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![[Post New]](/s/i/i.gif) 2017/09/07 12:32:55
Subject: Re:Hey, ya got anymore of them Conscripts?
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Master Engineer with a Brace of Pistols
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Again, looking at all the trouble conscripts cause, I say with all sincerity, get rid of them.
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![[Post New]](/s/i/i.gif) 2017/09/07 12:35:16
Subject: Hey, ya got anymore of them Conscripts?
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Longtime Dakkanaut
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Angra wrote:I'm not against nerfing conscripts a bit, but there is lot's other unit's that need's nerf too. Nerf Guilliman so only infanrty and cavalry are effected by his aura. Marine flyer's are underpriced for their firepower and survivability, limit Predators lascannons max 2.
Here couple prime examples, but sure there is more "overpowered" unit's.
If those are more overpowered, why are guard the ones constantly sweeping tournaments?
Needing the most OP things in the game means nerfing guard. Guard is the most broken faction and it doesn't even have a codex out. I don't think people realize how undercosted their army really is overall, unless you spams russes your army is way more point efficient than anyone else.
Other issues exist, but guard really do need the biggest nerfs. Automatically Appended Next Post:
Honestly wouldn't mind this either.
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This message was edited 1 time. Last update was at 2017/09/07 12:35:42
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![[Post New]](/s/i/i.gif) 2017/09/07 12:38:39
Subject: Re:Hey, ya got anymore of them Conscripts?
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Master Engineer with a Brace of Pistols
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You get it.
This would come with the cause that regular IG squads are improved though.
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![[Post New]](/s/i/i.gif) 2017/09/07 12:41:10
Subject: Hey, ya got anymore of them Conscripts?
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Potent Possessed Daemonvessel
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SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
The commissar issue is minimal as a smaller squad means more wasted wounds (overkill), and that the units are less likely to fail morale in the first place. This also means orders are less of a thing, as units are likely to die in combat so falling back is not as big a thing, and even if they do unless it is a ton of squads what remains is probably not worth an order. So really you are looking a FRSRF as a order that would be needed. So there are some upsides, but the infantry squads have upsides as well (better WS/ BS, higher LD, weapon options, fill out brigde detachments etc.) much to the point that I think if conscripts and Infantry squads were the same points you would take infantry squads more often than not.
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![[Post New]](/s/i/i.gif) 2017/09/07 12:58:25
Subject: Hey, ya got anymore of them Conscripts?
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Jovial Plaguebearer of Nurgle
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My favorite idea is the commisar giving the lads LD10 to reduce the number of casualties
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Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. |
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![[Post New]](/s/i/i.gif) 2017/09/07 13:02:11
Subject: Re:Hey, ya got anymore of them Conscripts?
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Ork-Hunting Inquisitorial Xenokiller
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I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
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14k Generic Space Marine Chapters
20k Deathwatch
10k Sisters of Battle
3k Inquisition
4k Grey Knights
5k Imperial Guard
4k Harlequins
8k Tau
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![[Post New]](/s/i/i.gif) 2017/09/07 13:06:30
Subject: Re:Hey, ya got anymore of them Conscripts?
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Potent Possessed Daemonvessel
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Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
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![[Post New]](/s/i/i.gif) 2017/09/07 13:07:30
Subject: Re:Hey, ya got anymore of them Conscripts?
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Master Engineer with a Brace of Pistols
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How spammable are commissars?
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![[Post New]](/s/i/i.gif) 2017/09/07 13:23:38
Subject: Hey, ya got anymore of them Conscripts?
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Potent Possessed Daemonvessel
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They are an elite choice that costs ~30 points. So very easy to spam them if you wanted to do so.
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![[Post New]](/s/i/i.gif) 2017/09/07 13:29:47
Subject: Re:Hey, ya got anymore of them Conscripts?
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Master Engineer with a Brace of Pistols
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There's another problem then. Whatever happened to the days of 1 commissar per regiment?
I think commissars and lord commissars should just be combined into one position as a HQ choice. There's only one librarian entry (not counting regular and Primus versions), even though there's supposedly three different ranks of them. Why should we be different?
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![[Post New]](/s/i/i.gif) 2017/09/07 13:32:46
Subject: Re:Hey, ya got anymore of them Conscripts?
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Decrepit Dakkanaut
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Future War Cultist wrote:There's another problem then. Whatever happened to the days of 1 commissar per regiment?
