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![[Post New]](/s/i/i.gif) 2013/03/06 12:37:50
Subject: Warp storm Chart is this bad for 40k?
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Longtime Dakkanaut
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I really enjoy the tables, I'm sorry it's not fun for some people. In the end I try to accept the game for what it is. Just random fun. I like that it feels really fluffy and kicks my imagination up a notch to see with my minds eye what's happening on the board.
I cant wait to see what kind of wacky stuff they have in store for my orks. I just hope they let Kelly do it again instead of someone else.
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![[Post New]](/s/i/i.gif) 2013/03/06 12:42:53
Subject: Warp storm Chart is this bad for 40k?
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Fresh-Faced New User
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Matt.Kingsley wrote:Also, warp isn't all that dangerous to humans, either. Hell, as long as you got gellar fields on your boat, you can plow through the realm of the chaos gods with impunity. Sorry, not much scared of daemons who get hard-countered by a mass-produced machine.
Sorry, untrue, gellar fields can and are broken by daemons in the fluff. In fact, ever read the fluff for screamers of tzeentch? Their fluff says they can and do burrow through the field.
I like a challenge, the table gives me that.
I'm sorry if you don't like the table... but imho a challenge is never a bad thing, it's always good thing.*
*the only time I'd ever consider a challenge a bad thing is if the challenge is against an OP force... Which the table is not
Gellar fields are only ever broken when it serves the story the writer wants to tell. Just imagine an Eisenhorn or Space Wolves novel ending halfway through because gellar randomly failed and everyone got eaten by daemons while they were on route to some campaign where the actual plot is suppsoed to be resolved. ;]
There's a difference between "challenge" and "random crap happening".
If your opponent rolls badly on the table and loses his 300 point greater daemon or half his army on first turn, or gets -1 to his save at a crucial moment, resulting in far more of his units getting obliterated by shooting due to having only a 6++ save to fall back on, or simply kills a ton of his own units by rolling lots of 6s, how is that challenging?
Conversely, you can't really prepare for random daemon troops deep striking wherever they want, claiming or contesting objectives at the last turn of the game? There's no challenge there because you can't really circumvent this with skill. It's such a remote possibility it's far more likely not to happen, so trying to rpepare for it is pointless most of the time... And yet when it does happen it's devastating just because your opponent got lucky. It's a terrible, terrible mechanic.
Anyway, our opinion on what good game design is obviously differs too much. No point in discussing it further.
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![[Post New]](/s/i/i.gif) 2013/03/06 13:02:59
Subject: Warp storm Chart is this bad for 40k?
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Ian Pickstock
Nottingham
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People should be greatful that they can field pyskers against demons at all. Imagine a game that allowed you to fight a tidal wave with raindrops.
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This message was edited 1 time. Last update was at 2013/03/06 13:04:10
Naaa na na na-na-na-naaa.
Na-na-na-naaaaa.
Hey Jude. |
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![[Post New]](/s/i/i.gif) 2013/03/06 13:16:18
Subject: Warp storm Chart is this bad for 40k?
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Ghastly Grave Guard
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Its just a game folks. Played with little plastic toys. Is the table really that bad, no its not. So you lose a psyker, so daemons take instability tests. These are things that happen in the game anyway.
Should we just not play at all.....
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![[Post New]](/s/i/i.gif) 2013/03/06 13:24:57
Subject: Warp storm Chart is this bad for 40k?
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Decrepit Dakkanaut
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"Conversely, you can't really prepare for random daemon troops deep striking wherever they want, claiming or contesting objectives at the last turn of the game? "
Absurd claim to make.
You know where your objectives are. You know there is a chance a scoring unit could deepstrike down. You can work out, perfectly well, how to mitigate that eventuailty.
This has only been raised a few dozen times.
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![[Post New]](/s/i/i.gif) 2013/03/06 14:37:37
Subject: Warp storm Chart is this bad for 40k?
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Twisting Tzeentch Horror
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BryllCream wrote:People should be greatful that they can field pyskers against demons at all. Imagine a game that allowed you to fight a tidal wave with raindrops.
