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Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

the_scotsman wrote:

He does seem to be choosing many of the cheapest things possible here, including some units that are basically pure tax (his whole fast attack selection, for instance.) IG do make a brigade pretty damn easily, as does any horde-ier army with access to cheap troops. But 5-man squads of marines aren't exactly expensive, I just don't see people taking them.

your list, for instance, could have 6 troop squads just by splitting all those squads into 5-mans. That puts you at 2HQs, 2 I assume fast attacks for the land speeders, 3 HS, 2(?) elites.

What would you include/cut to make a brigade here? Sammael seems like a pretty expensive dude who doesn't do a lot, most special characters are like that. a barebones captain+Lieutenant is never a bad idea when you're looking at a significant gunline component of your army - they can pay for themselves in rerolls on expensive weapons like lascannons. If you're willing to spend a few points on mostly tax units, attack bikes fill out your fast attack slots really easily.

It seems like, from an outside perspective, he was willing to field min troop squads and use slots for cheap buffers (which probably made his army more efficient overall) and you went for a couple super inefficient options (Vendread with twin AC and PF+HF, for instance) plus a couple expensive options like the laspred and sammael. and you were still only 2-3 slots from a brigade.


Sammael grants rerolls of all missed to-hit rolls for any Ravenwing units within proximity of him, and rerolls of 1's to hit for all other Dark Angels units in proximity. He's what make the Land Speeders actually work - there's a world of difference between hitting on 4s when you move something and hitting on 4s with full rerolls. He's also got not-unrespectable firepower on his own, and is a phenomenal badass when he charges. His Land Speeder variant is better, but a little more expensive, but I don't currently have that model. I intend to get it assembled today.

You're not wrong - I could have made a brigade if I'd been willing to take cheap tax units in certain categories, but they're units that don't do anything but sit in the required slots. Attack Bikes, for instance, are currently not worth taking, nor are most of the cheap characters in the Elites section. That said, you're basically restating my point - as a Dark Angels player, I can make a brigade, but I have to be willing to make hard choices to do it across the board, and in so doing I'm apt to leave myself without the tools to deal with harder targets. Were my Predator and VenDread expensive? Sure, but they were also the greatest threats I had to my opponent's Leman Russes, and you can be sure he treated them as such.

Guard players don't really have to make difficult choices to build a brigade. They have enough cheap choices that actually do things - particularly in Troops, but as you pointed out Fast Attack as well, that they don't have to take any units that are strictly just tax - they can take a full brigade of units that are at least useful and often amazing. That is not a balanced situation - certainly not when a Guard player can field a brigade with plentiful good choices and also field a whole additional battalion.

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Made in us
Shadowy Grot Kommittee Memba






 Grand.Master.Raziel wrote:
the_scotsman wrote:

He does seem to be choosing many of the cheapest things possible here, including some units that are basically pure tax (his whole fast attack selection, for instance.) IG do make a brigade pretty damn easily, as does any horde-ier army with access to cheap troops. But 5-man squads of marines aren't exactly expensive, I just don't see people taking them.

your list, for instance, could have 6 troop squads just by splitting all those squads into 5-mans. That puts you at 2HQs, 2 I assume fast attacks for the land speeders, 3 HS, 2(?) elites.

What would you include/cut to make a brigade here? Sammael seems like a pretty expensive dude who doesn't do a lot, most special characters are like that. a barebones captain+Lieutenant is never a bad idea when you're looking at a significant gunline component of your army - they can pay for themselves in rerolls on expensive weapons like lascannons. If you're willing to spend a few points on mostly tax units, attack bikes fill out your fast attack slots really easily.

It seems like, from an outside perspective, he was willing to field min troop squads and use slots for cheap buffers (which probably made his army more efficient overall) and you went for a couple super inefficient options (Vendread with twin AC and PF+HF, for instance) plus a couple expensive options like the laspred and sammael. and you were still only 2-3 slots from a brigade.


Sammael grants rerolls of all missed to-hit rolls for any Ravenwing units within proximity of him, and rerolls of 1's to hit for all other Dark Angels units in proximity. He's what make the Land Speeders actually work - there's a world of difference between hitting on 4s when you move something and hitting on 4s with full rerolls. He's also got not-unrespectable firepower on his own, and is a phenomenal badass when he charges. His Land Speeder variant is better, but a little more expensive, but I don't currently have that model. I intend to get it assembled today.