I think commissars and lord commissars should just be combined into one position as a HQ choice. There's only one librarian entry (not counting regular and Primus versions), even though there's supposedly three different ranks of them. Why should we be different?
Is it 1 commissar per regiment? My superheavy regiment has 1 per company and then a Lord Commissar per regiment, but if I'm wrong let me know because having commissars for every damn tank company is draining, lol. They don't do anything!
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![[Post New]](/s/i/i.gif) 2017/09/07 13:44:37
Subject: Hey, ya got anymore of them Conscripts?
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Ancient Venerable Black Templar Dreadnought
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Ubl1k wrote:My favorite idea is the commisar giving the lads LD10 to reduce the number of casualties
While the unit receiving +1 (mortal?) wound if they fail because he has to look like he is doing his job.
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A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2017/09/07 13:46:32
Subject: Hey, ya got anymore of them Conscripts?
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Decrepit Dakkanaut
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The problem with the Commissar giving a unit LD10 is that there are Inquisitors who do exactly that, without hurting anyone, and while bringing more to the table (including an auto-pass power that could be used on the unit most likely to be blenderized).
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![[Post New]](/s/i/i.gif) 2017/09/07 13:57:37
Subject: Re:Hey, ya got anymore of them Conscripts?
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Ork-Hunting Inquisitorial Xenokiller
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Breng77 wrote:Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
There probably is tbh...but in regards to imperium vs imperium it is even....nothing special... I deploy my vinidcares last so even if he does get a screen I can move and hitting on 3+s.....bfd. Even if not... ye xenos need a boost (EDIT: maybe not a boost but if dont have sniper have it available)
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This message was edited 1 time. Last update was at 2017/09/07 14:00:37
14k Generic Space Marine Chapters
20k Deathwatch
10k Sisters of Battle
3k Inquisition
4k Grey Knights
5k Imperial Guard
4k Harlequins
8k Tau
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![[Post New]](/s/i/i.gif) 2017/09/07 14:18:59
Subject: Hey, ya got anymore of them Conscripts?
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Dark Angels Librarian with Book of Secrets
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Commissar Benny wrote:The decreased point cost of conscripts/guardsmen came at a cost. We lost our platoons. So we can no longer combine squads. That is actually a pretty big deal. I'd much rather they just give us our platoons back, it would solve 99% of the complaints regarding conscripts.
You would just replace conscripts with 4 points guard.
The issue with conscripts is the 8th edition ruleset. Large units benefit more from auras than small units. A commissar behind a 40 man blob is a lot more effective than one behind a 10 man guard squad. A priest and Straken added to a guard squad is OK, but when added to a 40 man blob it becomes insanely good. Large blobs also make orders much more effective. Instead of using multiple orders across your army, you only need to give out three per turn.
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![[Post New]](/s/i/i.gif) 2017/09/07 14:37:00
Subject: Hey, ya got anymore of them Conscripts?
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Rogue Daemonhunter fueled by Chaos
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What if Summary Execution didn't just cause the squad to pass, but instead reduced the cost of the Insane Bravery stratagem to one CP?
They could still be a lynchpin for holding squads together, and IG can certainly pump out CPs, but it would at least put a real resource in play.
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![[Post New]](/s/i/i.gif) 2017/09/07 14:40:49
Subject: Re:Hey, ya got anymore of them Conscripts?
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Potent Possessed Daemonvessel
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Spectral Ceramite wrote:Breng77 wrote:Spectral Ceramite wrote:I didn't read to many of previous sry...
Proviso have had enemies take multiple conscript units (when play against IG but only one or maybe 2 commissars all they take...)
I have never found conscripts a problem so far in 8th? (I always taken 2x Vindicare assassins= dead commissar= easy, you always take them in 2)
I am SoB player usually = Immolators or repressors + squads take out all screeners = no problem? (usually, trialing more friendly armies now
Screeners are OP, arhhhhh no!. Maybe tough for some armies but OP, arhhhh no! (espec it looks like with the amount of mortal wounds being inflicted on anyone in range with the new codex's.... they will be not so good soon enough, eg hit the commissars).
Idk so many pages, so many threads...
You do realize there are plenty of factions that have no snipers right? Or that the commissars if played well should be out of LOS from your vindicare? As for killing the screen, it depends on how many there are, and how quickly you can get through it, and how important it is to your army that you can.
There probably is tbh...but in regards to imperium vs imperium it is even....nothing special... I deploy my vinidcares last so even if he does get a screen I can move and hitting on 3+s.....bfd. Even if not... ye xenos need a boost (EDIT: maybe not a boost but if dont have sniper have it available)
And how good do those snipers need to be? Like if orks get a sniper unit with base sniper rifles, shooting at Bs 5+ and cost 17 points per model, is that balanced? and just because for imperium it might be balanced (again it assumes you can see the commissar very easy to LOS block with vehicles + terrain.) not all armies are the imperium.
Lets see
Nids have no sniper (unless they ally to GSC and then to IG to get ratlings, but then you are not really playing nids)
Orks have no sniper and no option
Daemon = nope
CSM = nope
Dark eldar = only if they ally with eldar
Harlequins = only if they ally with eldar
Also why is the fix add a unit to a bunch of armies that may or may not actually be good, instead of fixing a single problem unit/interaction.
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![[Post New]](/s/i/i.gif) 2017/09/07 14:49:45
Subject: Hey, ya got anymore of them Conscripts?
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Longtime Dakkanaut
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Polonius wrote:What if Summary Execution didn't just cause the squad to pass, but instead reduced the cost of the Insane Bravery stratagem to one CP?
They could still be a lynchpin for holding squads together, and IG can certainly pump out CPs, but it would at least put a real resource in play.
Wouldn't even need the resource, if it made the CP cost zero it'd still be more balanced because each stratagem is usable once per turn (at least in matched, can't remember if this applies to narrative). So only one morale immune squad per turn. That'll mean most lists will have a 40 man blob of conscripts, then smaller squads of normal infantry supporting them.
Or even make it so each commissar gives a free usage of the stratagem once per turn to a unit in range. That's still better balanced because it means each commissar can shield at most one unit per turn. Which turns them into an actual tax on the army, whereas now the cost is trivial.
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This message was edited 2 times. Last update was at 2017/09/07 14:52:16
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![[Post New]](/s/i/i.gif) 2017/09/07 15:15:00
Subject: Hey, ya got anymore of them Conscripts?
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Lord of the Fleet
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SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
Exactly - there are numerous benefits to very large squads. Does that balance out the lack of weapons and lower stats? I think it does.
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![[Post New]](/s/i/i.gif) 2017/09/07 16:45:29
Subject: Hey, ya got anymore of them Conscripts?
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Neophyte undergoing Ritual of Detestation
Minnesota
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How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
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![[Post New]](/s/i/i.gif) 2017/09/07 16:48:21
Subject: Hey, ya got anymore of them Conscripts?
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Omnipotent Necron Overlord
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Scott-S6 wrote:SilverAlien wrote:Breng77 wrote: Scott-S6 wrote:Everyone is saying that an increase in cost for conscripts means other guard infantry has to go up - I don't agree.
The ability to take large squads (which infantry squads no longer have) is really valuable. I don't see a problem with conscripts costing the same as infantry squads.
Not much of one though, as if they are equal points compared to infantry squads, the only downside to taking infantry squads is that they give up more KP.
Also aren't as efficient when it comes to buffing them with a commissar or any other radial buff, nor do they gain as much benefit from orders seeing as an order would effect 40 models vs 10.
They'd never be as good as normal guard on their own but would be as good or better properly supported. Which would be perfectly fine.
Exactly - there are numerous benefits to very large squads. Does that balance out the lack of weapons and lower stats? I think it does.
Wrong - there are numerous advantages to very large squads that ignore leadership - more or less any advantage of taking a large unit is balanced out by the fact that you will take huge additional casualties for losses. So they get to double the firepower of 50 las guns (yeah thats 200 shots) - ignore the moral penalties - and are under-pointed to being with for their durability alone. It's an extremely gross example of unbalance... Automatically Appended Next Post: Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
1 mortal wound? How about he is slain because he just got shot in the face by some unruly conscript that just watched him kill his friend?
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This message was edited 1 time. Last update was at 2017/09/07 16:53:19
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2017/09/07 16:55:45
Subject: Hey, ya got anymore of them Conscripts?
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Longtime Dakkanaut
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Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
It's a fluffy way of handling it, but only helps armies that can already easily target the commissar as he'd still last till the end of turn 3/4, at which point it is too late to matter.
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![[Post New]](/s/i/i.gif) 2017/09/07 17:00:03
Subject: Hey, ya got anymore of them Conscripts?
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Fresh-Faced New User
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Talinsin wrote:How about...
