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Indiana

Honestly -1 to D solves like 90% of my problems with it. Now if only we could do something about stomps on 6s.....

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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Thing about stomps ... Wraithknights are Gargantuan Lords of War, which are presently disallowed for the NOVA's GT and Invitational. So, unless we make an exception to allow Eldar an advantage, they aren't legal at present.

IKnights are the only legal Super Heavies at present, and the missions go a long way toward punishing iKnight spam pretty hard (plus, they take up at least one of your detachments, as opposed to being a Lord of War snuck into a more mission-optimal detachment).

So stomps are not *as* big a concern as might otherwise be the case.


Automatically Appended Next Post:
Unrelated update -

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Having a NOVA Open Beer Mug isn't just a commemorative "cool," it's also a discount on draft beer all weekend long.

Last year we had only about 50 for sale at the con, and they sold out in a few hours on Thursday. We aren't likely to have too many there again, so if you want cheaper beer and a cool beer mug, pre-purchase now at novaopenstore.com

This message was edited 1 time. Last update was at 2015/04/20 14:37:58


 
   
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Chaos Space Marine dedicated to Slaanesh




Rochester, NY

I have a couple questions about army construction and inclusion of Harlequins in the Trios Tournament.

For the 1000 point list, would I be able to just run the Masque detachment?

Also, do I have to use my 1000 point list as a base and then have to add to it for the 2000 point game? Like would I be able to switch to running a formation that is 2000 pts instead of the Masque detachment?

This message was edited 1 time. Last update was at 2015/04/20 15:14:03


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 Dude_I_Suck wrote:
I have a couple questions about army construction and inclusion of Harlequins in the Trios Tournament.

For the 1000 point list, would I be able to just run the Masque detachment?

Also, do I have to use my 1000 point list as a base and then have to add to it for the 2000 point game? Like would I be able to switch to running a formation that is 2000 pts instead of the Masque detachment?


Mr. Dude_I_Suck

Good question. I have thought long and worked out a viable solution for Harlequins for the doubles portion (1000 pts) of the TRIOS. As we all know Harlequins do not have a HQ slot and therefore would not be able to be played in a Allied FOC. So what the TRIOS will be doing is allowing the Harlequins to take a single ELITE choice as a dedicated HQ. This way the Harlequins will be able to fit into the allied FOC and still follow the limitations all other factions must follow. Also it will not force the Harlequin player to take units they don't want like the heavy slot or what not. -- So no you will not be able to take the masque FOC in your doubles (1K) list.

Please see the next newsletter for an updated Trios Primer

As for your second question. The only restrictions for the 2k SOLO portion of the TRIOS lists are that the primary faction must be the same as you used for the doubles (1k) army. If you chose to play Harlequins in the 1k doubles portion. The 2k list does not have to have any of the models that are in your 1k list, the only limitations is it has to be the same faction. -- So yes you can choose a formation instead of taking the masque FOC.

Please keep in mind as well the allied FOC changes to Harlequins are ONLY for the 1k doubles games and cant be used in the 2k games.

Thank you for bringing these up as it allows me to prepare better for the TRIOS.

Troy

This message was edited 2 times. Last update was at 2015/04/20 17:23:13


Dark Star Founding Member
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Formations can definitely be a primary detachment.
   
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 MasterSlowPoke wrote:
Formations can definitely be a primary detachment.


Oops. Edited original post.

Dark Star Founding Member
NOVA 2011 Trios Team Champions and Proud member of Team Bastard
Conflict 2011 Doubles Team Champions
NOVA 2012 Trios Team Champions
WGC 2013 Doubles Best Sportman
NOVA 2013 Trios Team Champions
DaBoyz GT 2013 Best Theme 1st Place
Adepticon 2014 Championships - Best Imperial Showing
Adepticon 2014 Team Tourny - Best Imperial Showing
Adepticon 2015 Team Tourny - Best Imperial Showing 
   
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Rochester, NY

Alrighty, thanks for the clarification.

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Some things being discussed in reaction to the new Eldar and their impact include ...

1) Whether to simply make the field 0-1 for Super Heavy / Gargantuan creatures ... thus eradicating the current paradox of "iKnights are OK, take up to 5, but all you other SH/GC are illegal."

2) Especially if #1 gains traction, but regardless, whether to slightly mess with the rules for Stomp and D to make them less "lol pick up all your models" while still retaining some of their key balance functionality vs. things like Re-Roll/Invis stars.

VERY wide feedback from a variety of tournaments, including NOVA, shows that players absolutely detest picking up a bunch of their models because someone rolled a "6." There's also increasing resistance to the game feeling like Apocalypse (which was unpopular broadly in its time) is being forced upon us.
   
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Palm Beach, FL

#1 is a good way to ban AdLance without explicitly doing it. I'd be for it, and if that change percolates down to the Narrative I'd like that too. Don't plan on taking one myself, but I feel bad for the guy with the Baneblade.

I kind of like "-1 to D chart except against SH/GC targets" as a D fix, so Wraithcannons do D3 wounds on a 3+ and D Scythes on a 4+. It makes Wraithcannons surprisingly like the 4th edition version. That might be a little too much of a nerf, but probably not.

Downgrading 6's to 5's is a less harsh way to do that as well.

This message was edited 1 time. Last update was at 2015/04/27 18:41:52


 
   
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 MasterSlowPoke wrote:
#1 is a good way to ban AdLance without explicitly doing it. I'd be for it, and if that change percolates down to the Narrative I'd like that too. Don't plan on taking one myself, but I feel bad for the guy with the Baneblade.

I kind of like "-1 to D chart except against SH/GC targets" as a D fix, so Wraithcannons do D3 wounds on a 3+ and D Scythes on a 4+. It makes Wraithcannons surprisingly like the 4th edition version. That might be a little too much of a nerf, but probably not.

Downgrading 6's to 5's is a less harsh way to do that as well.


The one catch here is the unit type hated nearly as much as super heavy/gargantuan D and Stomp in terms of post-event survey and feedback is the re-roll/invis star. 6's on D and Stomp effectively provide a meaningful counter to those within the meta. Simultaneously, we are NOT fans of nerfing Invis or the 2+ re-roll due to the fact better players easily deal with these types of units in terms of final results and they do not experience the same win % as ad-lance armies, for example, in terms of across-the-board play (potentially in part due to games where they fail to generate the correct powers or end up going second and the like).

So it's tricky to figure out a solution that doesn't leave the door open for those.

This is where we came up with discussing the idea of keeping Stomps from rolling 6's on units not directly engaged with them (stomp-walking through armies) and making D shots from beyond 12" count 6 results as 5s.

Appreciate the feedback, MSP.
   
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I know for me personally I like stomp the way it is, but range D 6's is where my problem lies. I can use positioning and other tactics to try and stay away from combat thus having an effective counter to stomp. There is only so much "tactical" positioning that can be achieved when something can fire 36-48" away and roll that 6 however.

I like the thought process of the -1 on D table for ranged stuff. Honestly I don't know enough about game design to really offer any opinion past that.

As an aside limiting Iknights to 0-1 feels weird too. Seeing as its an actual codex. I'm on board with banning adlance as a formation but not knights entirely. Even as a non knight player that feels weird, especially with it seeming like they will be limited because Eldar have ways to deal with them nicely. I guess that leads us more into a rock/paper/scissors game though but aren't we already there kind of? where depending on matchups your odds of winning change and need to be offset by player skill in the bad matchups.

with all that said I'm sure you guys will come up with amicable solutions as you usually do.

This message was edited 1 time. Last update was at 2015/04/27 19:38:12


 
   
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MVBrandt wrote:
This is where we came up with discussing the idea of keeping Stomps from rolling 6's on units not directly engaged with them (stomp-walking through armies) and making D shots from beyond 12" count 6 results as 5s.


I always thought that the Nova FAQ said you can only stomp models in CC with the stomper. Never really came up in my games, the Knights usually killed everything before I1 lol.

I think lots of playtesting will be the only way to see if -1D or 6's to 5's is the way to go. Would have been nice if GW had done their job though.
   
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Continuing thoughts for discussion. Keep in mind these changes are not oriented entirely around "what about these new Eldar zomg!?" They are oriented around trying to minimize changes to the game, while enacting changes with a shelf life greater than 1 week (which a change to JUST Eldar would have in the era of constantly changing rules / detachment rules / etc. that we find ourselves in).

0-1 Super Heavy / Gargantuan of any kind (inclusive of iKnights)

Decurion / Guardian Warhost style Detachments, if selected, take up *all* your Detachment Limits

Stomp results of "6" hitting models that are not engaged with the Stomping model are treated as "5"

D results of "6" originating further than 12" away from the affected model(s) are treated as "5"
   
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Indiana

I would like to see a 3 source limit instead of two.

I cant think of any of the current power houses that would REALLY benefit from this. However many of the lower tier armies would get a significant boost, it would also make it so that you can play more of your models and still have a decent list.

If you think about it the more restrictive sources actually HELP the more powerful armies.

What do Daemons, Eldar, Necrons gain by going from 2 sources to three? Nothing really. But Imperials, now I can bring some skitarii which are not worth losing a slot over. Maybe bring in an assassin or inquistor to help theme my army.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Ill second that Leth I'd love for tournaments to start moving to 3 detachments.
   
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I like 3 detachment limits.
This also alliviates some of the issues for non decorian type armies.

I think stomp and assault str d are fine. They inherently have their own drawbacks. It's nearly impossible to assault turn 1. You need to move and charge 1-2 just to get to your target. Fmc can't assault if they fly or deepetrike the turn they land.
You need to take a round of over watch to the face after a random charge roll. Then stomps and most str d melee still strike last in combat. All of that is the draw back of melee str d and stomps.
Now range str d is a different issue and brings about more alpha strike problems. I believe all range str d should be reverted back to str 10 ap2 with the old distort rules. No one ever said the old distort weapons were underpowered before.

Wraithguard so far under many playtests are still broken even with -1.str d. They are so bad I don't think there is any reason to consider fire dragons which themselves are incredible unit. They should also be reverted back to str 4 ap2 distort weapons.

Regarding the lord of wars superheavies keep them banned that's what people wanted and voted originally. Even if you do a blanket str d nerf across the board you have many lord of wars which are much worse then the wraithknight which honestly doesn't care about range str d since the other 2 variants are just as good on a cheap gargantuan. It sounds like this direction your taking is simply to appease elder players and nothing more. And will open up a giant can of worms forcing you to make changes to many lord of wars because of balance issues. Hell storm templates, apoc blasts, crazy amount of high strength shots like the old transcedant c tan. At that point you are better off just doing a ban list like LVO.
   
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MVBrandt wrote:
1) Whether to simply make the field 0-1 for Super Heavy / Gargantuan creatures ... thus eradicating the current paradox of "iKnights are OK, take up to 5, but all you other SH/GC are illegal."

If this is a response to Eldar, bear in mind that most of the outcry against the wraithknight comes not from its 2 d-weapons or gargantuan creature status, but the fact that it's only 295 pts. iKnights are 370 minimum and inferior in every way except invulnerability to S5.

Hope is the first step on the road to disappointment. 
   
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http://whiskey40k.blogspot.com/2015/05/advancing-conclusions-gtinvitational.html

So, we're getting there. Feedback continues to roll in on blog posts, e-mail chains, and the like. Please keep in mind that all of the following are just continuations of the current discussions, not finalized rulings, and we're still fielding enormous discussion and feedback here.

We have survey results from last year's NOVA and community surveys like LVOs to help us with some of our decision making. We're not there yet, but we're working to get there as quickly as possible.

The motivations here are developing as simplistic a set of changes and army construction rules as possible, and also developing a set that anticipates FUTURE releases by GW to better handle them (and avoid being so specific or now-focused that we have to make more changes in another month or two).

For example, one of the proposed concepts below targets both the Guardian Warhost and Decurion Formations. The Guardian Warhost is a slightly larger motivator here, but we can all anticipate similar Detachments comprised of tons of detachments in the future (e.g., w/ Adeptus Astartes in June).

Based upon survey results from NOVA, feedback, and other public polling, there are a few things that stand out as being problematic in the game, many of which were "straw that broke the camel's back" with the new Eldex.

IN NO PARTICULAR ORDER:

1) "Invinsible" Units - Units that either have 2+/3+ type re-rollable invul/cover/armor saves or units that have strong saves/t/wounds and are very easily rendered Invisible. Examples include Screamer Stars and Seer Councils in the case of the former (less durable by model but great saves that are re-rollable), and Centurion Stars or Flesh Hound Stars in the case of the latter (usually do not have re-rollable saves but are more durable / have more wounds, and hard to hit in the first place).

2) Super Heavy / Gargantuan units - Between Stomp and a variety of long range attacks with the "D" rule or high strength / ignores cover, use of these units requires a variety of modifications to the game, as seen in the events that use them. Legalization requires an extensive ban list, though banning comes with a downside of complaint from players that want to see them in the game. The big issue with these units, between Thunderblitz, Stomp, and D, is the extremely negative reaction from the "Average" player to what happens when their opponent rolls a "6" (either from very long range, or from a Stomp that they aren't even in combat with, etc.) and tells them to just pick all their models up off the board. Nowhere was it more evident that "average" players can't stand this than in last year's NOVA Open Narrative, where feedback from a casual / theme-heavy event was, in the case of one quote, something like this: "Why are we allowing Super Heavies and Gargantuans in the Narrative? I thought this was supposed to be a fun event and not one with a bunch of WAAC big units and competitiveness?!"

3) D Weapons [on Eldar basic units] - It would be folly to presume Eldar are the last codex you'll see receiving D weapons on non-SH/GC units. Whether it's the vinDicator or something else, expect to see this start to repeat itself elsewhere. GW really likes abilities that completely eliminate things when you get lucky and roll a 6.

4) Summoning. This is more mission specific, but most missions start to break down when players can add scoring units wholesale to the game, especially late when opponents cannot do anything to counter.


So what do we do to address these things in the simplest way possible, while changing as little of the core game as possible?

First off, army construction:
Detachments
It is looking more and more likely that we will move to a 3 Detachment limit. IN doing so, we will likely make the third Detachment "limited." So you'd have 2 Open Detachment Choices and one Limited Detachment Choice. Limited would most likely just eliminate the selection of a potential third CAD or CAD-like detachment (i.e. the codex-specific CAD-like choice in the SW dex). Additionally, we're considering making "Guardian Warhost" and "Decurion" style detachments take up both Open Detachment Choices (or all 3).

What's the point here? First off, based upon public polling done by the LVO, a higher % of players prefer 3 or more detachments to 2 or fewer. The ITC is going to 3 detachments generally as a result. This doesn't directly impact us, but it's a fool who fails to listen to the largest majority when two groups are at odds.

Secondly, allowing a third detachment dramatically increases the freedom of players - including Xenos - to select Culexus Assassins. This increases the risk in building a psychic-power-based deathstar with super saves (see #1 above) without changing game rules for things like Invisibility, Fortune, etc. We don't like rules changes, and there are good reasons for this. I.E. if you change Invisibility so that it allows units to be hit by Templates and Blasts, the release of Wraithguard with D-Scythes is suddenly WAY scarier to the game as a whole, because they have no direct counters - units that can survive them or prevent their use, for instance.

Super Heavy Vehicles and Gargantuan Creatures
We need to get the Knight Dex in hand, but rumors appear to show images of the new Knight standard detachment being comprised of 1-3 Super Heavy Lords of War. This would imply the new Knights are all SH Lords of War and not just Super Heavies. If that is the case, they would become illegal under NOVA's current rules the moment they are released. Wraithknights experienced this same "fate." So, what do we do about these units? People own AdLance Knight armies and trios of Wraithknights. If we allow all SH/GC LoW to be 0-1, people can bring an iKnight or a Wraithknight. If we allow iKnights to be the exception to the rule, we certainly continue to persist with our double standard. If we changed all our rules to allow Wraithknights, we'd be making a change to something our players wanted and that we decided on just to make Wraithknights happy.

There are a LARGE # of units that are unplayable as a direct result of SH/GC being in the game. The advantage to these models is that Stomp scares Deathstars. Nevertheless, the increased ability to MSU by 3 detachments and the dramatic increase in Culexus likelihood (inclusive of Culexus riding around in Vendettas) does a lot to make Deathstars a riskier buy to begin with.So ... the current lean is increasingly to simply leave SH/GC out. Adding them in mandates a ban list of SH/GC that we do not want (i.e. ones with massive cover ignoring attacks, etc., as per the way LVO/ITC does it) and also blatantly changes an existing GT/Invitational ruling in direct response to Eldar players wanting to be able to field their Wraithknights. This also would mean Eldar players wanting to field D Scythes with WWP or Raider transports or similar would have to field them as Elite selections in Eldar CADs (the formation w/in Warhost that lets them run 6" and shoot all the time requires a Wraithknight), limiting them under the proposed Detachment change above to only 6 units ... and still able to use their Allied Detach to snag a WWP delivery system in there. I know some Eldar players will be unhappy that they cannot field D-Scythe units that no-scatter deep strike out of LOS of interceptors before auto-running 6" and killing w/e they like, but they still just received one of the most powerful codices released since ... well, Eldar, and still will be able to pull off this and many other shenanigans.

Now, onto rules ...
D Weapons
The only thing we're considering changing rules wise in the game is the use of D Weapons. Based upon LVO polling data and survey feedback from our various events, the biggest complaint is about people vaporizing things from across the board with template/blast D weapons and rolling 6's. Easy references are Eldar Lynxes sitting on Skyshields.

The new offenders are Hemlock Wraithfighters, Wraithguard w/ Wraithcannons, Wraithguard w/ D-Scythes, and Distort Platform Artillery.
Wraithguard w/ Wraithcannons are not major concerns; they are single shot units ... and so, as they used to with their previous guns, will tend to kill single model units they shoot at and do very little to any kind of higher model count unit. They are also still Wraithguard, and without flame weapons cannot reliably overwatch to stop even marginal units from pinning them and/or killing them in combat (or simply with shooting).
Hemlock Wraithfighters *do* drop D small blasts, but they are affected by the D-Scythe rule. Thus, they fail to wound 1/3 the time and can never ignore cover/invulnerable saves.
Distort Artillery is a bit problematic, as once you are within 24" you risk them rolling 6's on stacked blast attacks. That said, they are also largely instantly dead once engaged in combat. They are at their most game affecting in a bad way when we talk about their max range, more so than their existence as a fact.
Wraithguard w/ D-Scythes are also a bit problematic, sitting between Wraithfighters and the Artillery. They are quite short-ranged, but they are somewhat more difficult to pin in combat (Requiring a sac unit or LOS blockage to force all the overwatch wounds onto a single model). They are no more difficult to simply shoot to death than Wraithguard have always been. They hit extremely hard against basic units and multi-wound units without strong invulnerable saves, but they also fail to wound 1/3 the time and cannot ignore invul saves.

So what is our thought? We're talking a lot with Reece of LVO/ITC, we're also talking with a lot of players. We're fielding a lot of feedback. The prevailing through right now is to simply rule as follows:
D shots originating from greater than 12" away treat all "6" results as "5" results instead.
D weapons always inflict only D3 Wounds or Hull Points (even on a "6" result)

That would be it. So close range and close combat D would remain as it is, helping moderate Deathstars somewhat (less so with the removal of SH/GC if we go that route). Rolling a "6" at closer range would not be quite the 7+ wound/hull point hit it currently is, but would still ignore invul/cover. Units wishing to ignore invul/cover with their D shots would require being danger close to the enemy to do so (i.e. Distort Artillery is far better moderated, as units can stop 13" away from a potential charge and remain safe from their "6" results).

Missions
There are 2 changes being considered for our Mission layout in order to address some of the concerns above. One would be to make units that Summoned or were Summoned be unable to count toward Mission Points until the next Game Turn. This reduces some of the problems with the missions (both accrual and late game choices) with regard to the Summoning Mechanic. It's a pretty minor change otherwise.

The other would be to add a new Secondary available that awards points for completely eliminating an enemy Detachment. This helps balance some of the issue with people broadly selecting minimal detachments just to add key buffs (i.e. Culexus, WWP DE, Tiggy/5Scouts, etc.) by giving opponents this enables them to outmatch the ability to score an easier 2 points back by targeting their tiny detachment add.



So how does this affect our 4 big player concerns while minimizing the impact on players who like to play those very concerns?
1) Invinsible Units (typo intentional) - We do nothing to change the rules here. These units remain powerfully durable and excellent counters to a number of things. On the other hand, we've increased the risk of relying entirely upon these super units to play by making it much easier for players to tack Culexus Assassins and other tweaks on to the armies they wish to run.