You're not wrong - I could have made a brigade if I'd been willing to take cheap tax units in certain categories, but they're units that don't do anything but sit in the required slots. Attack Bikes, for instance, are currently not worth taking, nor are most of the cheap characters in the Elites section. That said, you're basically restating my point - as a Dark Angels player, I can make a brigade, but I have to be willing to make hard choices to do it across the board, and in so doing I'm apt to leave myself without the tools to deal with harder targets. Were my Predator and VenDread expensive? Sure, but they were also the greatest threats I had to my opponent's Leman Russes, and you can be sure he treated them as such.

Guard players don't really have to make difficult choices to build a brigade. They have enough cheap choices that actually do things - particularly in Troops, but as you pointed out Fast Attack as well, that they don't have to take any units that are strictly just tax - they can take a full brigade of units that are at least useful and often amazing. That is not a balanced situation - certainly not when a Guard player can field a brigade with plentiful good choices and also field a whole additional battalion.


That last part is the exact opposite of what I said... That Guard list has nothing but tax in the fast attack slot. If you want to take the decent to good fast attack units (the hellhounds) they're 120+ point choices. There's no functional difference between a lascannon sentinel and an attack bike, both sit and plink with a single heavy weapon.

Did you also miss the part where you had 6 troops choices, you just chose not to use them? What is the functional difference between your 3 troops and the very same squads in 6 5-man units?

It's really hard for me to sympathize when you make choices like Autocannons and the Relic WW and Typhoon Land Speeders backed up by sammael, all of which are anti elite/anti light tank and claim that you were "tailoring against guard" so when you lost it was because guard are broken. You brought a very uncompetitive TAC list to a normal game, and lost. Not knowing the choices made in the game and how the dice came up, there's not really much more of an assessment that you can make than that.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




I'm just going to leave this here!
https://www.warhammer-community.com/2017/10/22/new-faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Commissar nerfs, grinding advance for all, bodyguard nerf, grav chute nerf (no more 20in drop), master of ordnance nerf(only codex artillery), tallarn strategem nerf, send in next wave cost points, dagger relic nerf(company and platoon commander only basically), GSC brood brother massive nerf. Elysian plasmagun finally 2 damage but still OP as fek with drop assault rule, none of the malcador have grinding advance rule :(, no more spamming command squads in Elysian or dkok armies.

This message was edited 5 times. Last update was at 2017/10/22 16:57:19


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

That commisar nerf, oh my god.

Good ridance! Please GW, you said you wanted morale to matter and be a counter-measure agaisnt hordes. Then lets do it.

But to be honest I think this makes Commisars a little... useless. At least for Conscripts.

 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.

 
   
Made in us
Longtime Dakkanaut




 Galas wrote:
That commisar nerf, oh my god.

Good ridance! Please GW, you said you wanted morale to matter and be a counter-measure agaisnt hordes. Then lets do it.

But to be honest I think this makes Commisars a little... useless. At least for Conscripts.

It's not to bad conscripts are ld9 near the commissar and if catachan are +1ld. Rerolling can make that 5/6 into a 1/2 and save a bunch of casualties. It also makes things like standards worth taking again. And the draconian discipline warlord trait is basically the old commisssr rule but d3 models and auto pass.

This message was edited 1 time. Last update was at 2017/10/22 16:22:55


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Yeah I think the Commissar nerf is fair. Especially since they didn't remove every tool for morale mitigation from the book!

There's still Mental Fortitude from psykers, then that Inquisition psychic power, then the stratagem.

Now there's just a point to taking standards and the Draconian Disciplinarian Warlord Trait.

Notice also that the Valhallan relic is unchanged, meaning Valhallan conscripts are still really badass (as per the fluff).

Lastly, I don't think it's so harsh of a nerf that comissars are /useless/ - they're just better for 10 man squads now.


Automatically Appended Next Post:
Also, curiously, they didn't change Acts of Faith - perhaps it's intended to be a unit level ability?

This message was edited 1 time. Last update was at 2017/10/22 16:25:15


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

All in All I think all the changes were very good, bot the ones to let things clear like the Grinding advance one, and the "nerfs" ones.

 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.

 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Yeah definitely pretty awesome!
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

And they still did not clarify how many points an Infantry Squad HWT costs...

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in gb
Longtime Dakkanaut




UK

Huh. Wasn't expecting to see that Commissar change. Interesting.

And the stopped Bodyguards being able to jump in front of tanks and soak up bullets. That one I -was- expecting, eventually, though I'm surprised they got round to it so quickly.

And they finally made it so that people couldn't get free 20" move + disembarks + movement + advance + charge out of a valkyrie. (Edit: I mean, you -can- still do that, but it's not completely risk free like it was before)

Most of these seem pretty good changes (I mean ok, a lot are nerfs, but mostly they're plugging up RAI/RAW loopholes that people knew they were exploiting).

I do wonder about the dagger change though... didn't it used to be <Character>? I'm sure people were thinking of doing things like giving it to a priest and having him take an Ogryn squad with him or whatever... <Infantry><Officer> is pretty restrictive, there's not many of those. Can't give it to Commissars, for instance, or Lords. But you can give it to Masters and Commanders. (So Russell Crowe is still handy).

This message was edited 1 time. Last update was at 2017/10/22 16:32:28


 
   
Made in us
Regular Dakkanaut




North Augusta, SC

I'm fine with making Commissars useless is if People will quit whining about IG.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Commissars will still be a very strong tool to minimize morale loses for IG infantry as other people have said.
The difference is that they now MINIMIZE them, not just IGNORE them.

 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.

 
   
Made in us
Ultramarine Chaplain with Hate to Spare






gungo wrote:
I'm just going to leave this here!
https://www.warhammer-community.com/2017/10/22/new-faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Commissar nerfs, grinding advance for all, bodyguard nerf, grav chute nerf (no more 20in drop), master of ordnance nerf(only codex artillery), tallarn strategem nerf, send in next wave cost points, dagger relic nerf, GSC brood brother massive nerf. Elysian plasmagun finally 2 damage but still OP as fek with drop assault rule, none of the malcador have grinding advance rule :(, no more spamming command squads in Elysian or dkok armies.


Whoah, the Commissar one is big. Not sure exactly how big, but it's something. Lol at murder enforced ATSKNF.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Insectum7 wrote:
gungo wrote:
I'm just going to leave this here!
https://www.warhammer-community.com/2017/10/22/new-faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Commissar nerfs, grinding advance for all, bodyguard nerf, grav chute nerf (no more 20in drop), master of ordnance nerf(only codex artillery), tallarn strategem nerf, send in next wave cost points, dagger relic nerf, GSC brood brother massive nerf. Elysian plasmagun finally 2 damage but still OP as fek with drop assault rule, none of the malcador have grinding advance rule :(, no more spamming command squads in Elysian or dkok armies.


Whoah, the Commissar one is big. Not sure exactly how big, but it's something. Lol at murder enforced ATSKNF.


Speaking personally, I can't see myself ever using Commissars after this.

(To clarify, I didn't use them for Conscripts - just Infantry Squads).

I'd be paying points to kill one of my models and then potentially lose the same number of models (or more) anyway. And that would be in addition to the model I had to kill just for the privilege.

Just not worth it in my view.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut




Personally I think send in the next wave is useless. Unlike summoning it's not even a good deepstrike mechanic replacement. Honestly if it's going to cost points I rather see it used before the unit is destroyed to replace it with a fully repaired unit.

And I know the steel legion order is clear but I would have like to see that one allow units to reembark after disembarking the same turn. Chimera mech units aren't that great this edition and allowing a few units to use an order for protection would have made them decent.

Other then that I think this FAQ did a great job at removing unintended exploits people were trying to abuse.


Automatically Appended Next Post:
 vipoid wrote:
 Insectum7 wrote:
gungo wrote:
I'm just going to leave this here!
https://www.warhammer-community.com/2017/10/22/new-faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Commissar nerfs, grinding advance for all, bodyguard nerf, grav chute nerf (no more 20in drop), master of ordnance nerf(only codex artillery), tallarn strategem nerf, send in next wave cost points, dagger relic nerf, GSC brood brother massive nerf. Elysian plasmagun finally 2 damage but still OP as fek with drop assault rule, none of the malcador have grinding advance rule :(, no more spamming command squads in Elysian or dkok armies.


Whoah, the Commissar one is big. Not sure exactly how big, but it's something. Lol at murder enforced ATSKNF.


Speaking personally, I can't see myself ever using Commissars after this.

(To clarify, I didn't use them for Conscripts - just Infantry Squads).

I'd be paying points to kill one of my models and then potentially lose the same number of models (or more) anyway. And that would be in addition to the model I had to kill just for the privilege.

