Although I don't think that the new deepstrike rules are abhorrent I also don't love them, especially with how some armies can get into CC reliably on T1 anyways. So here is my take on a way that could have been but wasn't implemented to take care of the problem as I (with very little vision on tourney scene admittedly) see it.
First off, I don't think that T1 CC from DS was the issue. Rather, I think the problem is with the ranged firepower some DSing units have, and also a lack of options for charged units stemming from a lack of codex.
To address the strength of ranged units from deepstrike
Plasma gun/rifle: Rapidfire 1, 18". Suicide scions, slaaneshi terminators, crisis suits etc taken down a peg. Not unplayable, but not all about the alpha. Plasma pistols benefit by comparison which I think is a little necessary. Combi-plas has a reason to have a bolter half at all for Tac units. Pts balances are already needed for termi-crisis anyways and this doesn't negate that. This will also hurt first turn non DS as most units won't be able to walk 1" and be in range of the opponent front line, but is less first turn dakka a bad thing since it's still complained about?
Obliterators: Rapidfire 2, 18". These guys are the real issue that I kept seeing in chats. Their weapons are amazeballs and getting 4 shots each on T1 to the backfield (depending on deployment) is too good, especially as assault to make up for their slow movement in part. As RF their slowness will matter, their durability will actually be useful rather than a T1 concession.
Cultists: Max unit size 25-30. I guess it doesn't matter how many cp it takes to make them good if you win with first turn, so lets make them somewhat less optimized for stratagems. I'd rather see this than the rumored pts increase.
Other units that do this: let me know what else has DS option and silly range/strength. There may be too many now that codexes have been release with the assumption first turn deepstrike is gone forever.
Fixing Charges from deepstrike
I would have thought overwatch and 9" buffer zone should be enough. Screening was arguably too necessary but GW wanted troops to feel necessary so it worked out imo. When screening became that much less useful troops instead got +2CP. I'd rather see the tactical role come back than CP farms.
Otherwise, I think the issue is that many codex were not yet released or lacked a way to deal with getting charged. IIRC Chapter masters let anyone in 6" reroll ALL misses in overwatch and then there's auspex scan and ultramarines tactics, Tau were challenging to charge but now are just silly with the right sept, Space Wolves now have a good heroic intervention, Custodes have it too as a strat, AM can order to fall back and shoot (am i remembering that right?), etc. All armies should have something they can do about being charged, and I think it ought to cost CP most of the time. If an army really can't react at all, they should gain some ability to.
Or am I completely wrong and first turn deepstrike was too toxic to work around? Longstrike, Swarmlord, and Warboss don't mind the way it ended up.
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