Conscripts gain Mutiny!
Any time conscripts are the target of Summary Execution, the executing Commissar makes their Morale test for them. If failed, the Commissar suffers one mortal wound.
Thoughts?
Commissar would just shoot person that starts mutiny, in fluff that execution is against person('s) that starts mutiny or try flee.
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![[Post New]](/s/i/i.gif) 2017/09/07 17:03:33
Subject: Hey, ya got anymore of them Conscripts?
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Decrepit Dakkanaut
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IMHO the best way to nerf conscripts is to remove them. Add an entry to the Adeptus Ministorum called "Frateris Militia" and give them LD8 with a 6+ armour save, let them choose between a lasgun, laspistol, or chainsword (but only one of them, no laspistol + CS!) and make them 3 or 4ppm, depending. Let that be the sort of "Imperial gigantic horde" and now they're still available to everyone, but don't benefit from orders, while still benefiting from priests and Celestine, etc.You could even bring them in groups of 5-unlimited. It'd be funny to say the least.
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This message was edited 1 time. Last update was at 2017/09/07 17:04:22
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![[Post New]](/s/i/i.gif) 2017/09/07 17:45:10
Subject: Hey, ya got anymore of them Conscripts?
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Lord of the Fleet
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Xenomancers wrote:
Wrong - there are numerous advantages to very large squads that ignore leadership - more or less any advantage of taking a large unit is balanced out by the fact that you will take huge additional casualties for losses. So they get to double the firepower of 50 las guns (yeah thats 200 shots) - ignore the moral penalties - and are under-pointed to being with for their durability alone. It's an extremely gross example of unbalance...
Which they have easy access to.
There is also a big benefit to large squads for AM because of orders.
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![[Post New]](/s/i/i.gif) 2017/09/07 17:49:28
Subject: Hey, ya got anymore of them Conscripts?
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Pestilent Plague Marine with Blight Grenade
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Commissar Benny wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
The reason is no one has come out of their hole and figured out how to kill conscripts.
It's a 5+ save guys on a wimpy model. There are alot of them but there are MANY MANY weapons to take down conscripts that people are just not taking.
Heavy flamers, Heavy bolters, Frag weapons, etc.
There are even armies that are specifically really good at dealing with these units: Blood Angels, Anything with beserkers, Tzeench, Sisters of Battle, and Orks all have the massed light infantry shooting power to wreck these armies.
Also whomever decided that tanks are suddenly not worth it, try saying that against all those mortars and Taurax Primes. Massed light shooting also can be countered with armor and vehicles.
But hey, when the internet says spamming stuff is the way to win amirite?
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![[Post New]](/s/i/i.gif) 2017/09/07 18:18:10
Subject: Re:Hey, ya got anymore of them Conscripts?
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Worthiest of Warlock Engineers
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What I want to know is why such a blatant whine thread has been allowed to go on for so long without being shut down, but anyway...
Conscripts are not this massively OP monster that people keep calling them. They are (baring Storm Troopers) the only viable troops choice in the entire Guard codex. Regular Guardsmen are far to inefficient in small units whilst Veterans are absurdly overpriced for what they do, and might as well not exist in the codex any more. I am actually thinking about proxying my Veterans as Storm Troopers, just so I can play my army as I want to.
However, that aside, there seems to be a lot of payers whom want to see the Guard removed as an effective fighting force altogether, and I notice a lot of "nerf ALL the Guard" posts on this thread, something which seems absurd. Guard Infantry are no better point-for-point than any other basic infantry, in fact in many cases we are still worse off. What about poxwalkers and their 5+ ignore any wound save and their ability to regenerate members in close combat, immunity to morale and sole weakness being easily overcome and actually reversed by spammable support characters who are in themselves far tougher than Commissars? Are they OP? Should re remove the Bellringers ability to boost Poxwalkers, and make their save 6+? I think we should, as hordes of poxwalkers are far harder to kill than hordes of conscripts AND can regenerate AND never suffer from morale issues AND can be a lot faster.
What about Marines? If we nerf conscripts as many people want then it is only fair that we remove ATSKNF and that rule that lets them claim an objective no matter how many models are close to it, after all it does not make sense that your two guys can take the objective that my 200 are surrounding.
