Switch Theme:

Casualties in 8th  [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 gb
Regular Dakkanaut




So the trusty boltgun took a nerf in 8th with it's 0AP. This opens up an interesting situation. Boltguns, the weapon marines used to mow down all sorts of "lesser" infantry is now for all intents and purposes little better than a lasgun. We can easily assume the lasgun has the samne profile but with S3 instead of 4. So one shot, rapid fire and 0AP. The extra S on the bolter isn't going to make a huge difference, not when it can no longer cut through flak armour. So this means that small arms fire, or infantry on infantry action is going to mean a lot less casualties all around as most models will get their armour saves all the time unless hit by heavy weapons. Throw in cover saves boosting those armour saves and we're going to see a lot less casualties to infantry models, at least from other infantry.

So if infantry are going to be fairly ineffective at killing other infantry will there be much point taking a lot of troop units? Marines were good because their bolters could pump out good damage by themselves but with what we know right now in 8th a simple guardsman in even the sllghtest bit of cover (+1 cover save) is going to be able to save half of any wounds caused by bolter shots. In good cover you're gonna struggle to kill many at all. It seems in transitioning vehicles out of the awful spot they were in they've gimped the trusty bolter of it's armour-piercing capability. Of course you can't give the bolter AP -1 or -2 now because then it'd rip through tanks too and force the heavy bolter to go -3. I wonder if bolter weapons get a special rule that allows them to ignore infantry armour of 5+ or worse? Lets hope so.
   
Made in us
Rough Rider with Boomstick





They'll be fine. It's seeing no change out of cover for anything 4+ or better, which is all but three factions. Guardsmen in cover also see no change: they're going from a 4+ cover save to 5+ armor with a +1 cover bonus, still a 4+ save. So the only change the bolter is seeing is Guardsmen out of cover getting a 5+, and that's a fairly small difference.

The strength of basic infantry weapons has always been in volume of fire. With infantry apparently getting cheaper across the board, vehicles getting more expensive, and everything wounding on 6, that strength will be more pronounced than ever.
   
Made in fr
Longtime Dakkanaut




It's not so much a nerf of bolters than a buff of t-shirt wearing troops (orks, guardsmen, gaunts etc.). They're still as effective as before against medium infantry.
Covers do grant +1 save to infantry, but every model has to be in cover for the unit to benefit from it. So big blobs will actually struggle to get the bonus.

On the other side, tac marine's heavy and special weapons are, on average, much better. And since everyone gets split fire, you can use them much more effectively. Since the unit's owner allocates wounds, you can also easily keep your precious weapons alive for a while.
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

With the changes to rapid fire, you can now fire bolters and then charge. You can then use pistols to fire inside combat before you take your attacks. The basic marine is going to be pretty effective at moving up and assaulting something like Guardsmen.

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
Humorless Arbite





Hull

My Guardsmen have become a lot tougher (I did Camo Cloaks + Carapace for fluff) now that their gear combines.
4+ armour, becomes 3+ save in the open due to cloaks.
In cover 2+.





   
Made in us
Rough Rider with Boomstick





It looks like cloaks aren't going to work in the open anymore though. In the Space Marine index leak, it says that camo cloaks only "add +2 to armor saves when in cover instead of +1".

So carapace vets with cloaks would be 4+ in the open, 2+ in cover.

I wonder if camo netting on vehicles will get the same change, especially if intervening models no longer count as cover. Since most IG vehicles seem like they'll be getting 3+ save, camo netting still giving a +1 in the open would be REALLY nice. And not doing so would be kind of lame, since it seems like it might be rather hard to get a vehicle into cover in 8th.

So either camo netting will provide a really awesome benefit all the time, or will be difficult to get any benefit from at all...
   
Made in us
Mekboy on Kustom Deth Kopta






I think it is a nod to horde armies and assault armies like tyranids and orks who have had a really rough time the last 2 editions. they would run across the board, take casualties, take overwatch and constantly be out of range. IG and tau pathfinders were almost always in cover anyway as were elder guardians the other main noteworthy 5+ armor save int the game.

*add* now thematically I would have to say orks and tyranid gaunts should have 6+ np rather than armor at all. but apparently gw disagrees with the sentiment, could then give rend -1 to bolters fairly.