I like that visual. Nice comparison.
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![[Post New]](/s/i/i.gif) 2013/03/06 15:15:01
Subject: Warp storm Chart is this bad for 40k?
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The Last Chancer Who Survived
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Giganthrax wrote: Matt.Kingsley wrote:Also, warp isn't all that dangerous to humans, either. Hell, as long as you got gellar fields on your boat, you can plow through the realm of the chaos gods with impunity. Sorry, not much scared of daemons who get hard-countered by a mass-produced machine.
Sorry, untrue, gellar fields can and are broken by daemons in the fluff. In fact, ever read the fluff for screamers of tzeentch? Their fluff says they can and do burrow through the field.
I like a challenge, the table gives me that.
I'm sorry if you don't like the table... but imho a challenge is never a bad thing, it's always good thing.*
*the only time I'd ever consider a challenge a bad thing is if the challenge is against an OP force... Which the table is not
Gellar fields are only ever broken when it serves the story the writer wants to tell. Just imagine an Eisenhorn or Space Wolves novel ending halfway through because gellar randomly failed and everyone got eaten by daemons while they were on route to some campaign where the actual plot is suppsoed to be resolved. ;]
There's a difference between "challenge" and "random crap happening".
If your opponent rolls badly on the table and loses his 300 point greater daemon or half his army on first turn, or gets -1 to his save at a crucial moment, resulting in far more of his units getting obliterated by shooting due to having only a 6++ save to fall back on, or simply kills a ton of his own units by rolling lots of 6s, how is that challenging?
Conversely, you can't really prepare for random daemon troops deep striking wherever they want, claiming or contesting objectives at the last turn of the game? There's no challenge there because you can't really circumvent this with skill. It's such a remote possibility it's far more likely not to happen, so trying to rpepare for it is pointless most of the time... And yet when it does happen it's devastating just because your opponent got lucky. It's a terrible, terrible mechanic.
Anyway, our opinion on what good game design is obviously differs too much. No point in discussing it further.
While I mostly agree with you, having an enemy scoring unit deep strike onto an objective on the final turn has been going on for a while. Examples being drop pods in the SM armies. And also terminators that are taken as troops.
A similar thing can happen with outflanking troops, if the objective is close enough to a table edge.
EDIT: These can be countered by sticking a unit onto the objective, or having some effect that is triggered on an enemy turn, or just taking other objectives.
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This message was edited 1 time. Last update was at 2013/03/06 15:16:02
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![[Post New]](/s/i/i.gif) 2013/03/06 15:34:26
Subject: Warp storm Chart is this bad for 40k?
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Fresh-Faced New User
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Selym wrote:While I mostly agree with you, having an enemy scoring unit deep strike onto an objective on the final turn has been going on for a while. Examples being drop pods in the SM armies. And also terminators that are taken as troops.
A similar thing can happen with outflanking troops, if the objective is close enough to a table edge.
EDIT: These can be countered by sticking a unit onto the objective, or having some effect that is triggered on an enemy turn, or just taking other objectives.
Err, no, this isn't true.
Half of your drop pods ALWAYS arrive on turn 1 via "drop pod assault" rule, while the rest arrive via standard reserve rules.
Standard reserve rules (they apply for deep striking, tunneling, and outflanking units as well) state that:
- turn 2, on 3+ unit arrives
- turn 3, on 3+ unit arrives
- turn 4, unit arrives automatically
Aside from a few specialist rules such as fliers that fly off the table and move into Ongoing Reserves or Chenkov's "Send in the next Wave" ability etc., it's pretty much impossible for a troop unit to arrive via deep strike from off-table after turn 4.
