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![[Post New]](/s/i/i.gif) 2017/06/16 19:29:25
Subject: How to nerf the new scary: horde armies
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Regular Dakkanaut
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Five words: All models must be painted.
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-three orange whips |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:32:02
Subject: Re:How to nerf the new scary: horde armies
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Longtime Dakkanaut
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My models are painted
They are painted PURE BLACK
LIKE THE COLOR OF MY SOUL!!!
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6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:33:01
Subject: How to nerf the new scary: horde armies
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Librarian with Freaky Familiar
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Better solution, 20 man warp flamed rubric, laugh as they charge you.
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:33:48
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:33:51
Subject: How to nerf the new scary: horde armies
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Ultramarine Chaplain with Hate to Spare
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From the Space Marine perspective, one word: Whirlwinds. The Castellan Launcher with 2D6 S 6 shots, no LOS required seems amazing against hordes. (Also 72" range now. It's appropriate and makes me happy) Also Frag Grenades from Combat Squads for double the fun.
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This message was edited 1 time. Last update was at 2017/06/16 19:35:01
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![[Post New]](/s/i/i.gif) 2017/06/16 19:36:44
Subject: How to nerf the new scary: horde armies
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Librarian with Freaky Familiar
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Better hope they can make it,
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:38:05
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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Insectum7 wrote:From the Space Marine perspective, one word: Whirlwinds.
The Castellan Launcher with 2D6 S 6 shots, no LOS required seems amazing against hordes. (Also 72" range now. It's appropriate and makes me happy)
Whirlwinds can't be your solution to every problem...
Well
Actually it can be...
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6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:38:17
Subject: How to nerf the new scary: horde armies
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Insect-Infested Nurgle Chaos Lord
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Where is my dipping bucket.
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Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do. |
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![[Post New]](/s/i/i.gif) 2017/06/16 19:43:05
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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60 of my 100 Plague Zombies are fully painted. Does this qualify as a Horde nowadays or do you need 100+ to gain membership in this esteemed Horde club?
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![[Post New]](/s/i/i.gif) 2017/06/16 19:44:08
Subject: How to nerf the new scary: horde armies
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Automated Rubric Marine of Tzeentch
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Its an 8" charge
Even if they can't they would barley kill 30 man units, of Orks. Not to mention that is a 700 point unit which means you could have 2 maybe and would be facing 3-4 charges, with CP re-rolls at least 2 are going to make it in on average which is more then enough to kill the whole squad.
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![[Post New]](/s/i/i.gif) 2017/06/16 19:44:19
Subject: How to nerf the new scary: horde armies
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Dakka Veteran
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Five words: play game before crying nerf
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![[Post New]](/s/i/i.gif) 2017/06/16 19:44:21
Subject: Re:How to nerf the new scary: horde armies
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Clousseau
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100 models is most definitely not a horde. Considering you can get 550 conscripts now legally in a 2000 point army... 100 models is low-model count
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![[Post New]](/s/i/i.gif) 2017/06/16 19:44:32
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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I've 50 pathfinders and 100 fire warriors painted.
The blue tide is ready.
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![[Post New]](/s/i/i.gif) 2017/06/16 19:46:22
Subject: How to nerf the new scary: horde armies
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Hardened Veteran Guardsman
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"Your models must be properly painted"
"They are"
"They are solid green. That is not properly painted"
"Of course they are, everyone knows plastic army men are green. Are you trying to argue they aren't plastic army men?"
"...um..."
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![[Post New]](/s/i/i.gif) 2017/06/16 19:48:40
Subject: How to nerf the new scary: horde armies
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Preacher of the Emperor
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Individual stat lines.
Every guardsman is a unique individual after all. With his own name and friends and car keys.
List them all.
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![[Post New]](/s/i/i.gif) 2017/06/16 19:53:52
Subject: How to nerf the new scary: horde armies
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Automated Rubric Marine of Tzeentch
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Kill the Characters making unstoppable.
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![[Post New]](/s/i/i.gif) 2017/06/16 19:54:01
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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Insectum7 wrote:From the Space Marine perspective, one word: Whirlwinds.