This message was edited 1 time. Last update was at 2017/05/30 16:10:55


10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Regular Dakkanaut




 G00fySmiley wrote:
I think it is a nod to horde armies and assault armies like tyranids and orks who have had a really rough time the last 2 editions. they would run across the board, take casualties, take overwatch and constantly be out of range. IG and tau pathfinders were almost always in cover anyway as were elder guardians the other main noteworthy 5+ armor save int the game.

*add* now thematically I would have to say orks and tyranid gaunts should have 6+ np rather than armor at all. but apparently gw disagrees with the sentiment, could then give rend -1 to bolters fairly.


I disagree thematically orks wear some armor a lot and nids have a tough exoskeleton. That said the orks should shrug off fire due to a high toughness as well.
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Its time like these I'm glad the average player has zero influence on designing and balancing a game.

Cause if we went off the fluff to every detail for every weapon and statline, there wouldn't be much of a game.

Your bolters are fine. Your marines are fine. Why not just wait until you have ALL the rules and done some math to prove one way or another your army has been unfairly nerfed.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Blacksails wrote:
Your bolters are fine. Your marines are fine.


I actually think that a Rhino rush, double bolter tap and charge could be quite a devastating blow. I guess I am planing to run hundreds of Guardsmen towards the enemy though, so YMMV.

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 us
Longtime Dakkanaut





Arashen, Segmentum Pacificus

Still expect them to be relevant, but might require some reinforcement from other aspects of my list.

I saw with eyes then young, and this is my testament.
 
   
Made in us
Screaming Shining Spear





USA

keep this in mind. Seems lighter vehicles MCs and dreadnoughts are T7 the lasgun, etc need 6s to wound while the boltgun is twice as good vs light vehicles.

Against t8 vehicles they have the same chance as the LaserGun. So there is some differentiating between the Bolter and s3 equips

wes

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in us
Norn Queen






Saying a boltgun is no better than a lasgun because it has 1 more strength is just short sighted.

A str 4 Boltgun wounds MEQ on a 4+ and Guard on a 3+

A str 3 Lasgun wounds MEQ on a 5+ and Guard on a 4+

That 1 extra strength is at a pretty critical tipping point for how effective that gun will be against the bulk of all infantry, and most models in general, in the entire game.



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in dk
Servoarm Flailing Magos






Metalica

 Lance845 wrote:
Saying a boltgun is no better than a lasgun because it has 1 more strength is just short sighted.

A str 4 Boltgun wounds MEQ on a 4+ and Guard on a 3+

A str 3 Lasgun wounds MEQ on a 5+ and Guard on a 4+

That 1 extra strength is at a pretty critical tipping point for how effective that gun will be against the bulk of all infantry, and most models in general, in the entire game.



This is true. Against T5 it's not gonna be any difference, but the fact is that most units in the game are and will still be either T3 or T4. As a result of that, having a S3 or S4 weapon makes a big difference, since it's so easy to tip between "less," "equal," or "more" strength than toughness in that spectrum.

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Guard are going to be scary on weight of dice alone.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Otto Weston wrote:
My Guardsmen have become a lot tougher (I did Camo Cloaks + Carapace for fluff) now that their gear combines.
4+ armour, becomes 3+ save in the open due to cloaks.
In cover 2+.





Will cloaks be able to stack with cover this edition? Do we even know if cloaks still give +1 to save?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Norn Queen






 mrhappyface wrote:
 Otto Weston wrote:
My Guardsmen have become a lot tougher (I did Camo Cloaks + Carapace for fluff) now that their gear combines.
4+ armour, becomes 3+ save in the open due to cloaks.
In cover 2+.





Will cloaks be able to stack with cover this edition? Do we even know if cloaks still give +1 to save?


I read somewhere... I think it was a SM leak... that camo cloaks turn terrain bonus from +1 to +2. So no bonus in the open but an additional +1 the moment they hit terrain.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

 Dakka Wolf wrote:
Guard are going to be scary on weight of dice alone.


Well at least you don't have to worry about frfsrf on a 50 man blob, as there are no blobs! There are still 50 man conscripts but they only hit on a 5+.

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

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
 
Forum Index » 40K General Discussion
Go to: