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Made in us
Longtime Dakkanaut







I've found 8th disappointing from a "sloppy core rules that make no logical sense" perspective. 7th was disappointing from a "too many random charts" perspective but assorted aspects of it made sense.

Wrath of Magnus was shittily designed all around. Given how lazy the actual rulewrite was, I'm super cynical GW will magically (ha!) know how to make a compelling army out of the 1k Sons.
   
Made in us
Monster-Slaying Daemonhunter





 Selym wrote:
 NL_Cirrus wrote:
I am not disappointed in 8th only because I never thought it was going to be very good, and didn't believe all the "this is new GW" crap.

I have found that I don't like any of the changes they made, I either actively hate them, or I am entirely indifferent. On top of all the changes I don't like, their rules are still vague leading to arguments or just don't function as written, and all their supposed play testing missed obvious errors, I'm looking at you Leman Russ Vanquishers, and they made every thing soooooo bland with every thing being homogenized. For instance we used to have 7 Leman Russes each with a different job, a tank hunter, a generalist, an anti heavy infantry, an anti infantry, an anti entrenched infantry, an anti light-medium vehicle, and a siege tank. Now we have one anti tank, one anti infantry, and 5 generalists of varying quality.
And the AT one is weaker at AT than the generalists...


That's not actually true.

The LRBT averages more wounds [the difference is, by the way, absolutely tiny as well, something like .3 wounds IIRC], but drops off fairly sharply, while the Vanquisher averages fewer wounds but has a much higher chance, almost twice the probability, of inflicting heavy damage, and thus being able to destroy an enemy transport in 1 turn. Average wounds-on-target doesn't tell you the whole story.

However, neither are good, and Pask makes the LRBT better because he can put the shots on target to make up the difference. Give up on non-Pask Leman Russes for tank killing, just go right to the Shadowsword.


As I said, I'm not disappointed with 8e. There are a lot of things I would have done differently, but we knew what was going down for months, so there wasn't anything to be disappointed about. It's not exemplary by any means, but it's solidly average.

This message was edited 5 times. Last update was at 2017/06/30 02:18:49


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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Been Around the Block





 Selym wrote:
Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Isn't it that one psyker can't cast the same power twice in a turn? Many psykers can cast two powers, have smite and can select two powers for the game. Iirc, the rule is to stop you doing shenanigans like casting smite twice per psyker.


I do not think so as it does say "rather than once per psyker per turn.". what you say is the opposite, once per psyker per turn but it seems if you use this psychic focus that is out the window.
   
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Longtime Dakkanaut





 Selym wrote:
Shinzra wrote:
But for some reason I just dont get the same tactical feel from the 8th compared to 7th.
Are you sure you played 7th? Whole thing was a gakshow.

The effects of the USR's is unchanged, they are incorporated into each unit, thus saving having to constantly flick through 2+ books.
If granulation is what you're after, codexes are in the future.
8th is not rushed, not by a long way. 6e was an utter hackjob, and every book released between then and just before 8e has been increasingly hacky, money-grabbing and rushed. That we don't have an obvious auto-lose army is self-evidently proof that GW put more thought into this ruleset than any release since 6e.

The ruleset is a nearly note-for-note port of AoS. That means it probably took less thought than any edition, because most of the work was done, and all that was required was tugging, tweaking, and carving out places for things that didn't exist in AoS (like transports).
   
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The Last Chancer Who Survived




United Kingdom

Stroggified wrote:
 Selym wrote:
Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?
Isn't it that one psyker can't cast the same power twice in a turn? Many psykers can cast two powers, have smite and can select two powers for the game. Iirc, the rule is to stop you doing shenanigans like casting smite twice per psyker.


I do not think so as it does say "rather than once per psyker per turn.". what you say is the opposite, once per psyker per turn but it seems if you use this psychic focus that is out the window.

Battle Primer, Page 4, "Make Psychic Test":

"A psyker cannot
attempt to manifest the same psychic
power more than once in a turn.
"

So... Multiple Hammerhands, yay?
   
Made in us
Been Around the Block





Psychic focus " with the exception of smite, each psychic power can be attempted only once per turn,...'' Note it does not say each psyker can attempt x power only once per turn. it says each psychic power. focus on the words psychic power and not the psyker. Next, the second part sentence states even more clarification as it even adds ''rather than once per psyker per turn.''

so in editions of past it would follow for any power the once per psyker per turn. Meaning say 10 squads of gk could each attempt hammer hand. However, now psychic focus tells us that this is only true for smite. So now only 1 of those 10 could attempt for hammer hand per turn.

the rule is for match play on pg 215 (edit for pg number)

This message was edited 1 time. Last update was at 2017/06/30 03:59:26


 
   
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GW: "You only need the Battle Primer and an Index to play 40k now!"

