Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2018/02/22 01:59:14
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
Daedalus81 wrote: Wouldn't alpha strikes just turn into beta strikes?
It'll allow for more counter play in the game than there currently is, and is perhaps one of the more elegant solutions they can do without a complete rules revision.
They're already pretty damn tough...
The changes means vehicles aren't bad against everything -AP. The Lascannon / Melta buff should offset the change.
It's there so that anti infantry weapons aren't as effective against vehicles (Go away, plasma!)
This message was edited 1 time. Last update was at 2018/02/22 01:59:35
2018/02/22 02:02:46
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
I'll love for Tau to get Guard style traits, with different bonus for infantry and for tanks. Or maybe even infantry, battlesuits and tanks.
It would definitely suit them considering they're the only other professional military in 40k, at least in a modern sense. I would like to see more Tau hovertanks on the table especially, anything to get people to take firewarriors and hammerheads. It's sad to see Tau get reduced to just suit spam when they have so many cool and characterful options that just get outshined by battlesuits and those hideous super heavy monstrosities GW is pushing like riptides. I don't think I've seen a Tau player willingly take fire warriors in over 2 years.
The guard traits are definitely my favorites so far, so I hope tau get similar traits. There's a reason to take all of them and each lends itself to a wildly different playstyle. (whereas 6+ FNP doesn't change your tactics and -1 to hit is pretty boring).
Though, I do think Fire warriors are already in a solid spot. If they drop one point and get some mean sept traits you might start seeing a lot more. Maybe not though, for some reason people like big robots more. Which is a shame because they look so much better than most battlesuits IMO.
This message was edited 1 time. Last update was at 2018/02/22 02:03:19
2018/02/22 02:31:50
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
For Death Guard: Please make the generic lords and sorcerers toughness 5 with digustingly resilient. My eye twitches every time I see that T4 stat sandwiched in with the T5s.
on this I agree. it's just so painfully an artifical keeping the stats the same between codices it's annoying I agree it should be done in most cases (a predator is a predator is a predator) but in the case of the death guard everything is changed.
Opinions are not facts please don't confuse the two
2018/02/22 03:43:16
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Wayniac wrote: I just had a thought. What if they changed CP for matched play to be static? The Malign Portents book for AOS has something like this.. it uses "Prophecy Points" which are randomly generated (each turn in that case) but for Matched Play it's like... 3 per 500 points or something like that. Would we see less soup lists if it was, for example 3 base for being battleforged and then +1 per 500 points (so 7 at 2000 points) and that number was fixed for everybody, other than the characters who give a bonus?
Then you'd see everyone move away from more basic units when they're no longer penalized for taking all fast attack, heavy, etc.
No different to lists that are all Outrider etc (aka Ravenwing). This isn't a bad idea and you could still link army traits to being battleforged to encourage rounded lists as they currently are (change battleforged to mean all armies share faction keyword and and have a valid detachment.).
Eonfuzz wrote: I'm of a controversial opinion that we need to bring blast weapons back. There's no 'other' easy answer to anti horde, or at the very least bring black flamer templates.
Changes that I think are needed:
* Deep strike and its variants can now only happen on turn 2+ (Fixes the alpha strike problems, I'm looking at you berserkers!)
* We need to see a melee 'overwatch' that happens when people retreat from combat
* All Vehicles now reduce AP penalties by half, AP on Lascannons and Meltas go up slightly to compensate
And finally a wishlist of things that will never happen but should:
* Add psychic dice a-la 8e Warhammer fantasy, using a pool of dice that increases per psyker in your army - makes it easier to cast a single spell but harder for multiple
* TEQ units now have a save of 3+ but pass using 2d6 * Remove all reroll auras (As they are bland, uninspiring and reduce game-design space available) and replace them with something interesting.
* Agreed with Deep strike on turn 2 onwards. Going second still exposes you to enemy fire before acting but at least you have a turn to reposition and counter before reinforcements enter. (even make it a dice roll of 3+ on turn 1 and automatic from turn 2)
* Melee overwatch or perhaps D3 mortal wounds for retreating (D6 if outnumbered by more than 2:1) - there should be a penalty of some sort for retreating however it's done
* Not a fan of this sorry.
