Switch Theme:

What is GW going to do to fix the new Astra Militarum codex mess in tournaments they have created?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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
Locked in the Tower of Amareo




 daedalus wrote:
One of the guys I play 40k with sent me this video the other day:



I believe it significantly relevant to the conversation. I don't want to agree with it, but it nails what GW's been doing since the beginning of time pretty well.

It also made me stop and consider whether rotating meta is a good thing or not. I feel like it could be, as long as it was done by types of units, and not necessarily armies. The alternative is either relying on pure chaos, like 7th's "decide everything by die rolls" mechanic worked, or turning into chess, which means that games become even more rote than they are now. And whichever you choose, you're stuck with, because there's no rotating meta.

It also made me realize that my enjoyment of (most) games are based upon how much I look at the mechanics of a game and are loosely modeled as a bell curve:
- I start a game, and I have that excitement and wonder about all the various components to it.
- I start looking at each of the mechanics and comparing choices I can be making, and the depth seems sprawling.
- I get really into it, and invest a lot of time in it, and I tear apart the mechanics piece by piece, building stuff to simulate scenarios and determining the most optimum way to handle them.
- (This is about when it peaks.)
- The next step is realizing that I'm either deliberately making bad decisions, or I'm making the best decision I can and hoping the die rolls come out on my side.
- I devolve into staring at two lists and saying "nah, this one beats this one" before we even start playing, and I'm arguing at people for their flippant statements about math and power levels online. I have an equal amount of contempt for the game as I do interest, and friends start asking my why I do this to myself.

I think I just realized I'm a casual gamer, or, at least, that I want to be.

Anyway, yeah, so, IG are overpowered because tournament results don't matter. Or not because they do. Or we need to wait and see because it's not enough results to know. Because <insert unjustifiable assertion for each one>.

I'm going for a walk.



I vehemently disagree with the entire premise of this video, as well as their examples. There is no perfect imbalance, especially when there are no efficient counters to many units.
   
Made in gb
Shas'la with Pulse Carbine




Eastern Fringe

Xeno... is hilarious. No matter how many times it turns out he has overstated the case, made mistakes, made false claims, been wrong and proven to be reactionary and completely biased in his view. He just keeps on hammering on. He's like the terminator, if it was the terminators job to kill logical thought and rational debate.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in us
Kid_Kyoto






Probably work

Martel732 wrote:


I vehemently disagree with the entire premise of this video, as well as their examples. There is no perfect imbalance, especially when there are no efficient counters to many units.


I might be wrong, but I thought the point was to not have a efficient counter (which I feel like is a major hangup) but to have a sufficient counter. That's the imbalance. I have a dim view on LoL though, so maybe I misunderstand.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Regular Dakkanaut




 daedalus wrote:
Martel732 wrote:


I vehemently disagree with the entire premise of this video, as well as their examples. There is no perfect imbalance, especially when there are no efficient counters to many units.


I might be wrong, but I thought the point was to not have a efficient counter (which I feel like is a major hangup) but to have a sufficient counter. That's the imbalance. I have a dim view on LoL though, so maybe I misunderstand.


I think you want some imperfect counters. I think one of the pitfalls of this edition is hordes don't really have a counter at all. The use of purely anti infantry as a counter runs into an issue because any time it is efficient enough to deal with hordes it absolutely gaks on non horde infantry significantly worse. This leads to a situation where hordes are either bad or OP and not really in balance, or if hordes can be kept down by the anti infantry regular infantry is just bad.
   
Made in us
Fresh-Faced New User




I've been saying that the new guard codex was more of a nerf than anything, and this tournament more or less proves it. Not only did space marines get probably the most broken codex but they are also now apparently able to table baneblade only lists with their most basic troops choice. You can say all you want about OP forgeworld units like earthshakers and elesians, but GW codex guard have never done this poorly since 8th ed dropped (NOT a coincidence). I'm hoping the new chapter approved drops sooner rather than later to either balance missions or provide much needed point reductions.
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

LoyalGuardsman69 wrote:
I've been saying that the new guard codex was more of a nerf than anything, and this tournament more or less proves it. Not only did space marines get probably the most broken codex but they are also now apparently able to table baneblade only lists with their most basic troops choice. You can say all you want about OP forgeworld units like earthshakers and elesians, but GW codex guard have never done this poorly since 8th ed dropped (NOT a coincidence). I'm hoping the new chapter approved drops sooner rather than later to either balance missions or provide much needed point reductions.