Warp Storm on the other hand gives you a free troops unit if you roll two 6s, that you can deep strike anywhere. If you're lucky enough this can happen repeatedly, turn after turn after turn (keep in mind a certain warlord trait can reroll the result on the table, making it highly unlikely you get an unfavorable result). Imagine playing a relic mission, having a huge battle in the middle where most of both armies die, grabbing the relic, getting it deep into your deployment zone with your last remaining 2 marines, and then he randomly gets a bunch of pink horrors who deep strike next to the relic and murder the marines holding it with 2d6 str5 shots. OR play with two objectives, one in each deployment zone, both of you are dug in, it's going towards a draw or perhaps a win due to linebreaker/slay the warlord/first blood, and then your opponent gets a free troops unit that deep strikes on turn 6, contests your objective, game ends, you lose. Really fun & cinematic, huh?
Now, this isn't a problem when you play pickup games with buddies, but imagine playing vs a total stranger at a tournament or in a league, actually doing your best to win, and then loosing or drawing because of this garbage?
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![[Post New]](/s/i/i.gif) 2013/03/06 16:06:52
Subject: Warp storm Chart is this bad for 40k?
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Legendary Master of the Chapter
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Giganthrax wrote:Selym wrote:While I mostly agree with you, having an enemy scoring unit deep strike onto an objective on the final turn has been going on for a while. Examples being drop pods in the SM armies. And also terminators that are taken as troops.
A similar thing can happen with outflanking troops, if the objective is close enough to a table edge.
EDIT: These can be countered by sticking a unit onto the objective, or having some effect that is triggered on an enemy turn, or just taking other objectives.
Err, no, this isn't true.
Half of your drop pods ALWAYS arrive on turn 1 via "drop pod assault" rule, while the rest arrive via standard reserve rules.
Standard reserve rules (they apply for deep striking, tunneling, and outflanking units as well) state that:
- turn 2, on 3+ unit arrives
- turn 3, on 3+ unit arrives
- turn 4, unit arrives automatically
Aside from a few specialist rules such as fliers that fly off the table and move into Ongoing Reserves or Chenkov's "Send in the next Wave" ability etc., it's pretty much impossible for a troop unit to arrive via deep strike from off-table after turn 4.
Warp Storm on the other hand gives you a free troops unit if you roll two 6s, that you can deep strike anywhere. If you're lucky enough this can happen repeatedly, turn after turn after turn (keep in mind a certain warlord trait can reroll the result on the table, making it highly unlikely you get an unfavorable result). Imagine playing a relic mission, having a huge battle in the middle where most of both armies die, grabbing the relic, getting it deep into your deployment zone with your last remaining 2 marines, and then he randomly gets a bunch of pink horrors who deep strike next to the relic and murder the marines holding it with 2d6 str5 shots. OR play with two objectives, one in each deployment zone, both of you are dug in, it's going towards a draw or perhaps a win due to linebreaker/slay the warlord/first blood, and then your opponent gets a free troops unit that deep strikes on turn 6, contests your objective, game ends, you lose. Really fun & cinematic, huh?
Now, this isn't a problem when you play pickup games with buddies, but imagine playing vs a total stranger at a tournament or in a league, actually doing your best to win, and then loosing or drawing because of this garbage?
Even if these where the cases you do have ways of stopping it. just plan accordingly and bubble wrap the objective so they cant get within 3", and you can dtw pink horrors shooting (right?)
the table isnt a i win you lose button that everyone seems to be scared of. all of those random blasts full scatter, play aggressive when invul drop, turtle abit when invul goes up, and stick your psychers in a vehicle.
all very basic actions that can be taken to mitigate them effects.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/03/06 16:08:10
Subject: Warp storm Chart is this bad for 40k?
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Fixture of Dakka
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nosferatu1001 wrote:"Conversely, you can't really prepare for random daemon troops deep striking wherever they want, claiming or contesting objectives at the last turn of the game? "
Absurd claim to make.
You know where your objectives are. You know there is a chance a scoring unit could deepstrike down. You can work out, perfectly well, how to mitigate that eventuailty.
This has only been raised a few dozen times.
If you have enough forces to prevent this scenario from occurring, then the outcome of the game is already certain before they roll. It's the games where it was closer than that where mitigation becomes rather more difficult.
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Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2013/03/06 16:26:41
Subject: Warp storm Chart is this bad for 40k?