2) Super Heavy / Gargantuan Units - This one might cause the biggest sticking point. The right call *Feels* like sticking to our guns and the broadest player feedback and not making a change to our rules to compensate for GW changes that affect the fieldability of WK and iK within this year's format. Furthermore, Admantine Lance / Knight Primary armies are statistically one of the biggest problems in the game from a parity perspective, holding somewhere around a 65% win-rate in all Torrent recorded games ... this compares to a 45-55% win rate for most of the rest of the field (coincidentally, Eldar are at the top of that higher #). It is a fact that AdLance/Knight spam armies tend to run rampant over average players in the middle tables, despite not winning much on the GT/top table front. There's been a lot of commentary over not allowing people to play with the models they own, but that's a difficult subject to sell in any direction. No matter what your format is, a certain spectrum of owned models will be unplayable within it (either because it isn't legal or because it isn't worth taking). Furthermore, most complaints orient around wanting to take units that people believe they will win with. Those who want to take their Wraithknights typically do not, when told they cannot, take some fancy Eldar models sitting on their shelves that they don't think are any good competitively. Similarly, there'd be almost no complaining or even notice if we banned Pyorovres or Hormagaunts. By leaving SH/GC banned for the NOVA this year, we avoid the major complaints against them from last year while reducing the concern regarding "I rolled a 6 and you picked your models up off the table." The lack of player engagement here and the feel of the game moving away from company-level wargame to more of a skirmish-with-big-bots game is one of the most often-cited complaints we receive from players today.

3) D Weapons - Reducing longer ranged D shots and the massive 7+ damage impact of 6's is our path of least resistance right now. It is also closely aligned with what the ITC is discussing. It would also constitute one of our only changes to the actual rules of the game. Furthermore, it helps address potential future D weapons releases more elegantly than targeting specific units for tweaks one at a time as they come out. If suddenly every Space Marine Lascannon is a D shot, this rule would address it in advance instead of requiring us to specifically rule on each thing as it releases.

4) Summoning - Summoning is less complained about than many things - this isn't an issue with the mechanic in the eyes of the average player. The major issue was the interface of our existing missions with the summoning mechanic. By making our tweak to the missions, we correct for an over-balance problem from last year. Simple.
   
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Indiana

I am a fan of all of these changes, especially the move to three detachments. Making it a range requirement for the D-Weapons is also a reasonable change while also not targetting anything in particular and addressing future concerns. I hope that the ITC makes the change to three detachments as well. It would be nice to have a semi-standard format that you can build and practice to(at least for army comp purposes)

I am now looking forward to the NOVA this year and hopefully my father will be able to attend with me.

This message was edited 1 time. Last update was at 2015/05/04 19:22:28


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Is there someone/group I should send suggestions for Narrative supplements to, or is the standard novaopen@gmail.com good?
   
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novaopen@gmail.com works perfectly
   
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Mike, I have to say that your post may just have kept me hanging in with 40k... I know I would never have put my models down in a competitive event or for fun even if the atrocity of Eldar that is the Wraithknight was allowed on the table untouched.

I have one suggestion about the 2+/++ rerollable save problem, its one I suggested when the ScreamerStar first hit, make it that the reroll of a 2+/++ save is only successful on a reroll of a 4+. They are still extremely resilient, but become touchable and far more appropriate for a game. I mean, failing a save 1/12 of the time vs 1/36th of the time is reasonable.

Though I do like how three detachments and propagation of the Culexus which would help competitive play and help curb psychic deathstars.

Not allowing SH/GC LoWs in the Invitation and the GT is great, consistent, and paves a roadmap for the future. It's consistant and easily enforced. So be it if the new Knight Dex rules IKs out, they have been extremely problematic as a whole. Allowing Wraithknights would magnify said problems as they are virtually superior to IKs in almost every respect. IKs were allowed on a basic technicality before, no harm no foul.

Ranged D Weapon rule change is appropriate and really goes a long way to fixing the potential problems.

Summoning changes help quite a bit as well, as will the three detatchments and the availability of the Culexus.

This message was edited 1 time. Last update was at 2015/05/04 20:43:17


40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
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X-Wing Fan? Star Wars Fan? Just like really badass showpieces at cons?

The following transmission was sent to the X-Wing Leads last night in regard to their Narrative event ...

Mr. Scales,

We recently received a garbled, brief transmission from our field operatives regarding your event at the NOVA Open this year, along with what appear to be schematics for what looks like a ship of such proportions as we only dreamed of previously. Unfortunately, much of the image seems to have been damaged during transmission. We cannot confirm its actual existence this time, but we've attached the transmission and image for your information.