* They tried this in 7th Ed. It slowed the game down to a crawl and psychic phases were painful to sit through.
* A nice throw back to 2nd ED, but what happens when hit by a weapon with AP? If the aim is to make them more resistant to AP0 small arms fire but still weak against plasma etc I actually like this idea.
* I personally like the concept of auras, it helps encourage your troops to surround the commanding characters like a cohesive fighting force. It's no different to previous editions were characters conferred a buff to the unit they joined - now it's in a bubble around them as they can't join units anymore.
For Death Guard: Please make the generic lords and sorcerers toughness 5 with digustingly resilient. My eye twitches every time I see that T4 stat sandwiched in with the T5s.
Yes. Please. Give them T5 and DR like they should and a slight points increase. I understand why they did it so all Chaos Lords across any list are the same but they could have added a rule like they did with Daemon Princes in the Data Sheet were they gain an extra ability based on the Mark of Chaos they are given - problem solved.
"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 |
2018/02/22 04:11:35
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
* Agreed with Deep strike on turn 2 onwards. Going second still exposes you to enemy fire before acting but at least you have a turn to reposition and counter before reinforcements enter. (even make it a dice roll of 3+ on turn 1 and automatic from turn 2)
* Melee overwatch or perhaps D3 mortal wounds for retreating (D6 if outnumbered by more than 2:1) - there should be a penalty of some sort for retreating however it's done
* Not a fan of this sorry.
* They tried this in 7th Ed. It slowed the game down to a crawl and psychic phases were painful to sit through.
* A nice throw back to 2nd ED, but what happens when hit by a weapon with AP? If the aim is to make them more resistant to AP0 small arms fire but still weak against plasma etc I actually like this idea.
* I personally like the concept of auras, it helps encourage your troops to surround the commanding characters like a cohesive fighting force. It's no different to previous editions were characters conferred a buff to the unit they joined - now it's in a bubble around them as they can't join units anymore.
The vehicle change is to make them as strong as they are now against anti vehicle, but tougher against small arms like Plasma.
I believe auras are contributing to the upcoming 'death blob' problem. Marine players all bunch around a captain and lieutenant for those sweet rerolls.
Additionally the auras are problematic. How do you cost something that makes all nearby units 17% more effective? And do you balance those other units around always being in the auras?
I want to see more things that are 'interesting' from a gameplay perspective; for example replace the captains aura with:
Inspiring Courage Whenever the Space Marine Captain destroys an enemy unit nearby units are bolstered with courage; Nominate a friendly unit within 12", for the remainder of this turn their hit rolls are increased by 1 (to a maximum of 2+ to hit) for the remainder of the phase.
This introduces gameplay (you want your captain to kill something) while also introducing new strategies.
2018/02/22 06:10:23
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
Strategems I'd like to see some strategems get adjusted. - The Eldar Interceptor strategem that is the best strategem they have, and only 1 CP could really do with a nerf. Limit it to 12" - Eldar's 1 CP to leave combat and act normally is nuts too. 3 CP to do this. - IG,'s take Cover strategem should be armor saves only. Not invuls. - Nids have a bunch of strategems that don't really work. IE. pheromone trail, or any of the summoning stratagems. - Bloodletter bomb is too good. I asked my friend, "Do you think we'll ever see a Korne army without a bloodletter bomb?" He said, "I don't think you'll see a chaos demons army without a bloodletter bomb." That is pretty poor design in my opinion. Limit the strategem to units of 20 or less. - Blood angels have a similar problem, though less turn 1 game ending. I'd like to see it get dicier. AKA, charge 3D6, but you roll a dice for each model, and on a 1 they are removed. Makes Sanguinary guard kinda risky. Psychic Powers - Quicken and Warp Time are both psychic powers that badly unbalance the game. I'd like to see Quicken change to double advance (like the kraken strategm), and Warp Time change to add 6" to the unit's movement. Another way to fix both is to make them infantry only. - Tyranid Psychic powers lack bite. Onslaught should be better. They need a way to lower invul saves (paroxysm: -1 to all saving throws?). - Grey Knights and anyone else with mini smite need to avoid the smite nerf. - Neurothrope needs to be able to pick 2 powers.
Specific unit changes: - Skarbrand is kinda silly. Take away his fearless buff. - Celestine is too good. Make her Res with D3 wounds. - Dark Reapers have problems. 3+ to hit if they don't move. Make the frag profile S5 AP-1, 1 Damage. Cap squad size to 6. Maybe a few more tweaks. - I.G's Grand strategist should be limited to IG pure armies
Primarchs - Rowboat sucks. No fun to play against. Give him 12 wounds so he can be targetted. - Mortarian and Magnus are also no fun. Maybe Magnus has been nerfed enough (the fix to warp time above might be enough). Mortarian should probably get a reduction on the range of his mortal wound's at the start of the fight phase. - Alternative approach, Primarchs are no fun. Limit all 3 of them to Open Play.
General Game changes - Terrain rules suck. Alpha Strikes are too good. Bring back "night Fighting". Player who goes 1st has -1 to hit on their 1st turn. Or Player who goes 2nd gets +1 to saving throws on their 1st turn. - 6's should always hit - Monster / bike / vehicles can't be placed on upper levels, but if they can roll high enough to make a charge, they should be able to charge units on upper levels via wobbly model or some other mechanic. - Fly is too good. If you leave combat you can shoot, but at -1 maybe.
This message was edited 2 times. Last update was at 2018/02/22 06:19:57
2018/02/22 07:06:00
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
- Blood angels have a similar problem, though less turn 1 game ending. I'd like to see it get dicier. AKA, charge 3D6, but you roll a dice for each model, and on a 1 they are removed. Makes Sanguinary guard kinda risky.
Makes it unusable, which I guess is OK if that's what you intended.
2018/02/22 07:12:08
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Primarchs - Rowboat sucks. No fun to play against. Give him 12 wounds so he can be targetted.
- Mortarian and Magnus are also no fun. Maybe Magnus has been nerfed enough (the fix to warp time above might be enough). Mortarian should probably get a reduction on the range of his mortal wound's at the start of the fight phase.
- Alternative approach, Primarchs are no fun. Limit all 3 of them to Open Play.
Ah yes, more Gulliman nerfs...
It's not like I'm always losing when I DO have him.
This message was edited 1 time. Last update was at 2018/02/22 07:19:37
2018/02/22 07:35:49
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
For Death Guard: Please make the generic lords and sorcerers toughness 5 with digustingly resilient. My eye twitches every time I see that T4 stat sandwiched in with the T5s.
This!
And make orks armed with assault, rapidfire, and pistols hit on 5+ no mater any negatives to hit.
-Wibe.
2018/02/22 07:55:43
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
For Death Guard: Please make the generic lords and sorcerers toughness 5 with digustingly resilient. My eye twitches every time I see that T4 stat sandwiched in with the T5s.
This!
And make orks armed with assault, rapidfire, and pistols hit on 5+ no mater any negatives to hit.
Guys, it's a FAQ. Not a chapter approved. Not a game update to a new version. It's a big FAQ.
Temper your expectations accordingly and don't be surprised when none of the stuff you're hoping for happens in March.
I don't think there's a chance of new rules.
I don't think any army currently without a codex will get a mention.
I don't think there will be many if any points changes.
If they make any rules changes it will only be to those units that are currently way too strong/weak and again only for armies with codexes released. They may change global, general rules/make beta rules legitimate.
That's it. Again, to reiterate, don't be expecting a plethora of changes and complete overhauls of current systems.
0046/02/22 09:21:26
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Maybe they will change the rules so you can pick units with assault weapons that advanced, or units with pistols/equivalent within 1" of an enemy, to shoot those weapons in the shooting phase.
2018/02/22 09:26:36
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
I only hope they don't make the Beta Smite rules permanent.
These rules are poorly thought out and uneeded. A Chaos Sorcerer deals 3 Mortal Wounds if he only uses witchfire powers.... 3 MORTAL WOUNDS for 100pts. Obliterators deal way more damage than that against any kind of targets, except those that Mortal Wounds were DESIGNED to take down (high invulnerable saves units).
All they need to do is to give baby-Smite to Psykers that cost 50pts or less. Easily fixed.