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Dakka Veteran
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Qui-Gon Jinn wrote:I am finding this thread to really be circling the drain because NOTHING new has been added to an argument that has gone on 10 pages, and we are harping on the same points rehashed again and again and again. Allow me to summarize what I have seen people bitching about.
Stuff...
It exists. Whether it is good or bad for 40k, what does it matter? I'm getting sick of all of this "I can't hear you la la la" bs that everyone is doing. Nothing new in 10 pages.
The Warpstorm table is NOT going away. It is NOT going to disappear until the next time they re-do Chaos Daemons in 10 years time.
Get. Over. It.
This is funny stuff! Here's a hint - since this thread is offending your sensibilities...Quit. Reading. It.
I like the solution proposed to a last turn appearance of random scoring units, too! Of course you can stop them! Just overwhelming saturate the table with forces to prevent the enemy from challenging the objectives!! Sheer genius! Why haven't REAL generals adopted such a brilliant strategy?
I don't have a problem with chaos being chaotic. I don't play chaos and none of the players in my regular group play chaos, and unfortunately the guy interested in starting it lost interest with this last codex. But his point overall was he wanted to run his army without feeling the need to either build extra random forces or be penalized by GW's clever, random rules. Such is life.
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![[Post New]](/s/i/i.gif) 2013/03/06 16:48:33
Subject: Warp storm Chart is this bad for 40k?
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Legendary Master of the Chapter
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But you don't need to saturate the object...
you just need enough to keep them from deep striking in 3" that is all if your talking about last second grabs.
To the basic question. is random bad for 40k? no.
is Over powered random bad? yes.
is the warp storm table over powered? no.
the majority of these effect happen less than 10% of the rolls and even then you will generally need 6s for it do anything. will something really silly happen once in a while? yes. (still cant believe my opponents unstoppable iron armed hq got punished off the board at the last second of the game)
IMHO its not the end of the world and it is not nearly as bad. the only thing i will say that i dislike about the warp storm table is that it adds about 10 minutes total to every game for extra rolling.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/03/06 16:57:06
Subject: Warp storm Chart is this bad for 40k?
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Angry Blood Angel Assault marine
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Given our preception on GW, I'm surprised GW didn't take the oppotunity to write the warpstorm rules like 'roll for warpstorm on each shooting phase, if the daemon player doesn't like the result he can reroll once each turn by handing a fiver to the FLAG owner.'
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![[Post New]](/s/i/i.gif) 2013/03/06 17:09:06
Subject: Warp storm Chart is this bad for 40k?
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Fireknife Shas'el
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I dislike the Daemonc Instability chart more, to be honest.
Losing your Psyker HQ to the Warp Storm Chart is one thing.
Losing an entire unit of Bloodletters because they failed their DI test is another.
While both make a bit of sense fluff-wise, it does make for a hard army to play competitively, I think. We'll see.
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![[Post New]](/s/i/i.gif) 2013/03/06 17:17:49
Subject: Warp storm Chart is this bad for 40k?
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Fresh-Faced New User
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I dunno what kinda armies you guys play or against what opponents, but if by the end of the game you have so many living units on the table that you can just have them standing around up to 5 objectives, then chances are you've already steamrolled your daemon opponent.
The objective and free troops thing is just an example, too. Imagine being 5-5 in VP, or 4-5 (in your favor), and then opponent gets possession roll on the table, kills your swarmlord with it, and wins/draws due to slay the warlord?
In short: nobody is saying the warp storm table is overpowered. It's however potentially game changing in the worst possible way, as well as too random to plan for. Terrible mechanic overall.
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![[Post New]](/s/i/i.gif) 2013/03/06 17:22:56
Subject: Warp storm Chart is this bad for 40k?
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The Last Chancer Who Survived
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Giganthrax wrote:Selym wrote:While I mostly agree with you, having an enemy scoring unit deep strike onto an objective on the final turn has been going on for a while. Examples being drop pods in the SM armies. And also terminators that are taken as troops.
A similar thing can happen with outflanking troops, if the objective is close enough to a table edge.