The Castellan Launcher with 2D6 S 6 shots, no LOS required seems amazing against hordes.
Also Frag Grenades from Combat Squads for double the fun.
I understand the intuition here, but it's wrong. There is almost no such thing as an anti-horde weapon in 40k now.
An anti-horde weapon is one that is most efficiently used to kill hordes. Like old-timey flamers. Low strength meant that they were only good at wounding things with low toughness, AP5 meant that they ignored armor saves against light infantry, and the template meant that they could hit more models in bigger units on smaller bases. Flamers were actually really good at killing hordes -- you'd kill more points of Guardsmen per shot than you would points of much more expensive but individually more durable models like Space Marines.
But now, stuff like a bolter or a mortar or a Space Marine's fist is actually just anti- MEQ. An S4 AP- hit expects to kill 1.78 points of Guardsmen and 2.17 points of Marines (22% better against Marines). A Whirlwind is even more specialized for MEQ-killing because of its higher strength. The supposedly anti-horde castellan launcher fires S6 AP- shots. A S6 AP- hit expects to kill 2.22 points of Guardsmen and 2.89 points of Marines (30% better against Marines). The Whirlwind castellan launcher is better against Marines than against termagants with their 6+ save. Sure, a Lascannon is in some sense better at killing Guardsmen than a bolt pistol is, but that's not an efficient use of a Lascannon.
A Heavy Bolter -- something which has historically been the go-to anti-horde heavy weapon -- is ridiculously specialized for MEQ killing now. A S5 AP-1 hit expects to kill 2.22 points of Guardsmen and 4.33 points of Marines (95% better!).
The game badly needs weapon options which are efficient for killing light infantry. If you want to equip a squad to be great for killing Guardsmen and gants, you should be able to do that. This basically requires either special rules or a points increase to light infantry, though, since even S3 AP- is better at killing Marines than Guardsmen -- even that frag grenade you mentioned is more efficiently used against MEQs, though it's close. You have to go down to S2 AP- before you get something which is more efficiently used against Guardsmen, and that's still less efficient against Conscripts than Marines.
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![[Post New]](/s/i/i.gif) 2017/06/16 19:57:16
Subject: How to nerf the new scary: horde armies
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Krazed Killa Kan
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I'm still scratching my head as to why hordes are considered OP now. I play big ork boyz squads, and have played 3 games of 8th so far, and in none of them did I consider boyz to be in any way OP.
Decent, sure, but between how up-gunned everything's gotten and how cover provides little to no benefit, hordes melt away quicker than you'd think.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2017/06/16 20:02:35
Subject: How to nerf the new scary: horde armies
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Monster-Slaying Daemonhunter
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All troopers are fully painted and ready to go! Imperial Guardsmen, reporting for duty sir! [I'm going to continue running tank armies, though, but I have the conscripts prepared.]
Also, they're not really OP. With the right kind of equipment, they cease to be a problem.
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Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2017/06/16 20:20:56
Subject: How to nerf the new scary: horde armies
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Powerful Phoenix Lord
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Requiring 200+ models to be fully painting isn't a good solution to this (perceived) issue. Not only is "fully painted" incredibly subjective, but some of us can batch paint fairly effectively. I once commission painted 300 Skaven in about 1 month: http://glennsgwmodels.blogspot.com/2008/11/joshs-skaven.html Obviously not my best work, but the goal was speed instead of 'accuracy" With the increasingly common use of airbrush (which I've never used) I can see lots of players not having any issue getting tons of models "fully painted"
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This message was edited 2 times. Last update was at 2017/06/16 20:24:37
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![[Post New]](/s/i/i.gif) 2017/06/16 20:34:58
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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Dionysodorus wrote:The supposedly anti-horde castellan launcher fires S6 AP- shots. A S6 AP- hit expects to kill 2.22 points of Guardsmen and 2.89 points of Marines (30% better against Marines). The Whirlwind castellan launcher is better against Marines than against termagants with their 6+ save.