Just not worth it in my view.

Considering conscripts are ld4 and a commissar was the only way to substantially increase thier leadership anyway. Commissars are pretty much required for conscripts still. Even if you take catachan (+1 ld) and platoon banner(+1 ld), ld 6 means you have a chance losing models to morale with even 1 casualty. A commissar makes that same unit ld 10 and thus not only can you reroll a bad morale roll you need to take 5 casualties and roll a 6 twice on morale to lose a casualty. Odds are you need to take 8-9 casualties before you lose a model for morale near a commissar. And no I would never take a commissar for a 10 man unit with ld7 (8 if catachan)already.

But if your playing conscripts still (and combined infantry to a smaller degree) and not using the vahallan relic or draconian discipline a commissar is a huge bonus. The main point of the commissar is now spreading his leadership 8/9 around especially to ld4 and ld7 units.

This message was edited 3 times. Last update was at 2017/10/22 17:14:50


 
   
Made in us
Kid_Kyoto






Probably work

Jesus, 'dat nerf though. I mean, regarding commissars, I kinda stopped taking them with infantry anyway. This is going to further solidify that. Unless it's a lord for that little bit of surprisingly effective melee, I'm probably not using them again. I kinda feel like it was too much a kneejerk, but whatever. I imagine there will be about four very vocal people who will seriously try to argue that it wasn't enough, so to each their own.

Interesting that they didn't change FW plasma cost. Maybe they're waiting a month for chapter approved.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 daedalus wrote:
Jesus, 'dat nerf though. I mean, regarding commissars, I kinda stopped taking them with infantry anyway. This is going to further solidify that. Unless it's a lord for that little bit of surprisingly effective melee, I'm probably not using them again. I kinda feel like it was too much a kneejerk, but whatever. I imagine there will be about four very vocal people who will seriously try to argue that it wasn't enough, so to each their own.

Interesting that they didn't change FW plasma cost. Maybe they're waiting a month for chapter approved.


My thoughts exactly. I have one power-sworded Lord Commissar who hangs out with my crusader-spam army near a priest for to do the stabbing but all-in-all it's not crippling for me. Commissars are pretty awful now though, that's certain.
   
Made in se
Swift Swooping Hawk





I don't play IG, and I think the Commissar nerf seems harsh.

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Made in ca
Heroic Senior Officer





Krieg! What a hole...

What is this about 20'' drops? I don't have my Codex, but in the Index it clearly says you roll a D6 after a 20+ drop

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Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Worthiest of Warlock Engineers






preston

Well, there go Conscript blobs. looks like the Marine player whined hard enough once again. Now, minus the only defensible bubble wrap units the Guard army should be open for destruction on turn two, after the conscripts have fled on turn one. Hell, Commissars might as well be removed from the list, the only reason to take them (negating crap leadership) has gone.


Free from GW's tyranny and the hobby is looking better for it
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Made in gb
Longtime Dakkanaut




UK

 vipoid wrote:
 Insectum7 wrote:
gungo wrote:
I'm just going to leave this here!
https://www.warhammer-community.com/2017/10/22/new-faqs-and-errata-for-the-astra-militarum-and-beyond-oct-22gw-homepage-post-1/
Commissar nerfs, grinding advance for all, bodyguard nerf, grav chute nerf (no more 20in drop), master of ordnance nerf(only codex artillery), tallarn strategem nerf, send in next wave cost points, dagger relic nerf, GSC brood brother massive nerf. Elysian plasmagun finally 2 damage but still OP as fek with drop assault rule, none of the malcador have grinding advance rule :(, no more spamming command squads in Elysian or dkok armies.


Whoah, the Commissar one is big. Not sure exactly how big, but it's something. Lol at murder enforced ATSKNF.


Speaking personally, I can't see myself ever using Commissars after this.

(To clarify, I didn't use them for Conscripts - just Infantry Squads).

I'd be paying points to kill one of my models and then potentially lose the same number of models (or more) anyway. And that would be in addition to the model I had to kill just for the privilege.

Just not worth it in my view.




Well they're now the same buff as other army's leader choices, they still upgrade your infanrty/conscript units leadership from 4/6 to 8, which is all the boost to morale most army's get from leaders that cheap.