As to those saying that IG tanks are good, you are delusional. I brought three Leman Russ tanks to my last game, including one of the vaunted Command Tanks and they went up against one (1) Tri-las Chaos Predator. Turn 1 and one Leman Russ was taken from full wounds to three (3) by a volley, and after that my other two (including the command tank) took four (4) turns to kill the Predator, and that includes two incredibly lucky shots from the LRBT. The command tank was an Exterminator, which was crippled by the Predators gunfire. At all times my tanks where in cover, so tell me again how powerful Russes are when compared to Predators. especially as the tri-las predator is still cheaper than my Russes.
Veterans are dead, as are Chimeras. I can confirm this because I do not run a Horde Guard list, I run my fluffy Mobile Strike Force, an armoured unit paired with a veteran carrier company. It is laughable to play Veterans s just about everything else out there is better than them and the Chimeras vanish to a wet fart.
All that this thread and the others like it come down to is a bunch of angry "l33t" players whining about their sudden drop in W/L ratio, and being utterly unable to cope with the hard fact that Guard players now have a few okay-good choices which can give them an edge over an army not prepared to face them. Said players are refusing to adapt and drawing upon strawman arguments (such as the OP's "LOOK, ZOMG CONSCRIPTS OP!!11!1!" claim, despite said conscripts being a footnote in a list composed of the most broken choices in the game) and all these players want is to see the Imperial Guard army nerfed back to the dark ages - AKa the bottom tier.
Grow up.
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2017/09/07 18:24:28
Subject: Hey, ya got anymore of them Conscripts?
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Potent Possessed Daemonvessel
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sfshilo wrote: Commissar Benny wrote:Arachnofiend wrote:I wonder how AM players will feel when they end up being the first codex to come out with across-the-board nerfs rather than buffs.
Pissed. We've been in a rough place since 5th edition. That said, we all want balance. Its whats best for the game. I don't mind being an underdog army.
Here is the deal with conscripts. You increase their point cost, you have to increase the point cost of guardsmen & HWT. Conscripts cannot have the same point cost as normal guardsmen. So now by increasing the cost of 1 unit, you just increased the cost of half the army. That is a problem.
Scions are overperforming for their point cost. I could see them increasing 1-2pts per model.
Basically, the reason guard are doing well right now is infantry is actually worth fielding. As they should be. IG's most plentiful resource has always been touted to be bodies & for the first time 8th edition reflects the 40k lore. Most of the other units in the codex won't be seeing play this edition until their point cost drops significantly. Take the chimera for example. Needed a 20-30% decrease in point cost last edition. It increased in point cost, now suffers - BS on the move, lost rear firing port, lost amphibious rule, & is no longer a command vehicle. LRBT needed a 20-30% point cost reduction. Instead increased in cost & in many cases its damage output decreased. Scout sentinels, which were actually a viable option in 7th lost their outflank ability puts them in a worse position than they were previously. They will largely be taken now to fill detachment requirements.
Outside of infantry the only other units worth fielding this edition are hellhounds, manticores & basilisks to a lesser degree. Outside of those units, nothing to write home about.
The reason is no one has come out of their hole and figured out how to kill conscripts.
It's a 5+ save guys on a wimpy model. There are alot of them but there are MANY MANY weapons to take down conscripts that people are just not taking.
Heavy flamers, Heavy bolters, Frag weapons, etc.
There are even armies that are specifically really good at dealing with these units: Blood Angels, Anything with beserkers, Tzeench, Sisters of Battle, and Orks all have the massed light infantry shooting power to wreck these armies.
Also whomever decided that tanks are suddenly not worth it, try saying that against all those mortars and Taurax Primes. Massed light shooting also can be countered with armor and vehicles.
But hey, when the internet says spamming stuff is the way to win amirite?
The issue is dealing with them in any reasonable amount of turns to allow you to actually damage things that matter. If they are so easy to deal with why do they appear in essentially every good imperium list in large numbers? and why are those lists winning significantly more than almost every other faction? Automatically Appended Next Post: master of ordinance wrote:What I want to know is why such a blatant whine thread has been allowed to go on for so long without being shut down, but anyway...
Conscripts are not this massively OP monster that people keep calling them. They are (baring Storm Troopers) the only viable troops choice in the entire Guard codex. Regular Guardsmen are far to inefficient in small units whilst Veterans are absurdly overpriced for what they do, and might as well not exist in the codex any more. I am actually thinking about proxying my Veterans as Storm Troopers, just so I can play my army as I want to.