Congratulations, you won the thread with the most hilariously nonsense post, and that's saying something.

This message was edited 2 times. Last update was at 2017/10/17 17:45:10


 
   
Made in us
Kid_Kyoto






Probably work

Tyran wrote:
LoyalGuardsman69 wrote:
I've been saying that the new guard codex was more of a nerf than anything, and this tournament more or less proves it. Not only did space marines get probably the most broken codex but they are also now apparently able to table baneblade only lists with their most basic troops choice. You can say all you want about OP forgeworld units like earthshakers and elesians, but GW codex guard have never done this poorly since 8th ed dropped (NOT a coincidence). I'm hoping the new chapter approved drops sooner rather than later to either balance missions or provide much needed point reductions.

Congratulations, you won the thread with the most slowed post, and that's saying something.



Ignore it. Obvious troll is obvious.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in no
Regular Dakkanaut




It's actually kind of shocking to see someone disagreeing with me about time limits in tournaments not being a problem.


This makes me question again if you ever played in a serious larger tournament. In all tournaments I've ever been to games almost always go at least to turn 5. Also, players who repeatedly fail to finish their games get punished for slowplay.

Just admit already that you can't judge the outcome of a match or the balance of the game by mathhammering some units in a forum.
   
Made in se
Swift Swooping Hawk





Martel732 wrote:
I vehemently disagree with the entire premise of this video, as well as their examples. There is no perfect imbalance, especially when there are no efficient counters to many units.

I saw that video ages ago, and I didn't find it very compelling or thoughtful. It's mostly about MOBAs, and applies less and less the further from a MOBA your game is.

Craftworld Sciatháin 4180 pts  
   
Made in us
Omnipotent Necron Overlord






 Hollow wrote:
Xeno... is hilarious. No matter how many times it turns out he has overstated the case, made mistakes, made false claims, been wrong and proven to be reactionary and completely biased in his view. He just keeps on hammering on. He's like the terminator, if it was the terminators job to kill logical thought and rational debate.
Arguing that tactical marines aren't garbage and AM aren't OP isn't really rational debate.

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 mx
Towering Hierophant Bio-Titan




Mexico

Saying that marines are garbage is ignoring how cover works now.

Remember how in previous editions, horde armies depended on cover? well now it is the inverse.
   
Made in us
Omnipotent Necron Overlord






Ushtarador wrote:
It's actually kind of shocking to see someone disagreeing with me about time limits in tournaments not being a problem.


This makes me question again if you ever played in a serious larger tournament. In all tournaments I've ever been to games almost always go at least to turn 5. Also, players who repeatedly fail to finish their games get punished for slowplay.

Just admit already that you can't judge the outcome of a match or the balance of the game by mathhammering some units in a forum.

Your player turns average 15 minutes then? which doesn't even factor in army deployment. Rules debates - running to get the dice that flew off your foot. ect. Forgive me - your aren't making sense. Turn 5 in a 2/12 hour game is pretty unrealistic. I'm not even talking about intentional slow play.


Automatically Appended Next Post:
Tyran wrote:
Saying that marines are garbage is ignoring how cover works now.

Remember how in previous editions, horde armies depended on cover? well now it is the inverse.
I remember getting a 4+ cover save from plasma, earthshaker cannons, ect in 7th edition. Now I only get a 5+. I also remember getting a full 3+ save against heavy bolters - and my 2+ saves laughing off ap3 too. Armor saves have never been so worthless. I'm not even saying marines are garbage ether. Just tactical marines are garbage. Guilliman and razorbacks and stormravens are some of the best units in the game.

This message was edited 1 time. Last update was at 2017/10/17 18:06:09


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 gb
Shas'la with Pulse Carbine




Eastern Fringe

 Xenomancers wrote:
Your player turns average 15 minutes then?


Yes. Yes it does... Just a feeling I have. but do your "rule debates" take up a significant percentage of your games? I'm guessing they do.

The first rule of unarmed combat is: don’t be unarmed. 
   