I do notice that the re-roll is compulsory though, which is odd. I'd have expected it to be a choice. So if you only fail by 1, you just take the model loss, but if you roll a 6 and lose like 4 models, then you can choose to re-roll as it would likely be an improvement.
But the new rules seems to say you must roll if you fail, so you do risk losing more guys. Odd. That might get tweaked into being a choice.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 master of ordinance wrote:
Well, there go Conscript blobs. looks like the Marine player whined hard enough once again. Now, minus the only defensible bubble wrap units the Guard army should be open for destruction on turn two, after the conscripts have fled on turn one. Hell, Commissars might as well be removed from the list, the only reason to take them (negating crap leadership) has gone.



You're overreacting.

There are still 4 mechanisms remaining in the Imperial Guard codex to completely ignore morale for a unit.

Commissars, perhaps, are gone from lists, but conscript screens are still just fine.
   
Made in fi
Jervis Johnson






I for one can’t see it worthwhile to get that Commissar Warlord or any other way to keep morale. Conscripts are dead.

But they are not dead for just AM lists. Guilliman’s soup lists used them too.

In the end, this forces AM to soup even more to have some credible way to stop an assault. Deep strikers can still be blocked with other units, like Sentinels etc.

Laughable optimism from some posters claiming blobs are fine.

This message was edited 1 time. Last update was at 2017/10/22 17:36:44


 
   
Made in us
Kid_Kyoto






Probably work

 Unit1126PLL wrote:
 master of ordinance wrote:
Well, there go Conscript blobs. looks like the Marine player whined hard enough once again. Now, minus the only defensible bubble wrap units the Guard army should be open for destruction on turn two, after the conscripts have fled on turn one. Hell, Commissars might as well be removed from the list, the only reason to take them (negating crap leadership) has gone.



You're overreacting.

There are still 4 mechanisms remaining in the Imperial Guard codex to completely ignore morale for a unit.

Commissars, perhaps, are gone from lists, but conscript screens are still just fine.


He's overreacting, but he's not entirely off base. If you lose equal to or more than 7 conscripts, having a commissar is probably hurting you more than it's helping at that point. You lose d6+1 instead of d6, and its mandatory, so you can't not-reroll if the first roll was a 1. And you're paying points to get to do it. Yay!

And, lets be honest, people (actual people, not me) don't take the commissar for anything other than conscripts. There's no reasonable use case for it now.


Automatically Appended Next Post:
 Therion wrote:

In the end, this forces AM to soup even more to have some credible way to stop an assault. Deep strikers can still be blocked with other units, like Sentinels etc.


Mordian infantry squads. More expensive and you have to care about spacing so that they don't get multiassaulted more than you can help, but spacing always should have been a concern anyway.

Maybe replace your commissar with a command squad with standard. Do both and you have LD 9 infantry.

This message was edited 1 time. Last update was at 2017/10/22 17:34:22


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

Right, yes.

Commissars are gone (bye, Officio Praefectus!).

But Conscripts are still absolutely viable - that's my point. Our screens are still there.
   
Made in gb
Worthiest of Warlock Engineers






preston

 daedalus wrote:
 Unit1126PLL wrote:
 master of ordinance wrote:
Well, there go Conscript blobs. looks like the Marine player whined hard enough once again. Now, minus the only defensible bubble wrap units the Guard army should be open for destruction on turn two, after the conscripts have fled on turn one. Hell, Commissars might as well be removed from the list, the only reason to take them (negating crap leadership) has gone.



You're overreacting.

There are still 4 mechanisms remaining in the Imperial Guard codex to completely ignore morale for a unit.

Commissars, perhaps, are gone from lists, but conscript screens are still just fine.


He's overreacting, but he's not entirely off base. If you lose equal to or more than 7 conscripts, having a commissar is probably hurting you more than it's helping at that point. You lose d6+1 instead of d6, and its mandatory, so you can't not-reroll if the first roll was a 1. And you're paying points to get to do it. Yay!

And, lets be honest, people (actual people, not me) don't take the commissar for anything other than conscripts. There's no reasonable use case for it now.


Eh, I probably am to some extent, but right now I can see another "Ohknows, they hurt the marines" kneejerk reaction coming in from GW, just as the 6th edition Guard codex was a massive nerf after the very brief period where the leafblower (which in itself was not a Guard list - it was Inquisition AND Guard) list proved to be powerful, and even without it the Guard codex was relatively well balanced and capable of giving as good as it got.
At te start of 8th we where good, provided we took some very monobuild lists. Now these are being rapidly nerfed from under us, and it wont be long until we see the Russ going up even further in points and Lasguns becoming S2....