EDIT: These can be countered by sticking a unit onto the objective, or having some effect that is triggered on an enemy turn, or just taking other objectives.
Err, no, this isn't true.
Half of your drop pods ALWAYS arrive on turn 1 via "drop pod assault" rule, while the rest arrive via standard reserve rules.
Standard reserve rules (they apply for deep striking, tunneling, and outflanking units as well) state that:
- turn 2, on 3+ unit arrives
- turn 3, on 3+ unit arrives
- turn 4, unit arrives automatically
Aside from a few specialist rules such as fliers that fly off the table and move into Ongoing Reserves or Chenkov's "Send in the next Wave" ability etc., it's pretty much impossible for a troop unit to arrive via deep strike from off-table after turn 4.
Warp Storm on the other hand gives you a free troops unit if you roll two 6s, that you can deep strike anywhere. If you're lucky enough this can happen repeatedly, turn after turn after turn (keep in mind a certain warlord trait can reroll the result on the table, making it highly unlikely you get an unfavorable result). Imagine playing a relic mission, having a huge battle in the middle where most of both armies die, grabbing the relic, getting it deep into your deployment zone with your last remaining 2 marines, and then he randomly gets a bunch of pink horrors who deep strike next to the relic and murder the marines holding it with 2d6 str5 shots. OR play with two objectives, one in each deployment zone, both of you are dug in, it's going towards a draw or perhaps a win due to linebreaker/slay the warlord/first blood, and then your opponent gets a free troops unit that deep strikes on turn 6, contests your objective, game ends, you lose. Really fun & cinematic, huh?
Now, this isn't a problem when you play pickup games with buddies, but imagine playing vs a total stranger at a tournament or in a league, actually doing your best to win, and then loosing or drawing because of this garbage?
Okay, so I was wrong about deep striking on the last turn, but overall I was agreeing with the fact that the table is a mix of gamebreaking, and making tactics (and even actual gameplay) totally redundant.
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![[Post New]](/s/i/i.gif) 2013/03/06 17:47:42
Subject: Warp storm Chart is this bad for 40k?
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Fresh-Faced New User
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I know. I just felt a need to state it to illustrate how gamebreaking this table can be. Sorry if it came off as an attack against you. :]
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![[Post New]](/s/i/i.gif) 2013/03/06 18:07:07
Subject: Warp storm Chart is this bad for 40k?
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The Last Chancer Who Survived
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Giganthrax wrote:I know. I just felt a need to state it to illustrate how gamebreaking this table can be. Sorry if it came off as an attack against you. :]
'Salright, I would probably have done a similar post in you position
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![[Post New]](/s/i/i.gif) 2013/03/06 18:09:40
Subject: Re:Warp storm Chart is this bad for 40k?
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Longtime Dakkanaut
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Have played two games vs the New Demons with my Sternguard Vet drop pod army and lost the first one with no little part to this table. However during the 2nd game he rolled something along the lines where he has instability and each unit takes a LD test and bad things happen, well needless to say he practically nuked two of his units  . Oh and in the 2nd game as well (same player as the first game) my Sternguard slaughtered his Demon Prince since it only has a 3+ armor save (and the fact they have to start on the table as a regular army which does help alot of us get that needed first shooting round). Will probably play him with my Elysian IG this weekend.
Now to be honest I am not to big a fan of the Warp Storm table only because it seems to be too friendly and forgiving to demon players, however outside that I dont have an issue with it. In fact I actually enjoy the idea of how the army fits the fluff. I can just imagine my IG battling Demons and pulling out a surprise win thanks to the warp getting tricky or to see my brave defenders hope fade as even more demons appear to slaughter some mortals in the name of their god. The overall point I am trying to make is that yes it can be frustrating, but guess what its there so we might as well get used to facing it. Personally I am looking at an allied character with a null rod to help with the demon shinanigans
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This message was edited 1 time. Last update was at 2013/03/06 18:10:23
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/03/06 18:15:22
Subject: Warp storm Chart is this bad for 40k?