This message was edited 1 time. Last update was at 2018/02/22 09:30:39
Deffskullz desert scavengers
Thousand Sons
2018/02/22 10:30:39
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
2: Big, Twice-a-year FAQs Major game-wide questions will be answered on a biannual basis each March and September when a wider set of FAQ updates will be released. These will be focused on anything that might emerge as more codexes, and thus more unusual interactions, make their way into the game and will address issues across multiple factions and publications. We’ll also use these to address balance issues in the game, so these might include a few changes to rules for overly powerful, or underrepresented units.
Ynnari stratagems changed
Dark Reapers and Shiny Spears a 4-5pt increase
What i want? Sporefield Stratagem to not use Reinforcement points.
Nym wrote: I only hope they don't make the Beta Smite rules permanent.
These rules are poorly thought out and uneeded. A Chaos Sorcerer deals 3 Mortal Wounds if he only uses witchfire powers.... 3 MORTAL WOUNDS for 100pts. Obliterators deal way more damage than that against any kind of targets, except those that Mortal Wounds were DESIGNED to take down (high invulnerable saves units).
All they need to do is to give baby-Smite to Psykers that cost 50pts or less. Easily fixed.
A decision, rather than having an optional rule that screws over some armies and not others would be handy...
... of course, if it is implemented, I hope the armies that get screwed over get some sort of compensation or a way to mitigate it a bit...
Mark.
This message was edited 1 time. Last update was at 2018/02/22 11:09:05
2018/02/22 11:38:56
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Nym wrote: I only hope they don't make the Beta Smite rules permanent.
These rules are poorly thought out and uneeded. A Chaos Sorcerer deals 3 Mortal Wounds if he only uses witchfire powers.... 3 MORTAL WOUNDS for 100pts. Obliterators deal way more damage than that against any kind of targets, except those that Mortal Wounds were DESIGNED to take down (high invulnerable saves units).
All they need to do is to give baby-Smite to Psykers that cost 50pts or less. Easily fixed.
A decision, rather than having an optional rule that screws over some armies and not others would be handy...
... of course, if it is implemented, I hope the armies that get screwed over get some sort of compensation or a way to mitigate it a bit...
Mark.
They are compensated; the two armies that are intended to spam out psykers get 18 spells in their list. They just need to expand the Grey Knights list to be as big as the Eldar and Thousand Sons lists and the smite change is totally fine.
2018/02/22 12:26:52
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
p5freak wrote: Genestealers need to be nerfed. Moving and advancing 20 models 16-20" across the battlefield (kraken 3D6 for advancing, using the highest roll, doubling it with 1CP) and being able to charge with 3-4 attacks, and acid maws (AP-3 for free), for 12 pts. a model is a big nono.
This can only be done with one unit per turn, there are only 5 acid maw per unit of 20, they still have to make the charge and tank the overwatch. Once they've done that, they then have to chew through the bubblewrap before actually hitting the useful target. If they kill what they're fighting, then they are left out in the open and are eradicated off the board next turn. If they don't kill what they are fighting, the opponent falls back and eradicates them (unless the genetealers are able to completely surround their target). IMO genestealers (and the tyranid codex in general, barring a couple of underpowered/overpriced units) are fine
2018/02/22 13:02:13
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
They are compensated; the two armies that are intended to spam out psykers get 18 spells in their list. They just need to expand the Grey Knights list to be as big as the Eldar and Thousand Sons lists and the smite change is totally fine.
I don't own either of those armies; can their basic squads now cast spells other than Smite? (as at one time that was all they could cast)?
Also: Horrors totally don't work if it is -1 per ATTEMPT, and they definitely only know Smite.
Mark.
2018/02/22 14:40:52
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
tag8833 wrote: Strategems I'd like to see some strategems get adjusted.
- The Eldar Interceptor strategem that is the best strategem they have, and only 1 CP could really do with a nerf. Limit it to 12"
- Eldar's 1 CP to leave combat and act normally is nuts too. 3 CP to do this.
- IG,'s take Cover strategem should be armor saves only. Not invuls.
- Nids have a bunch of strategems that don't really work. IE. pheromone trail, or any of the summoning stratagems.