The Rules: "GW lied, now give them £35 you wealthy moron"
   
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 godardc wrote:
Yes, terrain NEED more fleshed out rules, but that's my only complaint too.


The train rules are fine. The way they work right now is the way it should work. As an improvement to your current armor save rather than a huge Improvement for some well others get no improvement at all. part of the problem before was that cheap units could get good saves with cover. Now it's about improving the save you have rather than giving you a good save that you probably have access to.

 
   
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7th was too much & cumbersome...

But 8th is by far too less, way too much streamlined.
Sloppy core rules imo.

   
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Dakka Veteran





My disappointments with 8th would be:

1.They went on with their (I guess) original plan of using the already tested AoS rules for 40k. I really wanted a completely new system but to be realistic no one expected this of them and they said that "Ze game will remain Ze same. Ze game will remain Ze same" (dnd joke ) so I guess I have no right to complain...
2. Vehicles interact with infantry on basically the same level. This is really my main gripe with the rules. It is easily fixable by adding some minor addendums though.

Other than these two I think it is an ok playing experience. I give it 6/10 which Is not bad at all.
   
Made in us
Norn Queen






Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?


Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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 Lance845 wrote:
Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?


Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!

GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.

Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!
   
Made in us
Longtime Dakkanaut




 Selym wrote:
 Lance845 wrote:
Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?


Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!

GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.

Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!


I do see some logic behind not allowing multiple usages of some powers in the same turn. Something like warp speed or whatever it's called from chaos+deepstriking could get absurd for example. Honestly, a lot of the problem would go away if most armies had access to more than three powers. Would no duplicate powers even be an issue if each army had, in addition to their unique lore, access to the 6 generic power sets like 7th edition. Even if those power sets also had a mere three abilities, it'd still help a ton.
   
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United Kingdom

Nah, I think that would just exacerbate the issue. Way more ways to exploit wording issues and combine things of Op af combos. Tailored psychic lists for each army makes more sense to me, especially if we're keeping things in boxes and not EVAR letting them touch, like with the keyword system.

Making closed-circuit rulesets is handy if you want your tweaking to only affect one or two things, rather than the whole game.
   
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Hmm. I think the core mechanics of the game are fine. Simple is fine, there is still a ton of tactical play you can get out of it, and the simplicity keeps arguments to a minimum. My first 2k game in 8th while looking up rules and reading dataslates took a little over 2 hours. I rarely finished an 1850 game of 7th in 2.5.

GW said the game would be easier for new people to join. Check that box, 100% complete.

For the rest of us veteran neckbeards, I think the larger issue is just the fact we have been so used to such a bloated and complicated system, that we see this simplicity as a negative.

The core rules already have "advanced rules" for additional expansion. It would not surprise me if down the road many more "DLC's" came out.

That all said. I would rate the game 7/10 out of the gate.

My only wish.. in a a future release would be some bonus for flanking units. Making maneuvers more important. For example in 7th, you had an advantage on vehicles by hitting rear or side armor. Perhaps something as simple as, Units targeting enemy models with the VEHICLE or MONSTER keyword receive +1 to their wound roll when flanking.

Maybe that would be too strong? I am unsure. But vehicles are extremely tough right now, and we can see that in some of the lists people are posting. AT weapons do a lot of damage, but with such low ROF + vehicle saves, they really don't do much more damage than higher ROF and lower S/ap weapons.


Automatically Appended Next Post:
An additional rule addition could be modifying the SvT table. Something more similar to 7th but keepign the 6+ cap.

Shurikan cannon vs Shurikan catapult
3 shots S6 -> T4: 3+, T5: 3+, T6: 4+, T7: 5+
vs
4 shots s4 -> T4: 4+, T5: 5+, T6: 5+, T7: 5+

It seems ok at first, but then we hit T7 and all of a sudden this less powerful weapon becomes better simply because it has a higher ROF.

something better IMO would be..
4 shots s4 -> T4: 4+, T5: 5+, T6: 6+, T7: 6+

This atleast keeps lower strength weapons in check. And removes some of those weird nuances as seen above.

This message was edited 2 times. Last update was at 2017/06/30 12:18:12


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United Kingdom

It's less powerful by two points - you're looking at the Twin-Shuricat, not the normal Shuricat. It also has 1/3rd the range. Seems a fair tradeoff, and in line with the fluff (there's only so much monofilament metal blades can do).

