melee units in TAC lists as you need to be able to weather Overwatch. Additionally, it means Overwatch denial options are still very important as well.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:32:59
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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The Dread Evil Lord Varlak
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Gotta love the fact that Tau just flt ignore the overwatch limitations the second it got implemented
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:34:09
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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Not Online!!! wrote:Gotta love the fact that Tau just flt ignore the overwatch limitations the second it got implemented
It's not like they were going to suddenly not suck in melee without a massive faction redesign, so this was inevitable.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:35:47
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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the_scotsman wrote:stratigo wrote: Gadzilla666 wrote: ClockworkZion wrote: Latro_ wrote:Any news from the twitch stream for today? missed it
Just that when they said "some units will be able to Overwatch" they apparently meant "every unit in the Tau army with The Greater Good rule".
It's to be expected though isn't it? Tau have good overwatch, it's what they do. When facing them you should expect to have to deal with it. The same strategies will still work, with possible new ones afforded by the new rules. I don't see anything stopping my warp talons from shredding them just as easily as they do now. Night Lords eat tau for breakfast, then turn what's left over into fashion accessories.
It's also, putting it lightly, fething tedious to play against.
"Oh I have a combat army... well I guess i'll just give the tau castle 2 shooting phases"
Tau castles are the least fun army you can play against in the game. They have almost zero interaction with anyone. They sit in a corner and shoot and avoid all return fire by dumping it on hidden drones.
It's not like the riptide is going to be any more fun to charge "Oh, it overwatches, and then it shoots your unit dead in its shoot phase". It's pretty damn immune to any but the most excessive melee units already.
Way harder to kill than a knight, or any super heavy.
This, flatly, sucks for the game. GW needs to find a way to make tau play well that isn't "Sit in the corner and shoot and hope that by the end the enemy army has died before its gotten enough points". It's not even fun to beat. I never feel like I've "won" because I racked up points against a tau player that only moved his models after 90 percent of my army was shot to death, and the player just couldn't make up the points difference.
I see your tau castle and I raise you a marine castle.
Like a tau castle, but all the guns shoot at full effectiveness 30" out, their to-hit rerolls aren't limited to once per game and don't require them to be stationary, and they punch more if you get them in melee than if you leave them at range.
The marine castle isn't good for the game, but mostly because GW overtuned marines and they excell way too damn hard.
an actual marine castle is far more interactive and has a lot more counter play possible.
Even if you hard nerfed tau to just be worse at doing what they do so, they'd still be the worst army in the game to play against even if you always beat them, because they don't interact meaningfully with huge chunks of the game.
A marine castle isn't virtually immune to melee and charges. It can build in a counter punch. But tau just straight ignore it because they absorb any damage through having both extremely strong and hard it injure centerpieces and the ability to shunt wounds to extremely efficient screens. Tau pretty much ignore flat out 2 phases of the game (except to throw dice), and have far less choices they have to make in what is the most important phase of the game, movement. Their only real interactions are target priority. And shooting has always been kind of the duldrums of the game where you just sit there and remove your models.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:36:11
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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ClockworkZion wrote:
If anything this kills the idea of MSU melee units in TAC lists as you need to be able to weather Overwatch. Additionally, it means Overwatch denial options are still very important as well.
No, it promotes the opposite. The way you beat FTGG if you don't have overwatch suppression is to use a MSU unit to force them to waste FTGG to wipe it, then charge with a second unit that can't be overwatched except by the primary thing you're charging. It is essentially impossible to "weather" FTGG; whatever you charge with first is going to die, unless they make the cardinal mistake of splitting fire and don't commit enough units to wipe the first charger.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:38:37
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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stratigo wrote:But, again, even winning on points against the tau castle is unsatisfying. Because you "won" by dying sufficiently slowly that the tau player ran out of time to score. Not by, you know, interacting with the tau army or killing its big pieces.
I disagree. I beat a Necron army in 6th with 3 Sisters of Battle still on the table, to an army that only lose three models. That was INCREDIBLY satisfying to me.
Then again I was playing an army themed around martyrdom, so maybe my bias is showing there.
40k is a game where you'll lose models even if your winning. Winning despite the fact you lost models will always be important, and being mad that you have to outplay a static opponent feels a bit "meh".
And I know people brought up top table Tau armies, but let's be honest: most of us will never play Tau armies run that well, or that finely tuned. Heck, most of us aren't even running armies that finely tuned either. I'm not saying the potential for the army to curbstomp isn't there, but just because one person can make it do something doesn't mean it's going to be that way in everyone's hands. See: Grey Knights pre-Ritual of the Damned. They won an Australian GT, but in the hands of your average player, they still sucked.
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![[Post New]](/s/i/i.gif) 2020/06/25 16:38:59
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Not as Good as a Minion
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ClockworkZion wrote:Sitting in a corner and tabling your opponent for the win doesn't win games in 9th. You have to be scoring objectives and if you're waiting until turn 5 to do so, you're going to lose.
unitl tournaments come up and add "tabling = full points win" because it would be unfair otherwise
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Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2020/06/25 16:39:35
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Auspicious Aspiring Champion of Chaos
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ClockworkZion wrote:Not Online!!! wrote:Gotta love the fact that Tau just flt ignore the overwatch limitations the second it got implemented
It's not like they were going to suddenly not suck in melee without a massive faction redesign, so this was inevitable.
Come on, Zion. You're just highlighting one of the major flaws of 40k with that argument. Melee is too binary, and that's what leads to so many issues people have with the game. Either your army is really good at it, or really bad at it. This means that the good melee armies can wipe the floor with bad melee armies if they manage to get into range, which leads GW to overcompensate by making shooting armies hyperspecialized at preventing CC armies from ever getting into contact.
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This message was edited 1 time. Last update was at 2020/06/25 16:40:22
2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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