Made in us
Daemonic Dreadnought





Eye of Terror

 Xenomancers wrote:
Ushtarador wrote:
It's actually kind of shocking to see someone disagreeing with me about time limits in tournaments not being a problem.


This makes me question again if you ever played in a serious larger tournament. In all tournaments I've ever been to games almost always go at least to turn 5. Also, players who repeatedly fail to finish their games get punished for slowplay.

Just admit already that you can't judge the outcome of a match or the balance of the game by mathhammering some units in a forum.

Your player turns average 15 minutes then? which doesn't even factor in army deployment. Rules debates - running to get the dice that flew off your foot. ect. Forgive me - your aren't making sense. Turn 5 in a 2/12 hour game is pretty unrealistic. I'm not even talking about intentional slow play.


Any discussion that begins with disbelief someone could disagree with the central point is not a discussion, it's a set of demands.

My game turns average about 15 minutes. The first one may go 45 minutes, but we are usually down to 5 minutes in the later turns. There are outliers, but it's not something I would call a problem. If anything, they keep me from getting worn out by someone taking advantage of endless time for each decision.

That said, some armies clearly benefit more from time restrictions that others. I would not want to be an IG player running conscript spam in something with strict time controls.

In a tournament, you need to plan for how to win. Time restrictions are just another condition to be followed. There's always casual games for people who can't hack it.

   
Made in us
Kid_Kyoto






Probably work

 Xenomancers wrote:
Your player turns average 15 minutes then? which doesn't even factor in army deployment. Rules debates - running to get the dice that flew off your foot. ect. Forgive me - your aren't making sense. Turn 5 in a 2/12 hour game is pretty unrealistic. I'm not even talking about intentional slow play.


I went so far as to buy us a chess turn timer for practice games to make damn sure we knew how fast we were going to be. I'm... usually not the life of the party.

Anyway, in my case, the Adepticon TT was 3 hours, not 2.5, but we probably could have had it down to 15 minutes per. We finished early enough for me to buy the table a round of beers.


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in mx
Towering Hierophant Bio-Titan




Mexico

 Xenomancers wrote:
I remember getting a 4+ cover save from plasma, earthshaker cannons, ect in 7th edition. Now I only get a 5+. I also remember getting a full 3+ save against heavy bolters - and my 2+ saves laughing off ap3 too. Armor saves have never been so worthless. I'm not even saying marines are garbage ether. Just tactical marines are garbage. Guilliman and razorbacks and stormravens are some of the best units in the game.


But on the other hand you now get a 5+ save against former ap3, and a 6+ save against former ap2, which can be buffed at 4+ and 5+ with cover.

And 4+ cover saves were only ruins, other terrain types only gave a 5+.
   
Made in us
Omnipotent Necron Overlord






Fast players man.

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 no
Regular Dakkanaut




 Xenomancers wrote:
Fast players man.


Keep focused, know your rules, roll dice fast and already plan your movements during your opponents turn, and you should rarely have a problem with time. If you bring a horde army you must train a bit to be able to finish in time, but that's on you.
   
Made in us
Longtime Dakkanaut





If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....
   
Made in gb
Longtime Dakkanaut




UK

blaktoof wrote:
If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....


Which would be great, except you can still get first turn half the time with a dice roll, so it doesn't really make much difference.

As far as the OP goes, it seems that GW aren't doing much to 'fix' the power of the IG codex. Their ideal solution would be to release competing codices that match/counter the IG one, and hope balance happens. Current outlook on the upcoming Eldar codex is that it's more likely to be at Admech levels, or maybe low-grade space marines. They're using copy/paste rules from the marine dex anyway, so no unique or fluffy abilities like what they did for Guard.

It does seem like they're making the favourtism a bit -too- obvious. If the head development guy came out and said "Yeh, I play a pure Imperial Guard army" I would not be at all surprised.

   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Niiru wrote:
blaktoof wrote:
If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....


Which would be great, except you can still get first turn half the time with a dice roll, so it doesn't really make much difference.

As far as the OP goes, it seems that GW aren't doing much to 'fix' the power of the IG codex. Their ideal solution would be to release competing codices that match/counter the IG one, and hope balance happens. Current outlook on the upcoming Eldar codex is that it's more likely to be at Admech levels, or maybe low-grade space marines. They're using copy/paste rules from the marine dex anyway, so no unique or fluffy abilities like what they did for Guard.