- Bloodletter bomb is too good. I asked my friend, "Do you think we'll ever see a Korne army without a bloodletter bomb?" He said, "I don't think you'll see a chaos demons army without a bloodletter bomb." That is pretty poor design in my opinion. Limit the strategem to units of 20 or less.
- Blood angels have a similar problem, though less turn 1 game ending. I'd like to see it get dicier. AKA, charge 3D6, but you roll a dice for each model, and on a 1 they are removed. Makes Sanguinary guard kinda risky.
Psychic Powers - Quicken and Warp Time are both psychic powers that badly unbalance the game. I'd like to see Quicken change to double advance (like the kraken strategm), and Warp Time change to add 6" to the unit's movement. Another way to fix both is to make them infantry only.
- Tyranid Psychic powers lack bite. Onslaught should be better. They need a way to lower invul saves (paroxysm: -1 to all saving throws?).
- Grey Knights and anyone else with mini smite need to avoid the smite nerf.
- Neurothrope needs to be able to pick 2 powers.
Specific unit changes: - Skarbrand is kinda silly. Take away his fearless buff.
- Celestine is too good. Make her Res with D3 wounds.
- Dark Reapers have problems. 3+ to hit if they don't move. Make the frag profile S5 AP-1, 1 Damage. Cap squad size to 6. Maybe a few more tweaks.
- I.G's Grand strategist should be limited to IG pure armies
Primarchs - Rowboat sucks. No fun to play against. Give him 12 wounds so he can be targetted.
- Mortarian and Magnus are also no fun. Maybe Magnus has been nerfed enough (the fix to warp time above might be enough). Mortarian should probably get a reduction on the range of his mortal wound's at the start of the fight phase.
- Alternative approach, Primarchs are no fun. Limit all 3 of them to Open Play.
General Game changes - Terrain rules suck. Alpha Strikes are too good. Bring back "night Fighting". Player who goes 1st has -1 to hit on their 1st turn. Or Player who goes 2nd gets +1 to saving throws on their 1st turn.
- 6's should always hit
- Monster / bike / vehicles can't be placed on upper levels, but if they can roll high enough to make a charge, they should be able to charge units on upper levels via wobbly model or some other mechanic.
- Fly is too good. If you leave combat you can shoot, but at -1 maybe.
Is the intercept really the best stratagem they have? Personally, i can count the amount of times i've used it in events on one hand.
Quicken and Warptime can't affect advance distances, as you advance in the phase beforehand - unless you mean it affects the next turns advance distance? In which case it'd never get used...
If you give Tyranids a way to reduce saving throws, then you need to give it to every army as well then. Currently only CSM, Thousand Sons and SMs have the ability to remove Invulns, and then Eldar reducing saves by 1 - and even then, only for 1 unit.
Grey Knights etc just need their smite changing to normal smite damage THOUGH they do currently get +1 to casting attempts, so it does somewhat counter balance the first couple of casts.
I presume, you also require the Ultramarines, Eldar and other CP regen traits/abilties/relics to be the same? I don't really have a problem with this, but, has to be consistent.
To be fair, the only Primarch that is sometimes "counter fun" is Mortarian. Nothing is more annoying than a warptimed 7" mortal wound causing bubble followed by 18 attacks. That said - Primarchs are fun, and can be fun - if challenging to play against.
Terrain rules do suck, and i think Night fighting could come back, but not the +1 to saves.
I kinda enjoy bikes etc not being able to climb a multi storey building. It at least adds a little bit of realism to the game.
Fly is generally alright right now, especially as the ability is costed into the unit. If you add a penalty to them, then you'd have to reduce the points cost added to the units.
I like the idea of no deep strike turn 1, but, i'd only apply it to the player that goes first. Taking 2 turns of fire before you're able to reinforce your own army is going to result in a lot of people dropping deep strike all together. I'd be happy to go first with a Guard army, if i know 1/3 of your army is in reserve and i had 2 turns to focus fire everything and had the advantage of my own deep-strikes coming in to block yours.
2018/02/22 14:57:49
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Tyraids:
Surprised to be able to say that as a Nid player, but most stuff is fine. I can see some internal balancing issues.