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Grim Dark Angels Interrogator-Chaplain
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A chaotic chart for a chaotic army???
NOOOOOOOOOOO!!!
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![[Post New]](/s/i/i.gif) 2013/03/06 18:15:59
Subject: Warp storm Chart is this bad for 40k?
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One Canoptek Scarab in a Swarm
topeka ks
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from what i have read so far the warp storm chart is a trollers dream aand has everybody forgotten how random orcs are all this means is players who wanted to play a random army but didnt want to have to put up with a bs2 can now do so
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and they call me cj |
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![[Post New]](/s/i/i.gif) 2013/03/06 18:18:50
Subject: Warp storm Chart is this bad for 40k?
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The Last Chancer Who Survived
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muagenreaper wrote:from what i have read so far the warp storm chart is a trollers dream aand has everybody forgotten how random orcs are all this means is players who wanted to play a random army but didnt want to have to put up with a bs2 can now do so
Except for the fact that daemons usually dont even get to shoot, due to being mostly melee, and the fact that ork randomness in no way impedes tactical gameplay, is balanced out by sheer expendability, and is almost always avoidable.
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![[Post New]](/s/i/i.gif) 2013/03/06 20:27:53
Subject: Warp storm Chart is this bad for 40k?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Giganthrax wrote:I dunno what kinda armies you guys play or against what opponents, but if by the end of the game you have so many living units on the table that you can just have them standing around up to 5 objectives, then chances are you've already steamrolled your daemon opponent.
The objective and free troops thing is just an example, too. Imagine being 5-5 in VP, or 4-5 (in your favor), and then opponent gets possession roll on the table, kills your swarmlord with it, and wins/draws due to slay the warlord?
In short: nobody is saying the warp storm table is overpowered. It's however potentially game changing in the worst possible way, as well as too random to plan for. Terrible mechanic overall.
If you're so worried about your Psyker giving away the 'Slay the Warlord' point, then when possible, don't make a psyker your Warlord when you play against Daemons!
If you can't avoid it, then take more psykers to make it that much harder for your Warlord to get picked on...
There's also the possiblility that FnP might work against possession. (as it's not a saving throw) The question is does 'remove from play' automatically trigger 'lose all your wounds' which is when FnP would kick in.
As for late game objective grabing? Just another case in point to always make Daemons players go first when you win the roll-off for 1st turn! As long as you still have a turn of your own to react to, it's not an auto-win for the Daemon player to get an additional unit late game.
Besides, the odds of the Daemon player getting;
- a roll of 12 on the Warpstorm table
- rolling an 11 or 12 to get a survivable unit of 14-15 models
- sticking their Deep Strike roll on a 'Hit! in order to auto-contest/claim said objective'
I'm no mathhammerer, but those odds seem to be quite far fetched to claim the table is "OMG! Worst games design evah!!!"
And if your opponent brought extra Plaguebearers to take better advantage of that random result... Erm, can your army take template weapons/ignores cover type weapons? Maybe it's time for non-Daemon players to start packing a couple of those when heading off to events in order to be better prepared?!
The Warpstorm table is no worse a mechanic than Barrage weapons which can indescriminately kill random crap within a massive 24" bubble!
I've lost games because I thought my dudes were safely tucked away in combat until, oops, in comes that barrage which just scattered 12" from its actual target and just blew my Warlord and his entire unit off the table...
The odds of that happening against an IG army w/barrage weapons is pretty much the same as similar happening when up against Daemons. Yet I don't see a massive hate-thread about barrage weapons ruining 40k anywhere...