This message was edited 1 time. Last update was at 2017/06/30 12:55:25


 
   
Made in us
Longtime Dakkanaut







SilverAlien wrote:
 Selym wrote:
 Lance845 wrote:
Stroggified wrote:
I am super disappointed at the psychic focus for match play. I feel it really really hurts Grey Knights. Only 1 hammerhand a turn wooooo!? Or am I reading the rule wrong?


Ive said this before. Don't play match play. Play open and pick all the rules from match you want and ditch the rules you don't. psychic focus is dumb. instead house rule it so powers don't stack with themselves so debuffs can't be stacked onto a single unit to cripple them. Now the game scales well without any stupid op gak.
Hurray!

GW have some really strange ideas about what should be done to make 40k balanced. It's like they have no sense of scale, either really underdoing or really overdoing something that really wasn't that hard to fix in the first place.

Rules Writer 1: Feth, all these powers can stack. It's really OP.
RW2: Damn. We gotta fix that. hand me my tippex!
RW1: What's your plan?
RW2: I'm gonna make sure that players can only use one of each power per turn!
RW1: Yes... That's the only solution!


I do see some logic behind not allowing multiple usages of some powers in the same turn. Something like warp speed or whatever it's called from chaos+deepstriking could get absurd for example. Honestly, a lot of the problem would go away if most armies had access to more than three powers. Would no duplicate powers even be an issue if each army had, in addition to their unique lore, access to the 6 generic power sets like 7th edition. Even if those power sets also had a mere three abilities, it'd still help a ton.


Gee, if only GW could take a hint from 3.5 or other games that have a system that states that in case you are the target of multiple buffs/maluses, only the highest one applies...

...as for Psykers in general, I've found the real issue with them is they're very binary, especially considering how powerful some of the 7e powers were. With something like Scatbikes or a Missileside, you could shoot a target and predict an "average" amount of casualties, give or take a few standard deviations. Psyker powers had more flat distributions as a whole and wider variance. You could throw 5 Warp Charge at a Summon and have a 50-50 chance of it going off. On the defender's side, say the attacking Psyker rolled 5 successes to manifest; 2 successes is the same as 0 successes. That defending player now needa to roll 5 sixes to deny: 4 sixes is functionally the same as rolling 0 sixes.

It's like this to a lesser extent in 8th, with powers being all-or-nothing oncemore, and the higher-power smite results also being that harder 5o deny. If a caster rolls a 10 to manifest Smite, rolling a 9 is the same as rolling a 2.

In my earlier "rewrite 40k" homebrew, I went with the 7e Warp Charge system, with a few tweaks:
-Psykers got more Warp Charge (at first I was thinking 2xML, but 1+ML seems more sane) but couldn't pool it.
-Perils was on double 1s. Psykers could "push", giving an additional "free" die to cast a power, but suffered Perils if it matched any of the non-push dice. (So 1 WC + 1 Push = Perils on any double).
-Rather than having a "floor" value of minimum successes required, every power needed only 1 WC to go off...but the powers started very weak. Additional successes (to a max of 4) would increase the overall effect of the power. So while Scouring Flame on 1 success was S5 AP4, it was S8 AP 1 on 4 successes.
-Likewise, rather than being "match successes", each success on Deny the Witch would subtract a success from the manifestation result. Even if you couldn't fully stop a power from going off, you could blunt the worst of its effects.

This message was edited 5 times. Last update was at 2017/06/30 14:13:13


 
   
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The Last Chancer Who Survived




United Kingdom

Not quite sequential to the ongoing conversation, but if balance with the current psykers looks like an issue, one should note the potentially incredibly destructive effect of Perils this edition - it's an actual goddamn hole in reality that the psyker spawns now.

Battle Primer wrote:
If you roll a double 1 or a double
6 when taking a Psychic test, the
psyker immediately suffers Perils
of the Warp. The psyker suffers
D3 mortal wounds as the forces
of the Daemon-haunted warp
claw at their mind. If the psyker
is slain by Perils of the Warp, the
power they were attempting to
manifest automatically fails and
each unit within 6" immediately
suffers D3 mortal wounds, as the
psyker is dragged into the warp
or else detonates in a burst of
empyric feedback.

This message was edited 2 times. Last update was at 2017/06/30 14:19:56


 
   
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Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)

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Canada

notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.
   
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Eastern Fringe

notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.

The first rule of unarmed combat is: don’t be unarmed. 
   
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 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


This guys speaks the truth I ran Guard vs Tau and ion blasters, Long strike rapid fire warriors and drones shot the hell outta me. His riptide threw lots of dice at me as well. it was like both us just grabbing piles of dice and throwing them at each other. we had to end the game turn three my turn but I think I could have pulled through... maybe

This message was edited 1 time. Last update was at 2017/06/30 21:35:38


 
   
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Purposeful Hammerhead Pilot






 DarkBlack wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.