It does seem like they're making the favourtism a bit -too- obvious. If the head development guy came out and said "Yeh, I play a pure Imperial Guard army" I would not be at all surprised.

That would be...extremely unexpected, and certainly a new direction for GW. IG have never been a studio favorite, and were only ever particularly strong in one previous edition and have otherwise languished in the bottom-mid tiers for the most part throughout the history of this game. Most of whats making IG good isnt even necessarily the codex stuff itself, but rather the ability to use cheap units to manipulate army construction metarules. Half the stuff in the IG codex is still gonna sit on shelves for the most part.

Lets wait for the Eldar book to drop or at least get leaked before we start placing it. Eldar have *never* had anything less than a top level, first power tier codex release in any edition yet. That could change, but it would be a first.

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 gb
Longtime Dakkanaut




UK

 Vaktathi wrote:
Niiru wrote:
blaktoof wrote:
If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....


Which would be great, except you can still get first turn half the time with a dice roll, so it doesn't really make much difference.

As far as the OP goes, it seems that GW aren't doing much to 'fix' the power of the IG codex. Their ideal solution would be to release competing codices that match/counter the IG one, and hope balance happens. Current outlook on the upcoming Eldar codex is that it's more likely to be at Admech levels, or maybe low-grade space marines. They're using copy/paste rules from the marine dex anyway, so no unique or fluffy abilities like what they did for Guard.

It does seem like they're making the favourtism a bit -too- obvious. If the head development guy came out and said "Yeh, I play a pure Imperial Guard army" I would not be at all surprised.

That would be...extremely unexpected, and certainly a new direction for GW. IG have never been a studio favorite, and were only ever particularly strong in one previous edition and have otherwise languished in the bottom-mid tiers for the most part throughout the history of this game. Most of whats making IG good isnt even necessarily the codex stuff itself, but rather the ability to use cheap units to manipulate army construction metarules. Half the stuff in the IG codex is still gonna sit on shelves for the most part.

Lets wait for the Eldar book to drop or at least get leaked before we start placing it. Eldar have *never* had anything less than a top level, first power tier codex release in any edition yet. That could change, but it would be a first.


It certainly is an odd one, but seems to be the way it's tilting. Two out of five 'doctrines' have now been released, along with some of the rules changes, and the biggest improvement is Wraithlords going from T7 to T8. Even with the buff though, they're still categorically worse than dreadnoughts for the points, so it hasn't changed anything.

One of the remaining traits will definitely be the standard -1 to hit outside of 12" one, which will likely be the best choice out of all of them (ravenguard/alpha legion clones).

The only saving graces might be stratagems, but Eldar can't field 20+ CP armies like Guard can, usually a list might have 6-9 CP at best, so stratagems can only do so much.

Early days, as people will say, but from what has been released so far this is what it's pointing towards. Might be pleasantly surprised, but only if they turn around and say "and also everything has a 25% price cut". Unlikely.

Not saying Eldar won't be playable. Against index armies they'll be a fairly strong force, and I think they'll be better than a pure admech list, but vs Chaos, Gulliman Marines, Imperial Guard or Imperial Soup lists, Eldar will struggle unless some huge surprise drops in the next couple days.

Next hopes get pinned on the Tyranid codex. They, at least, should be much more difficult to turn into Space Marine clones.
   
Made in us
Omnipotent Necron Overlord






blaktoof wrote:
If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....
Wow it's almost like that has nothing to do with game length as I can field a bunch of 30 man units that cost just as much as the drop you are putting down that takes a fraction of the time to deploy and move.

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
Regular Dakkanaut




Niiru wrote:
 Vaktathi wrote:
Niiru wrote:
blaktoof wrote:
If only the basic rules included something to penalize players with twenty+ deployments like whoever finishes deploying first has the pick of first or second turn....


Which would be great, except you can still get first turn half the time with a dice roll, so it doesn't really make much difference.

As far as the OP goes, it seems that GW aren't doing much to 'fix' the power of the IG codex. Their ideal solution would be to release competing codices that match/counter the IG one, and hope balance happens. Current outlook on the upcoming Eldar codex is that it's more likely to be at Admech levels, or maybe low-grade space marines. They're using copy/paste rules from the marine dex anyway, so no unique or fluffy abilities like what they did for Guard.