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![[Post New]](/s/i/i.gif) 2013/03/07 01:04:18
Subject: Warp storm Chart is this bad for 40k?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Experiment 626 wrote:The Warpstorm table is no worse a mechanic than Barrage weapons which can indescriminately kill random crap within a massive 24" bubble! Flat out wrong. You choose to fire a barrage weapon and you choose where to fire it. If there's a chance to hit your own units than that's a risk you take vs the reward of hitting your intended target and causing damage. The Warp Storm chart is nothing at all like that, as it happens independent of the actions of both players, and can change the course of the game with no counter. It's also imbalanced (bell curve results affecting certain God-specific forces more than other) and it encourages mono-God play. Clearly you didn't read the thread. muagenreaper wrote:from what i have read so far the warp storm chart is a trollers dream aand has everybody forgotten how random orcs are all this means is players who wanted to play a random army but didnt want to have to put up with a bs2 can now do so So Orks have a table where their units can occasionally run off the table, or where certain units just take wounds for no apparent reason, or where units of Orks just appear out of thin air? No? They don't have this?
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This message was edited 4 times. Last update was at 2013/03/07 01:11:51
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![[Post New]](/s/i/i.gif) 2013/03/07 01:42:37
Subject: Warp storm Chart is this bad for 40k?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Well, isn't it a fair statement that the table can have as evil an effect as, say... The LARGE PLASMA BLAST that Dark angels just got. It isn't any more impactful (from the enemy perspective) than the CHAOS HELDRAKE which took out 25 Purifiers in one game against me (I did win that game by the way). It isn't more impactful to the ENEMY than say, the Imperial Guard Manticore hitting dead on 3 times against your multi-wound Beastmaster or Grotesque squad.
And what of Njal who essentially can fire off a ton of game changing powers near the end of the game ? So i do think this warp Storm chart is going to affect some games and I think there wil be times when BOTH players will be cursing it but then... There's a lot of things in a lot of armys that kinda make you angry.
I'm not going to like it when I get zapped, but I'm gonna like git when the enemy takes it in the face, in a tourney or not.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
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![[Post New]](/s/i/i.gif) 2013/03/07 01:43:23
Subject: Warp storm Chart is this bad for 40k?
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Esteemed Veteran Space Marine
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Having actually played a game with Chaos Daemons, and having lost the game to two things, the warp storm table and a Necron Nightscythe that effectively just flew off the table ever 2 rounds until the end and it dropped a scoring unit on the relic, I can honestly say that I absolutely LOVED the experience.
Truly, all this moaning about how broken the table is, how many of you have actually played a game using CD? In seven turns, I got the increased invulnerable save twice, the decreased save once, 2 of the wrath of the gods results, one Nothing Happens result, and the ever fateful Warp is Receeding (or whatever its called). That roll more or less cost me the game because I had a sizable unit of daemonettes within easy charge range of my opponents last scoring unit (holding the relic no less). I rolled snake eyes on the table, and then box cars on the daemonettes. And you know what? I laughed my ass off. My opponent felt bad for me, but I took it all in stride because THAT is the way Chaos should work, nothing is ever certain until the game is over. I still had a chance to pull off the victory even, but failed a charge roll with my bloodletters. It was easily the most fun I've had playing 6th edition.
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![[Post New]](/s/i/i.gif) 2013/03/07 02:01:50
Subject: Re:Warp storm Chart is this bad for 40k?
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Gefreiter
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That is very… strange. Played versus Chaos Daemons once with my IG. Still got my ass kicked, but the Warp Storm chart… well, this is new.
EDIT: Doesn't mean I'm against it. In fact, it seems very interesting and something I'd love to experiment with.
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This message was edited 1 time. Last update was at 2013/03/07 02:03:24
The guns of Armageddon shall never fall silent!
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![[Post New]](/s/i/i.gif) 2013/03/07 02:17:51
Subject: Warp storm Chart is this bad for 40k?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Jancoran wrote:Well, isn't it a fair statement that the table can have as evil an effect as, say... The LARGE PLASMA BLAST that Dark angels just got. It isn't any more impactful (from the enemy perspective) than the CHAOS HELDRAKE which took out 25 Purifiers in one game against me (I did win that game by the way). It isn't more impactful to the ENEMY than say, the Imperial Guard Manticore hitting dead on 3 times against your multi-wound Beastmaster or Grotesque squad.
Irrelevant. Those are choices made by the player, and they pay points for them. Whether they're paying enough points for them is a different (and inconsequential for this topic) debate. The Warp Storm chart is something that every game with Daemons has, and it has nothing to do with choice (outside of choosing to play daemons).