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+
 
   
Made in gb
Longtime Dakkanaut




UK

 daedalus wrote:
 Unit1126PLL wrote:
 master of ordinance wrote:
Well, there go Conscript blobs. looks like the Marine player whined hard enough once again. Now, minus the only defensible bubble wrap units the Guard army should be open for destruction on turn two, after the conscripts have fled on turn one. Hell, Commissars might as well be removed from the list, the only reason to take them (negating crap leadership) has gone.



You're overreacting.

There are still 4 mechanisms remaining in the Imperial Guard codex to completely ignore morale for a unit.

Commissars, perhaps, are gone from lists, but conscript screens are still just fine.


He's overreacting, but he's not entirely off base. If you lose equal to or more than 7 conscripts, having a commissar is probably hurting you more than it's helping at that point. You lose d6+1 instead of d6, and its mandatory, so you can't not-reroll if the first roll was a 1. And you're paying points to get to do it. Yay!

And, lets be honest, people (actual people, not me) don't take the commissar for anything other than conscripts. There's no reasonable use case for it now.


Automatically Appended Next Post:
 Therion wrote:

In the end, this forces AM to soup even more to have some credible way to stop an assault. Deep strikers can still be blocked with other units, like Sentinels etc.


Mordian infantry squads. More expensive and you have to care about spacing so that they don't get multiassaulted more than you can help, but spacing always should have been a concern anyway.

Maybe replace your commissar with a command squad with standard. Do both and you have LD 9 infantry.



This makes Conscripts a choice, rather than a must-take. Isn't a bad thing. And they're also fluffier now, as they are actually capable of running away instead of being more courageous than space marines (which, come on, was pretty weird).

HOWEVER - While I like the new rule, I agree that it being compulsory is wrong. It should be a choice. Otherwise like this guys says, if you lose enough models in one turn, then you'll *always* have to roll twice, and end up losing the extra guy to friendly fire no matter what. I really do think GW meant it to be a choice.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

Niiru wrote:

This makes Conscripts a choice, rather than a must-take. Isn't a bad thing.


Which is great if you only used Commissars for Conscripts.

If you used Commissars for anything else, then GW gives you the middle finger.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Longtime Dakkanaut




gungo wrote:

Considering conscripts are ld4 and a commissar was the only way to substantially increase thier leadership anyway. Commissars are pretty much required for conscripts still. Even if you take catachan (+1 ld) and platoon banner(+1 ld), ld 6 means you have a chance losing models to morale with even 1 casualty. A commissar makes that same unit ld 10 and thus not only can you reroll a bad morale roll you need to take 5 casualties and roll a 6 twice on morale to lose a casualty. Odds are you need to take 8-9 casualties before you lose a model for morale near a commissar. And no I would never take a commissar for a 10 man unit with ld7 (8 if catachan)already.

But if your playing conscripts still (and combined infantry to a smaller degree) and not using the vahallan relic or draconian discipline a commissar is a huge bonus. The main point of the commissar is now spreading his leadership 8/9 around especially to ld4 and ld7 units.


One thing to clarify, commissars can't get any unit to ld 10. The max a normal one can get them to is 8, and Yarrick/Lord Commissars only get them to 9. This is because they don't benefit from the catachan trait or the platoon banner etc due to them being a different "regiment".

Personally, i think the best way to go right now is just take the Valhallan relic if you want to keep running massive blobs. Other than that, i'd go for infantry squads. As soon as a conscript squad looses 8 men with a standard commissar next to them, they will loose d6+1 models from the unit, as you don't get a choice as to whether or not you use the ability.


Automatically Appended Next Post:
I can understand the change for Send in the Next Wave stratagem costing reinforcement points - but it now just feels off when compared to Tide of Traitors.

A little annoyed about the Tallaran stratagem change as well. Would still be useable if it was changed to 1-2 units for 1/3 CP like some of the others. Right now, i'm not going to use 3cp to just outflank 1 russ and then 2 infantry squads.

This message was edited 1 time. Last update was at 2017/10/22 17:53:49


 
   
Made in gb
Regular Dakkanaut




Forgeworld update pretty much updates rules and unit buffs to same as codex and as expected the clarification that Krieg/Elysian abilities are existing regimental doctrines and they cant take another. There is one major nerf though, Master of Ordinance only affects motorised artillery doesn't buff Earthshaker stationary/carriages.
   
 
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