It does seem like they're making the favourtism a bit -too- obvious. If the head development guy came out and said "Yeh, I play a pure Imperial Guard army" I would not be at all surprised.

That would be...extremely unexpected, and certainly a new direction for GW. IG have never been a studio favorite, and were only ever particularly strong in one previous edition and have otherwise languished in the bottom-mid tiers for the most part throughout the history of this game. Most of whats making IG good isnt even necessarily the codex stuff itself, but rather the ability to use cheap units to manipulate army construction metarules. Half the stuff in the IG codex is still gonna sit on shelves for the most part.

Lets wait for the Eldar book to drop or at least get leaked before we start placing it. Eldar have *never* had anything less than a top level, first power tier codex release in any edition yet. That could change, but it would be a first.


It certainly is an odd one, but seems to be the way it's tilting. Two out of five 'doctrines' have now been released, along with some of the rules changes, and the biggest improvement is Wraithlords going from T7 to T8. Even with the buff though, they're still categorically worse than dreadnoughts for the points, so it hasn't changed anything.

One of the remaining traits will definitely be the standard -1 to hit outside of 12" one, which will likely be the best choice out of all of them (ravenguard/alpha legion clones).

The only saving graces might be stratagems, but Eldar can't field 20+ CP armies like Guard can, usually a list might have 6-9 CP at best, so stratagems can only do so much.

Early days, as people will say, but from what has been released so far this is what it's pointing towards. Might be pleasantly surprised, but only if they turn around and say "and also everything has a 25% price cut". Unlikely.

Not saying Eldar won't be playable. Against index armies they'll be a fairly strong force, and I think they'll be better than a pure admech list, but vs Chaos, Gulliman Marines, Imperial Guard or Imperial Soup lists, Eldar will struggle unless some huge surprise drops in the next couple days.

Next hopes get pinned on the Tyranid codex. They, at least, should be much more difficult to turn into Space Marine clones.


I mean codex power is way more than just the chapter bonuses. Points drops and general buffs have been announced we'll have to see how it all shakes out.
   
Made in us
Librarian with Freaky Familiar






Think your upset, try having an army that does not have it's codex yet. Codex creep is real in this edition.

Guard right now are just stupid, you can blast mortatian outta the sky with earth shakers now like just decemate units. It's pretty much Warhammer 40k AM and other guys

To many unpainted models to count. 
   
Made in us
Rough Rider with Boomstick





Niiru wrote:


It certainly is an odd one, but seems to be the way it's tilting. Two out of five 'doctrines' have now been released, along with some of the rules changes, and the biggest improvement is Wraithlords going from T7 to T8. Even with the buff though, they're still categorically worse than dreadnoughts for the points, so it hasn't changed anything.

One of the remaining traits will definitely be the standard -1 to hit outside of 12" one, which will likely be the best choice out of all of them (ravenguard/alpha legion clones).

The only saving graces might be stratagems, but Eldar can't field 20+ CP armies like Guard can, usually a list might have 6-9 CP at best, so stratagems can only do so much.

Early days, as people will say, but from what has been released so far this is what it's pointing towards. Might be pleasantly surprised, but only if they turn around and say "and also everything has a 25% price cut". Unlikely.

Not saying Eldar won't be playable. Against index armies they'll be a fairly strong force, and I think they'll be better than a pure admech list, but vs Chaos, Gulliman Marines, Imperial Guard or Imperial Soup lists, Eldar will struggle unless some huge surprise drops in the next couple days.

Next hopes get pinned on the Tyranid codex. They, at least, should be much more difficult to turn into Space Marine clones.


The -1 to hit doctrine might be extremely hilarious on Eldar, because Index Eldar already have tons of sources of -1 to hit that can stack with it.

Imagine what your opponent being at -3 to hit will do for your durability, you'll have Space Marines only hitting on 6+!
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 ross-128 wrote:
The -1 to hit doctrine might be extremely hilarious on Eldar, because Index Eldar already have tons of sources of -1 to hit that can stack with it.


If anything, it'll make plasma a bit more of a risky take.