Atten---n R-- Sc---s,

W- -re exc---d to inf--- you tha- we'-- proc---d pl--s to th- ene---s new st-r des-----r pl--ns and //transmission interrupt

We'll keep you posted as we firm up our intelligence. Please feel free to share this much with your subordinates and constituents as you deem wise, but keep in mind this information is not yet considered fully actionable by the GEO.

- Lord Admiral Brandt, Galactic Executive Office


cc list:
Executive Admiral L. Brandt, GEO
Field Admiral Haines, Fleet Command


This message was edited 1 time. Last update was at 2015/05/05 15:09:48


 
   
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Good changes although I doubt the culexus assassin will be the silver bullet of death stars.

For the warhost decorian limit make it Costs max 3 formstions but each included formation costs 1 detachment.
What I mean by this is if someone take a warhost and only adds an aspect host that costs two detachments allowing them to ally a cad. If they take a warhost, aspect host and wind rider host that takes up their three allotment but they can still add as many decorian detachments above the detachment limit as they like.

This message was edited 1 time. Last update was at 2015/05/05 19:17:29


 
   
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http://whiskey40k.blogspot.com/2015/05/adding-total-wow-factor-to-nova-open.html

   
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USA

gungo wrote:
Good changes although I doubt the culexus assassin will be the silver bullet of death stars.



Its more like tailoring... a player will have to sacrifice a whopping 140 pts of his army for it and for it to be really survivable you'll have to invest in a fly transport which will be another 100+ pts. If its on foot, then gl surviving massive bolter fires, D-scythes, a few vector strikes and/or sweeping attacks by screamstar will gut it in a turn. Its good if you know your local meta has a lot of deathstar reliant armies like Draigostar, but for a major tourney like Nova... your just handi-capping yourself hoping you only get pair up with magic-reliant armies.
   
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Indiana

Even against non-psyker armies the culex us is not bad. It's shooting attack and cc abilities as well as ability to sit on an objective and not have it taken by normal units since it can kill them is not bad

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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 SonsofVulkan wrote:
gungo wrote:
Good changes although I doubt the culexus assassin will be the silver bullet of death stars.



Its more like tailoring... a player will have to sacrifice a whopping 140 pts of his army for it and for it to be really survivable you'll have to invest in a fly transport which will be another 100+ pts. If its on foot, then gl surviving massive bolter fires, D-scythes, a few vector strikes and/or sweeping attacks by screamstar will gut it in a turn. Its good if you know your local meta has a lot of deathstar reliant armies like Draigostar, but for a major tourney like Nova... your just handi-capping yourself hoping you only get pair up with magic-reliant armies.


This is a near-perfect description of how 40k works. When you attend a tournament, it is not about taking whatever army you please and having it be automatically take all comers for all time. Investing points in units that are meant to help you deal with various things thrown at you in the current meta is pretty much the definition of designing a balanced list.

So, in a sense, I'm not actually sure what your point is. The proposed changes actually reduce the # of extreme things you have to build into your list for it to be take all comers, putting more power in your hands as the player to take the army you want to take, as opposed to constantly chasing the pink metadragon of the latest d-add or super heavy go-bot. Additionally, in 2 detachment, Culexus is too high a tax for most builds in terms of detachments, so you end up spending far more points to take an iKnight or similar in hopes it will stomp its way over whatever deathstar is roaming about; in a sense, you now have a greater ability to deal with them and other things with a greater % of your force simultaneously dedicated to whatever you personally want it to be. Win win.

This message was edited 1 time. Last update was at 2015/05/06 00:37:51


 
   
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Honestly I think invisibility and 2++ rerollable will still be way to strong even with the culexus. However I am not saying it's strong enough for you to do something about it like lvo. I just wish Gw had more abilities in game that increased the chance of perils that didn't require hitting the psycher or his unit. Saying that ordo heretic inquisitor is a sad excuse for an anti psyker unit.

This message was edited 2 times. Last update was at 2015/05/06 01:12:41


 
   
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Indiana

gungo wrote:
Honestly I think invisibility and 2++ rerollable will still be way to strong even with the culexus. However I am not saying it's strong enough for you to do something about it like lvo. I just wish Gw had more abilities in game that increased the chance of perils that didn't require hitting the psycher or his unit. Saying that ordo heretic is a sad excuse for an anti psyker unit.


Meh, I want to see someone bring combat squadded grey knight strikes for the psyk grenade lolz.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
 
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