Tervigon is costed for its potential in narrative and open play (summon for free), but that makes it overpriced in matched play.
Lictors and Deathleaper need a buff. Maybe make all of them characters? A little more hth punch would not hurt either. I do picture them as glass cannons in my mind.
Many tyranid monsters have an identity crisis. Toxicrene, Carnifex, Haruspex and Trygons are all fighting over the same role (with Fexes being more flexible as they can double as dakka platforms). They need to have distinct roles as to what exactly they need to be doing. Especially toxicrene.
Malfunctor needs some love at some point. It was terrible in 7th edition and it's pretty bad now.
GW needs to wrap their head about one simple concept: Shooting is better than HtH in 40k. Period. There is no reason why hormagaunts would ever be more expensive in points than termagants.
Finally, some adjustment to the Tyranid Prime would not go amiss. Not necessarily a price drop, but an ability to take wings or some heavy weaponry (venom cannon or monstrous claws) would help a lot. It's an important model, because it basically automatically qualifies the warriors as a viable unit or not.
On the nerf side, Flyrants are kinda cheap-ish for what they do and genestealers need a tone down so we don't have auto-take units. Also address the fact that the biovores actually prefer to be missing with their shots rather than hitting. Maybe make the spore mine explosion less accurate? (aka MW on a 4+ only?)
As for Thousand Sons, there is some issues there too. DP's are too good compared to CSMDP's for the same points. It should be one or the other, not both. Same goes with plain sorcerer (although that's a case of the CSM one being crappy rather than the TS one being broken).
For units, aspiring sorcerers need to be excluded from the smite beta rules. Rubric aspiring needs rework so he doesn't automatically destroy half his own unit when he perils with no questions asked. The rubrics entry vs the CSM rubric entry needs to be addressed.
Tau: Codex plx.
14000
15000
4000
2018/02/22 15:18:11
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
flame weapons need an adjustment in the rules. They are expensive and short ranged. Deep striking them is terrible.
We complain about clearing out horde screens and such and we used to have a pretty good weapon to do it...the flamer.
Either give it better range and or allow it to shoot after advancing. Ignoring cover should still be considered. As of now its a useless weapon for the most part.
2018/02/22 15:26:37
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
tag8833 wrote: Strategems I'd like to see some strategems get adjusted.
- The Eldar Interceptor strategem that is the best strategem they have, and only 1 CP could really do with a nerf. Limit it to 12"
- Eldar's 1 CP to leave combat and act normally is nuts too. 3 CP to do this.
I have good news - both of these have already been nerfed to 2CP just now!
oh, no, they always were.
"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!"
2018/02/22 15:34:07
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
Tyraids:
Surprised to be able to say that as a Nid player, but most stuff is fine. I can see some internal balancing issues.
Tervigon is costed for its potential in narrative and open play (summon for free), but that makes it overpriced in matched play.
Lictors and Deathleaper need a buff. Maybe make all of them characters? A little more hth punch would not hurt either. I do picture them as glass cannons in my mind.
Many tyranid monsters have an identity crisis. Toxicrene, Carnifex, Haruspex and Trygons are all fighting over the same role (with Fexes being more flexible as they can double as dakka platforms). They need to have distinct roles as to what exactly they need to be doing. Especially toxicrene.
Malfunctor needs some love at some point. It was terrible in 7th edition and it's pretty bad now.
GW needs to wrap their head about one simple concept: Shooting is better than HtH in 40k. Period. There is no reason why hormagaunts would ever be more expensive in points than termagants.
Finally, some adjustment to the Tyranid Prime would not go amiss. Not necessarily a price drop, but an ability to take wings or some heavy weaponry (venom cannon or monstrous claws) would help a lot. It's an important model, because it basically automatically qualifies the warriors as a viable unit or not.
On the nerf side, Flyrants are kinda cheap-ish for what they do and genestealers need a tone down so we don't have auto-take units. Also address the fact that the biovores actually prefer to be missing with their shots rather than hitting. Maybe make the spore mine explosion less accurate? (aka MW on a 4+ only?)
