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Made in us
Gore-Soaked Lunatic Witchhunter







 skchsan wrote:
...Currently, only few armies are capable of meeting all the criteria for a competitive army. It's either they get toned down or rest of the armies get a boost.


Normally I'm all for trying to fix things with minimal changes; the situation in 8e, however, feels like GW fundamentally doesn't understand how to-hit modifiers, AP-as-modifier, and the damage/wounds relationship work. The issue here is that there is a fundamental value to "having a wound" and to "having an attack", and the Guard are more in line with how the system wants to work than, say, Marines are. The Guard don't feel like they're 7e Wraithknights/scatterbikes, or 6e Mechdar, or a 5e Razorback parking lot, where they're massively undercosted and too killy/too durable for the demands of the system.

The really damning bit, to me, is that Guard v. Guard games are more interesting than Marine v. Marine games; Marines v. Marines is governed by degenerate mechanical relationships (expensive high-armour units v. massed good-AP weapons, smaller numbers of Command Points that have to be burned on more expensive stratagems, expensive melee units that don't have enough attacks to function as melee units, small numbers of anti-armour weapons governed by d6 damage, high-cost support models that make it nigh-impossible to include a full spectrum of support models in a game...), while Guard v. Guard involves generalist army builds, a flatter bell curve from more mid-value dice/wounds rather than fewer high-value dice/wounds, support models that are inexpensive enough to use and support abilities that make a reasonably significant difference to the game.

In practice I think taking the weaker armies and the ill-considered mechanical relationships as the norm just because there are more of them isn't going to improve games.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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 AnomanderRake wrote:
In practice I think taking the weaker armies and the ill-considered mechanical relationships as the norm just because there are more of them isn't going to improve games.

Agreed. Also, if guard were more of a stand out codex it would probably be easier to just nerf 1 codex than to boost every single other one, but there are a few codices that are as good as or arguably even better than guard.

Do we nerf eldar, DE, Guard. Tau, and tyranid codices (which are considered stronger than average to various degrees)? Or do we buff marines, GK, necrons, and admech codices (which are considered weaker than average to varying degrees)? That becomes a much more complicated decision.
   
Made in ch
The Dread Evil Lord Varlak





 skchsan wrote:
Not Online!!! wrote:
I mean this is a problem, we can't even balance properly or could balance properly since a lot of codices missed.
We only have 2 codex left for main factions (orks & GSC) and 1 slated for overhaul (sisters of battle). Aside from that, we have 3 subfactions left (sisters of silence, assassins, inquisition) which could easily be released as 1 book under theme of "imperial agents"

I think the upcoming CA is going to be a good point in time since 8th ed launch to revisit the codex and balance them out.
Not Online!!! wrote:
I suspect that this is one of the reasons why SM got toned down, in order to prevent or counter balance the souping issues. Or they just really were afraid like they sometimes were at the begining of a edition.
Even if this was the case, SM codex was nowhere near as strong as other codex on launch. It was only 'strong' in the comparative sense that they were essentially the only faction with full set of stratagems.
Not Online!!! wrote:
Main outlier tho for really bad troops are marines, i'd cut their cost down 2pts. Probably also would not hurt to allow a marine army that is mono codex to get a additional CP for a full 10 man squad, CSM only for a full 20 man squad since cultist kinda fill that roll allready.
Much calculations have been presented in re-costing marines. 11 ppm are most suited cost for tac marines to bring them up to NEAR par (as in maybe quite possibly if I must use them) with other troop choices.

But this isn't a post about SM.

Currently, only few armies are capable of meeting all the criteria for a competitive army. It's either they get toned down or rest of the armies get a boost.


My point was, that the game got inherently imbalanced since every codex is an Upgrade over indexes and they realeased one after another. So basically I am saying that GW's release policy is not helpfull for an objective analysis since each codex / FAQ/ CA changed units aswell as other units were not even out then.
I also think Monofactions like Necrons, Tau and Orkz should get something either in exchange for the lack off allies or cheap enough and good enough troops in order to generate enough CP foor these armies to be run. Worst offender on that front are the Necrons which need to pay premium on warriors that are lackluster.

I'd also like an incentive to take mono subfactions, like all detachments are IW f.e. I think something like "common command Structures" would help. Basically for each detachment in the army that all share the same subfactions (F.E. An IW list that fields 2 battalions and a spearhead) It gains an additional CP per detachment. Granted that does not pull SM/CSM /Necrons out of the gutter, since their basic posterboy troops are lackluster and to expensive to mass battalions, they still could get more CP then now.

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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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Ground Crew





I want my Stormtrooper Sgts. to be able to carry a Hotshot Lasgun like the rest of the squad. Hate how he's forced to carry a Pistol and CCW.
Personally I wish the Stormtroopers had more that one weapons profile for their rifles, like the normal ap-2 and maybe a str3 assault 3 full auto with maybe a bit more range. I just want to see the Stormtroopers be less of a drop suicide squad (Which I admit they are very good at) a be a bit more versatile.
   
 
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