Jancoran wrote:And what of Njal who essentially can fire off a ton of game changing powers near the end of the game ? So i do think this warp Storm chart is going to affect some games and I think there wil be times when BOTH players will be cursing it but then... There's a lot of things in a lot of armys that kinda make you angry.
Again, Njal is a choice. He may not be there, and (we hope) that his abilities are reflected in his points cost. Automatically Appended Next Post:
Need we say any more? A game was lost not because of any action (or inaction) taken by the players, the tactics played, the strategies involved, the army choices, the scenario, the objectives - none of that - but all because of a roll on a table no one can control, change, affect, or use.
Really? You think it's fair that you can play the whole game, as you did, and then just lose because of nothing you or your opponent did because some random result on a table caused you to lose the game? That's the way Chaos is 'meant' to be? Are you frickin' insane?
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This message was edited 1 time. Last update was at 2013/03/07 02:21:00
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![[Post New]](/s/i/i.gif) 2013/03/07 02:21:37
Subject: Warp storm Chart is this bad for 40k?
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Boom! Leman Russ Commander
New Zealand
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H.B.M.C. wrote:
Flat out wrong. You choose to fire a barrage weapon and you choose where to fire it. If there's a chance to hit your own units than that's a risk you take vs the reward of hitting your intended target and causing damage.
The Warp Storm chart is nothing at all like that, as it happens independent of the actions of both players, and can change the course of the game with no counter. It's also imbalanced (bell curve results affecting certain God-specific forces more than other) and it encourages mono-God play.
Player A chose to play demons, fully in the knowledge that the inherent element of randomness in the faction may be a double edged sword. The reward potentially being the enemy psyker gets wrecked early game (a strong anti-psyker ability for the forces of Chaos? Surely this is madness, only the Imperium has mastered the psychic hood after all...)
Decent generals adapt to a changing situation, amateurs throw their toys out on release week.
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![[Post New]](/s/i/i.gif) 2013/03/07 02:26:42
Subject: Warp storm Chart is this bad for 40k?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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H.B.M.C. wrote:Experiment 626 wrote:The Warpstorm table is no worse a mechanic than Barrage weapons which can indescriminately kill random crap within a massive 24" bubble!
Flat out wrong. You choose to fire a barrage weapon and you choose where to fire it. If there's a chance to hit your own units than that's a risk you take vs the reward of hitting your intended target and causing damage.
The Warp Storm chart is nothing at all like that, as it happens independent of the actions of both players, and can change the course of the game with no counter. It's also imbalanced (bell curve results affecting certain God-specific forces more than other) and it encourages mono-God play.
No! Read what I said again please. My opponent fired their barrage weapon. I had 0 control over it. I made no choice at all except to watch the shot scatter 12" in a 100% random direction which then pooched my Walord and his entire unit that I'd safely stuck into an assault so they couldn't get shot.
How is this ANY different than my Daemons rolling up +1 to their saves for a single turn? Or me being able to randomly put down 5-15 grunts who die like flies to bolters? Or being able to randomly pooch an enemy psyker as part of my army's newfound psychic defenses?!
And if you think the Warpstorm table is ment to focus Daemons players into mono-god armies, then you're only proving that you haven't even read the rules for it since we can control that aspect of it.
Same deal with 1,1 result - Daemon players can easily mitigate the impact of such a roll, especially from pooching our army at the start of the game!
And as a Daemon player, I can somewhat control the Warpstorm table as well. If I'm really worried about it, I can take Fateweaver and be asured of a re-roll if the first rolls sucks. Or else I can roll up the relevent Warlord trait, or even gain "Re-roll failed Instatbility Tests within 12" trait.
I dare say there are plenty of far, far worse things in the game than this new Warpstorm table... (Warp Quake for one which forced me to outright shelve my entire army for almost 2 years would qualify, yes?!)
Before you declare it the worst thing to have ever happened to 40k, why don't you first give it a couple of goes in some actual games and see for yourself?
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