As for Thousand Sons, there is some issues there too. DP's are too good compared to CSMDP's for the same points. It should be one or the other, not both. Same goes with plain sorcerer (although that's a case of the CSM one being crappy rather than the TS one being broken).
For units, aspiring sorcerers need to be excluded from the smite beta rules. Rubric aspiring needs rework so he doesn't automatically destroy half his own unit when he perils with no questions asked. The rubrics entry vs the CSM rubric entry needs to be addressed.
Tau: Codex plx.
I wouldn't say that Genestealers need a nerf. Sure they pack a punch but they are still fragile and could easily become useless. Maybe a rework so they trade their offensive for some defense?
And the reason Biovores want to be missing is to control the enemy movement. Reducing the damage of spore mines, which are already quite useless unless they are free, will not change that. If we want Biovores to hit then they need some actual damage that makes their hits worth it.
As for Tyrants, what they need is to actually pay for their MRC.q
2018/02/22 15:36:14
Subject: Re:What changes do you expect to see with the "Big FAQ" coming in March?
p5freak wrote: Genestealers need to be nerfed. Moving and advancing 20 models 16-20" across the battlefield (kraken 3D6 for advancing, using the highest roll, doubling it with 1CP) and being able to charge with 3-4 attacks, and acid maws (AP-3 for free), for 12 pts. a model is a big nono.
This can only be done with one unit per turn, there are only 5 acid maw per unit of 20, they still have to make the charge and tank the overwatch. Once they've done that, they then have to chew through the bubblewrap before actually hitting the useful target. If they kill what they're fighting, then they are left out in the open and are eradicated off the board next turn. If they don't kill what they are fighting, the opponent falls back and eradicates them (unless the genetealers are able to completely surround their target). IMO genestealers (and the tyranid codex in general, barring a couple of underpowered/overpriced units) are fine
I've found that most people complaining about melee alpha strike and non-spammed smite are those who haven't grasped the concept of bubble wrap yet.
I had a co-worker complain to me how OPGK were after his first game of 8th, which kind of had me stumped. Of course, they dropped right next to his daemon prince and defiler and drowned them in 3 wound smites.
If you have genestealers running up to your hell blasters and eating them turn 1, I can see why you might be upset. If they end up somewhere in no mans land eating some scouts, all those OP melee units become a lot easier to tackle again.
This message was edited 1 time. Last update was at 2018/02/22 15:49:22
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2018/02/22 16:51:07
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
I wouldn't say that Genestealers need a nerf. Sure they pack a punch but they are still fragile and could easily become useless. Maybe a rework so they trade their offensive for some defense?
This is already possible. You can give them extended carapaces for 2 pts. per model. They get a 4+ save, but lose their ability to advance and charge. A broodlord can cast catalyst on them, this gives the entire unit a 5+ FNP.
How can a unit with a threat range of ~25-30" become useless ??
2018/02/22 17:17:21
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
And Genestealers don't need a nerf. T4, 5++, 12 points, 8" move. You need wound 6s to really damage anything.
There are stronger melee units out there.
Boyz are cheaper by half, Berzerkers are insane and can use transports, alpha legion stratagems, etc, Thunderwolf Cavalry with Shields + Swords will ruin Genestealers badly, etc. And if you shoot them you will kill them.
Tyranids finally have a balanced army that isn't nails on a chalkboard painful to play, and they're still not tearing up the meta nearly as bad as Chaos, or Imperium, and in major events Orks are doing just as well if not better. How on earth you want to nerf Tyranids is just insanepants.
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2018/02/22 17:42:54
Subject: What changes do you expect to see with the "Big FAQ" coming in March?
The only changes I expect to see are in people's blood pressure and the water level in the Ocean of Tears.
I mostly hope some Inquisition stuff sees some love without taking away the army's access to a wide array of transports (I know I've seen some discussion on this for things like the Land Speeder Storm so clarification that doesn't lead to a nerf would be nice) and considering that they've dropped a whole datasheet into an FAQ I wouldn't put it out of the realm of possibility to put new points sheets into FAQs. I mean, that was the point of having matched play points separate from the unit entries: ease of replacement.
2018/02/22 18:39:50
Subject: What changes do you expect to see with the "Big FAQ" coming in March?