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![[Post New]](/s/i/i.gif) 2021/09/30 06:35:36
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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I don't think we need math to know that stealers are in trouble right now. We know that from experience.
Hopefully, them getting to inflict 2 damage by default on 6's to wound will make them a little better.
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![[Post New]](/s/i/i.gif) 2021/09/30 09:01:23
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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4A and 2D on 6s already makes them the lethal beasts they need to be. Never understood why they are troops though.
Nid troops should be hormagants and termagants. Instead for some reason we get warriors (which should be HQ), stealers (which should be fast attack) and rippers which should be no slot.
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This message was edited 1 time. Last update was at 2021/09/30 09:01:36
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![[Post New]](/s/i/i.gif) 2021/09/30 10:23:02
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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That meme has been put to rest a lot of times and then burned again at the stake those times someone tried to resurrect it.
GW's rules and power creep are not sales-driven. That's about as proven as it gets.
Balance issues are simply a matter of someone not doing his work like he should.
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![[Post New]](/s/i/i.gif) 2021/09/30 12:22:13
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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I mean, it has been a quite consistent design that melee weapons are getting more lethal in 9th compared to 8th.
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![[Post New]](/s/i/i.gif) 2021/09/30 20:41:13
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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catbarf wrote: Unit1126PLL wrote:You almost have to roll the wounds one-at-a-time to ensure they're applied in the correct order...
Yep. If double-damage triggers on a wound roll of 6, that means once you've fast-rolled to hit, you then have to slow-roll from to-wound onwards.
So allocate a hit, roll to wound, see if you get double damage or not, work all the way through saves, repeat...
In practice, I suspect most players are opting to batch the double-damage and just allocate it all at once, but in certain matchups this can dramatically reduce the effectiveness like Kitane said. And there's no RAW way to do so; it's a workaround for a very clunky mechanic.
By strict RAW, you can never fast roll hit wound damage and save, since you can technically CP reroll the dice.
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![[Post New]](/s/i/i.gif) 2021/10/01 11:28:57
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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Most of the 9th edition lists are prevalently melee with a bit of shooting. You can start out in the open without issues.
It just doesn't look like that, because right now you find Drukhari and Admech on all tables, and those don't allow you to do that. But playing against most marine lists, DG, many necron lists, most sisters and so on, you will hardly face a lot of long range firepower. This huge need for obscuring terrain is something fairly recent. Before the Admech release there really wans't that big of a need.
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![[Post New]](/s/i/i.gif) 2021/10/01 11:34:48
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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Admech is a mistake, plain and simple. Good thing is that we know that GW doesn't like it when a big tournament is dominated by a faction, so I expect a very harsh future for the mechanicus.
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![[Post New]](/s/i/i.gif) 2021/10/04 16:00:00
Subject: Balance of Strategy, Tactics, and “Optimization” in 40K
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Longtime Dakkanaut
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The concept of FOC was terrible, good thing we got rid of it.
It was tailor made around some factions and all the other ones were crammed into it. If you really want it back, you need to define a different FOC for each faction.
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