HEQ 7 * 2/3 * 5/6 * 5/6 = 3.24
GEQ 7 * 2/3 * 5/6 * 2/3 = 2.59
BEQ 7 * 2/3 * 2/3 * 5/6 = 2.59
MEQ 7 * 2/3 * 2/3 * 1/3 = 1.03
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This message was edited 1 time. Last update was at 2017/06/16 20:35:10
6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/06/16 20:37:12
Subject: How to nerf the new scary: horde armies
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Longtime Dakkanaut
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Talamare wrote:Dionysodorus wrote:The supposedly anti-horde castellan launcher fires S6 AP- shots. A S6 AP- hit expects to kill 2.22 points of Guardsmen and 2.89 points of Marines (30% better against Marines). The Whirlwind castellan launcher is better against Marines than against termagants with their 6+ save.
HEQ 7 * 2/3 * 5/6 * 5/6 = 3.24
GEQ 7 * 2/3 * 5/6 * 2/3 = 2.59
BEQ 7 * 2/3 * 2/3 * 5/6 = 2.59
MEQ 7 * 2/3 * 2/3 * 1/3 = 1.03
I don't understand what you're trying to say with this. This is consistent with my math and conclusions, yes.
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![[Post New]](/s/i/i.gif) 2017/06/16 20:38:57
Subject: How to nerf the new scary: horde armies
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Dakka Veteran
Colorado Springs
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Back in 5th I painted 120 boyz (terribly) over the course of a very long weekend because I thought 'Ardboyz tourneys required painted armies.
Which of course they didn't...
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![[Post New]](/s/i/i.gif) 2017/06/16 21:55:11
Subject: How to nerf the new scary: horde armies
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Ancient Chaos Terminator
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Hordes are seeming pretty strong
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![[Post New]](/s/i/i.gif) 2017/06/16 22:30:51
Subject: How to nerf the new scary: horde armies
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Jaxler wrote:I've 50 pathfinders and 100 fire warriors painted.
The blue tide is ready.
My Greater Good brother!
I have winned more than one game bringing spam of Firewarriors. Nobody expect that when they face Tau's
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Crimson Devil wrote:
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote:Forcing a 40k player to keep playing 7th is basically a hate crime.
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![[Post New]](/s/i/i.gif) 2017/06/17 01:22:05
Subject: How to nerf the new scary: horde armies
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Been Around the Block
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Spoken like someone who's never seen sarcastically painted armies used to avoid painting requirements in tournaments. I assure you, there's no objective rule you can create that won't be circumnavigated by two- three colors of spray paint plus glitter...
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![[Post New]](/s/i/i.gif) 2017/06/17 01:26:32
Subject: How to nerf the new scary: horde armies
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Commander of the Mysterious 2nd Legion
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Talamare wrote: Insectum7 wrote:From the Space Marine perspective, one word: Whirlwinds.
The Castellan Launcher with 2D6 S 6 shots, no LOS required seems amazing against hordes. (Also 72" range now. It's appropriate and makes me happy)
Whirlwinds can't be your solution to every problem...
Well
Actually it can be...
no but against a horde of infantry it's definatly the intended solution
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/06/17 01:27:25
Subject: How to nerf the new scary: horde armies
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Ancient Chaos Terminator
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If your only trouble is hordes, it means you are not building your list properly, or built it too much for anti-heavy
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![[Post New]](/s/i/i.gif) 2017/06/17 01:33:21
Subject: How to nerf the new scary: horde armies
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Horrible Hekatrix With Hydra Gauntlets
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BrianDavion wrote:
...
no but against a horde of infantry it's definatly the intended solution
It's actually not that good vs hordes - 7 shots on average, of which we'll be generous and say 5 hit. Between the 2+ to wound and their 5+ save, probably 3.5ish models die. That's what, 15 points of conscripts from an entire round of shooting of a supposedly anti-horde vehicle? The only unit I've seen that actually seems like it might be reasonably point-efficient vs conscripts is DE Razorwing Flocks, with 8 S2 attacks per model at 7 points a piece.
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