However, that aside, there seems to be a lot of payers whom want to see the Guard removed as an effective fighting force altogether, and I notice a lot of "nerf ALL the Guard" posts on this thread, something which seems absurd. Guard Infantry are no better point-for-point than any other basic infantry, in fact in many cases we are still worse off. What about poxwalkers and their 5+ ignore any wound save and their ability to regenerate members in close combat, immunity to morale and sole weakness being easily overcome and actually reversed by spammable support characters who are in themselves far tougher than Commissars? Are they OP? Should re remove the Bellringers ability to boost Poxwalkers, and make their save 6+? I think we should, as hordes of poxwalkers are far harder to kill than hordes of conscripts AND can regenerate AND never suffer from morale issues AND can be a lot faster.
What about Marines? If we nerf conscripts as many people want then it is only fair that we remove ATSKNF and that rule that lets them claim an objective no matter how many models are close to it, after all it does not make sense that your two guys can take the objective that my 200 are surrounding.
As to those saying that IG tanks are good, you are delusional. I brought three Leman Russ tanks to my last game, including one of the vaunted Command Tanks and they went up against one (1) Tri-las Chaos Predator. Turn 1 and one Leman Russ was taken from full wounds to three (3) by a volley, and after that my other two (including the command tank) took four (4) turns to kill the Predator, and that includes two incredibly lucky shots from the LRBT. The command tank was an Exterminator, which was crippled by the Predators gunfire. At all times my tanks where in cover, so tell me again how powerful Russes are when compared to Predators. especially as the tri-las predator is still cheaper than my Russes.
Veterans are dead, as are Chimeras. I can confirm this because I do not run a Horde Guard list, I run my fluffy Mobile Strike Force, an armoured unit paired with a veteran carrier company. It is laughable to play Veterans s just about everything else out there is better than them and the Chimeras vanish to a wet fart.
All that this thread and the others like it come down to is a bunch of angry "l33t" players whining about their sudden drop in W/L ratio, and being utterly unable to cope with the hard fact that Guard players now have a few okay-good choices which can give them an edge over an army not prepared to face them. Said players are refusing to adapt and drawing upon strawman arguments (such as the OP's "LOOK, ZOMG CONSCRIPTS OP!!11!1!" claim, despite said conscripts being a footnote in a list composed of the most broken choices in the game) and all these players want is to see the Imperial Guard army nerfed back to the dark ages - AKa the bottom tier.
Grow up.
Pox walkers are decidedly less survivable (without expensive buffing characters) against small arms fire than Conscripts are. Pox walkers are 6 points T3 w 5+ save, Conscripts are 3 points T3 with a 5+ save. So I have 2 conscripts for every Poxwalker. So they are twice as durable against AP 0 shooting, and equally durable against AP -1 shooting. Unless The deathguard player is running a 160+ point character. They also have no shooting and equivalent close combat (except again with a buff character). Chaos also has far fewer great shooting options that can hide behind the screen. Their regenerate ability is great against other hordes, but not great against tougher infantry.
As a screen they are tied for being the most points efficient option in the game (with Brimstones now that they got bumped to 3 points, and are arguably still too good.)
Now other things in guard (specifically many of their vehicles, not all) need a buff because they aren't very good. That said conscripts are too good for their points, compare them to other 3 point models in the game and come back to me and tell me they are costed right (unless you think things like Gretchin need a giant bump in ability, or to be 1 point per model.)
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This message was edited 1 time. Last update was at 2017/09/07 18:33:02
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![[Post New]](/s/i/i.gif) 2017/09/07 18:39:03
Subject: Hey, ya got anymore of them Conscripts?
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Loyal Necron Lychguard
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Unit1126PLL wrote:The problem with the Commissar giving a unit LD10 is that there are Inquisitors who do exactly that, without hurting anyone, and while bringing more to the table (including an auto-pass power that could be used on the unit most likely to be blenderized).
Using an Inquisitor instead of a Commissar in your Guard army means you lose objective secured and (eventually) regiment tactics.
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![[Post New]](/s/i/i.gif) 2017/09/07 18:42:48
Subject: Hey, ya got anymore of them Conscripts?
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Consigned to the Grim Darkness
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Not if that inquisitor is their own detachment. Also, I get the idea that Master of Ordnance is pretty much spot on regarding people wanting to see guard nerfed to oblivion. There's been far too many ignorant people saying things like "nerf guard across the board" and claiming the entire book is broken.
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This message was edited 1 time. Last update was at 2017/09/07 18:44:57
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
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