And yet SM, Necrons, and even Elder are still in a very good place compared to Tau


Automatically Appended Next Post:
 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.

This message was edited 1 time. Last update was at 2017/06/30 21:58:32


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People still hung up on 7th lists and concepts.

lol

not disappointed at the rules them selves.

just some of the sloppy execution.
Tiger shark cant shoot its own macro weapon lol. though faq is supposed to come along.

otherwise im fine with this edition being the Infantry edition.

big things are expensive but tougher but not necessarily killy.

 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!

 
   
Made in us
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 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.

Signature battle systems are completely gone so idk what you are talking about

Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)

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notredameguy10 wrote:
 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.

Signature battle systems are completely gone so idk what you are talking about

Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)


Rerolling of 1s is a Character level bonus. this is how it is for EVERYONE. but you get to use it without being near characters and multiple squads can use it. its easy to get but you can choose to go ham on one unit that you really need dead by removing penltys and cover and possibly an additional BS boost.

suits also dont instantly die and can take quite a beating for a long time.

 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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Monster-Slaying Daemonhunter





notredameguy10 wrote:
 DarkBlack wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.

And yet SM, Necrons, and even Elder are still in a very good place compared to Tau


Automatically Appended Next Post:
 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.


Not necessarily.

Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.

The same goes for the Tau. Anime mechas aren't all that they are.


Also, suits most definitely still can take support systems. The list is on page 49, and on 137.

This message was edited 1 time. Last update was at 2017/06/30 22:11:42


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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United Kingdom

 Inquisitor Lord Katherine wrote:

Not necessarily.

Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.

The same goes for the Tau. Anime mechas aren't all that they are.
For a good deal of their life, Tau were in fluff actually opposed to the idea of humongous mecha, and couldn't understand why the Imperium insisted on using machines the size of skyscrapers, while the Tau focused on mobile warfare.
   
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 Selym wrote:
 Inquisitor Lord Katherine wrote:

Not necessarily.

Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.

The same goes for the Tau. Anime mechas aren't all that they are.
For a good deal of their life, Tau were in fluff actually opposed to the idea of humongous mecha, and couldn't understand why the Imperium insisted on using machines the size of skyscrapers, while the Tau focused on mobile warfare.


They also really really really valued the lives of their own fish people and so would use drones and stuff to minimize their losses.

lo and behold drones are amazing

 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!

 
   
Made in us
Purposeful Hammerhead Pilot






 Inquisitor Lord Katherine wrote:
notredameguy10 wrote:
 DarkBlack wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


So were daemons. What did you think was going to happen? Obviously the top tier armies would have to be nerfed to get all armies to a similar level.

And yet SM, Necrons, and even Elder are still in a very good place compared to Tau


Automatically Appended Next Post:
 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


Except the playstyle of Tau is no longer what Tau actually is. Tau is supposed to be smaller units of battle suits, not a horde army of fire warriors, hounds, and drones.


Not necessarily.

Imperial Guard could represent an armored and mechanized-infantry attack from WWII, a artillery-back infantry tide from WWI, or any other generic army-man stereotypes, from special-forces-esque paratroopers to colonial-era british redcoats.

The same goes for the Tau. Anime mechas aren't all that they are.


Also, suits most definitely still can take support systems. The list is on page 49, and on 137.


Support systems are different than signature systems (which commanders could take). And they got rid of most vehicle upgrades as well.


Automatically Appended Next Post:
 Desubot wrote:
notredameguy10 wrote:
 Hollow wrote:
notredameguy10 wrote:
Very disappointed. My Tau got nerfed into the ground. And besides the nerfing, they just made them plain boring. They removed essentially everything that made them unique (markelights being effective, signature battle systems, most vehicle gear, suits except commander now stink)


T'au are more exciting than they have been for years, ML's are very effective if used correctly, Battle systems are still very much there and all suits now have a role to play rather than just Riptides.


ML are absolute trash compared to before. Even the single ML only increases your shots by about 8%.

Signature battle systems are completely gone so idk what you are talking about

Riptides, broadsides, and Battlesuits are all over costed. (especially riptides. they are trash tier now)


Rerolling of 1s is a Character level bonus. this is how it is for EVERYONE. but you get to use it without being near characters and multiple squads can use it. its easy to get but you can choose to go ham on one unit that you really need dead by removing penltys and cover and possibly an additional BS boost.

suits also dont instantly die and can take quite a beating for a long time.


Character bonus is much better than ML. A character with that ability can stay behind troops and basically survive all game. Pathfinders/marker drones are going to be killed turn 1.

This message was edited 1 time. Last update was at 2017/06/30 22:45:23


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