This message was edited 1 time. Last update was at 2017/10/17 22:13:48


The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in gb
Longtime Dakkanaut




UK

 ross-128 wrote:
Niiru wrote:


It certainly is an odd one, but seems to be the way it's tilting. Two out of five 'doctrines' have now been released, along with some of the rules changes, and the biggest improvement is Wraithlords going from T7 to T8. Even with the buff though, they're still categorically worse than dreadnoughts for the points, so it hasn't changed anything.

One of the remaining traits will definitely be the standard -1 to hit outside of 12" one, which will likely be the best choice out of all of them (ravenguard/alpha legion clones).

The only saving graces might be stratagems, but Eldar can't field 20+ CP armies like Guard can, usually a list might have 6-9 CP at best, so stratagems can only do so much.

Early days, as people will say, but from what has been released so far this is what it's pointing towards. Might be pleasantly surprised, but only if they turn around and say "and also everything has a 25% price cut". Unlikely.

Not saying Eldar won't be playable. Against index armies they'll be a fairly strong force, and I think they'll be better than a pure admech list, but vs Chaos, Gulliman Marines, Imperial Guard or Imperial Soup lists, Eldar will struggle unless some huge surprise drops in the next couple days.

Next hopes get pinned on the Tyranid codex. They, at least, should be much more difficult to turn into Space Marine clones.


The -1 to hit doctrine might be extremely hilarious on Eldar, because Index Eldar already have tons of sources of -1 to hit that can stack with it.

Imagine what your opponent being at -3 to hit will do for your durability, you'll have Space Marines only hitting on 6+!


I would have said the same about the Ulthwe 6+ FNP, would have been really good if it stacked with the 6+ FNP of Spirit Stones, or the 5+ FNP of Fortune. Unfortunately the trait specifically prevents it from stacking with any other similar ability.

Have to wait and see if they put that hindrance onto the -1 to hit trait too. If not, it would be by far the best Eldar trait. Which I find even worse, as I would have preferred all the options to be fairly equal, instead of 4 awful ones and 1 amazing one (unfortunatly like Admech)
   
Made in us
Clousseau





East Bay, Ca, US

I find it funny that the imperial guard cheesepologists don't understand the concept of a sample size. One tournament means nothing. A feth ton of tournament data does.




Automatically Appended Next Post:
 ross-128 wrote:
Niiru wrote:


It certainly is an odd one, but seems to be the way it's tilting. Two out of five 'doctrines' have now been released, along with some of the rules changes, and the biggest improvement is Wraithlords going from T7 to T8. Even with the buff though, they're still categorically worse than dreadnoughts for the points, so it hasn't changed anything.

One of the remaining traits will definitely be the standard -1 to hit outside of 12" one, which will likely be the best choice out of all of them (ravenguard/alpha legion clones).

The only saving graces might be stratagems, but Eldar can't field 20+ CP armies like Guard can, usually a list might have 6-9 CP at best, so stratagems can only do so much.

Early days, as people will say, but from what has been released so far this is what it's pointing towards. Might be pleasantly surprised, but only if they turn around and say "and also everything has a 25% price cut". Unlikely.

Not saying Eldar won't be playable. Against index armies they'll be a fairly strong force, and I think they'll be better than a pure admech list, but vs Chaos, Gulliman Marines, Imperial Guard or Imperial Soup lists, Eldar will struggle unless some huge surprise drops in the next couple days.

Next hopes get pinned on the Tyranid codex. They, at least, should be much more difficult to turn into Space Marine clones.


The -1 to hit doctrine might be extremely hilarious on Eldar, because Index Eldar already have tons of sources of -1 to hit that can stack with it.

Imagine what your opponent being at -3 to hit will do for your durability, you'll have Space Marines only hitting on 6+!


I would imagine they'd cap it. Otherwise those units would be unhittable by a lot of units, which is just silly.

This message was edited 1 time. Last update was at 2017/10/17 22:37:28


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Kid_Kyoto






Probably work

 Marmatag wrote:
I find it funny that the imperial guard cheesepologists don't understand the concept of a sample size. One tournament means nothing. A feth ton of tournament data does.


So you're in the "wait and see" camp?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
 
Forum Index » 40K General Discussion
Go to: