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![[Post New]](/s/i/i.gif) 2018/04/16 18:23:40
Subject: FAQ Salt Containment thread.
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Mekboy on Kustom Deth Kopta
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Love the FAQ, the rules make so much sense and help alleviate much of the spam.
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![[Post New]](/s/i/i.gif) 2018/04/16 18:24:21
Subject: FAQ Salt Containment thread.
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Kid_Kyoto
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Sim-Life wrote:Feel free to bitch and moan all you want here in order to keep it to a minimum in other threads. Positivity is neither encouraged or required.
I'm honestly surprised at how little they actually changed. I didn't expect much but I was still underwhelmed. At THE VERY LEAST I expected some GK buffs and some nod towards Lictors.
What you wanted is admirable. What actually happened is that you've stopped zero salt threads from being created, and created one more than there would have been previously.
As far as the faq goes? I called it.
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![[Post New]](/s/i/i.gif) 2018/04/16 18:31:50
Subject: FAQ Salt Containment thread.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I just read through the core rule changes, the CSM FAQ and the Daemons FAQ and I cannot find anything about the FAQ that I support. I don't know what the hell they based it off of! Certainly doesn't nerf the problem armies and makes CC armies even worse than they already were.
I'm gonna try out my Khorne army with the new rules but I'm pretty sure they've killed my army with this FAQ; no turn 1 deepstrike means bubblewrap can't be cut away before my berzerkers roll up the field and it means I have no turn 1 distractions to protect my Berzerkers; the warptime nerf means my Terminators are once again unplayable; and the tide of traitors nerf is just silly.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2018/04/16 18:32:15
Subject: FAQ Salt Containment thread.
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Lord of the Fleet
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I wouldn't call this salt, but seems like a place to mention it:
Admec FAQ: Page 99 – Forge World Warlord Traits,
Masterwork Bionics
Change the title of this Warlord Trait to
‘Superior Bionics’.
Why was this mentioned at all?
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![[Post New]](/s/i/i.gif) 2018/04/16 18:34:36
Subject: FAQ Salt Containment thread.
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Regular Dakkanaut
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Daedalus81 wrote:Teschio wrote:Did they really need to nerf tide of traitors? Chaos is not the best army out there (especially now that you can't spam obliterators or PBCs anymore), it already took a hit with nerfing soup lists, I really think this nerf was unnecessary. It was necessary considering immutable morale with Abaddon and two massive blocks of them would be unshiftable by almost any list.
Yeah, and die in 1 turn against many other lists (vertus praetors completely slaughter you, for instance). Plus, you get back on the table from a table edge, so even if you recycle them, you don't keep objectives with them. Considering the nerf to all decent chaos lists with the "max 3 per army" thing, I truly feel this was unnecessary.
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This message was edited 1 time. Last update was at 2018/04/16 18:39:21
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![[Post New]](/s/i/i.gif) 2018/04/16 18:36:32
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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Valkyrie wrote:I wouldn't call this salt, but seems like a place to mention it:
Admec FAQ: Page 99 – Forge World Warlord Traits,
Masterwork Bionics
Change the title of this Warlord Trait to
‘Superior Bionics’.
Why was this mentioned at all?
I am fairly certain it's because "masterwork bionics" was already a rule on a Mechanicum character. So you got +d3 wounds back from Masterwork Bionics, and +1 Invuln from Masterwork Bionics, but they were two separate rules and it was confusing. Better to say +d3 wounds back from Masterwork Bionics and then +1 Invuln from Superior Bionics.
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![[Post New]](/s/i/i.gif) 2018/04/16 18:44:21
Subject: FAQ Salt Containment thread.
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Fresh-Faced New User
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mrhappyface wrote:
I'm gonna try out my Khorne army with the new rules but I'm pretty sure they've killed my army with this FAQ; no turn 1 deepstrike means bubblewrap can't be cut away before my berzerkers roll up the field and it means I have no turn 1 distractions to protect my Berzerkers; the warptime nerf means my Terminators are once again unplayable; and the tide of traitors nerf is just silly.
I think I missed something, what Warptime nerf?
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![[Post New]](/s/i/i.gif) 2018/04/16 18:45:03
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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DecadentOne wrote: mrhappyface wrote:
I'm gonna try out my Khorne army with the new rules but I'm pretty sure they've killed my army with this FAQ; no turn 1 deepstrike means bubblewrap can't be cut away before my berzerkers roll up the field and it means I have no turn 1 distractions to protect my Berzerkers; the warptime nerf means my Terminators are once again unplayable; and the tide of traitors nerf is just silly.
I think I missed something, what Warptime nerf?
Page 5, main rulebook FAQ. Units are absolutely forbidden for moving after reinforcing/deep strike for any reason except to charge, pile in, or consolidate.
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![[Post New]](/s/i/i.gif) 2018/04/16 18:48:10
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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Unit1126PLL wrote:DecadentOne wrote: mrhappyface wrote:
I'm gonna try out my Khorne army with the new rules but I'm pretty sure they've killed my army with this FAQ; no turn 1 deepstrike means bubblewrap can't be cut away before my berzerkers roll up the field and it means I have no turn 1 distractions to protect my Berzerkers; the warptime nerf means my Terminators are once again unplayable; and the tide of traitors nerf is just silly.
I think I missed something, what Warptime nerf?
Page 5, main rulebook FAQ. Units are absolutely forbidden for moving after reinforcing/deep strike for any reason except to charge, pile in, or consolidate.
Yowza...
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![[Post New]](/s/i/i.gif) 2018/04/16 18:49:21
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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Daedalus81 wrote: Unit1126PLL wrote:DecadentOne wrote: mrhappyface wrote: I'm gonna try out my Khorne army with the new rules but I'm pretty sure they've killed my army with this FAQ; no turn 1 deepstrike means bubblewrap can't be cut away before my berzerkers roll up the field and it means I have no turn 1 distractions to protect my Berzerkers; the warptime nerf means my Terminators are once again unplayable; and the tide of traitors nerf is just silly. I think I missed something, what Warptime nerf? Page 5, main rulebook FAQ. Units are absolutely forbidden for moving after reinforcing/deep strike for any reason except to charge, pile in, or consolidate. Yowza...
Another terrible blow dealt to reinforcements/reserves...
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This message was edited 1 time. Last update was at 2018/04/16 18:49:31
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![[Post New]](/s/i/i.gif) 2018/04/16 18:54:49
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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In conjunction, yes, but I almost feel like this is a good change if we solve the other problem.
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![[Post New]](/s/i/i.gif) 2018/04/16 18:56:23
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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Daedalus81 wrote: In conjunction, yes, but I almost feel like this is a good change if we solve the other problem. To be fair, I'm not sure the other problem needs solving. I think it's a nerf to Scions and Slaanesh Terminators and Obliterators as much as it is Bloodletters. What needs to happen, instead, is a buff to melee. I think actual terrain rules would work for a start, and we can always go up from there. That depends on GW's interpretation of the game though: do they really want "run across the board and hit people with a knife" to be a valid strategy? It seems they do, from books like Chaos Daemons, but then they do gak like this...
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This message was edited 1 time. Last update was at 2018/04/16 18:56:44
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![[Post New]](/s/i/i.gif) 2018/04/16 18:58:16
Subject: FAQ Salt Containment thread.
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Librarian with Freaky Familiar
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Wait they nerfed warp time? Is that in the big faq or in one of the dexs
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2018/04/16 18:58:19
Subject: Re:FAQ Salt Containment thread.
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Lone Wolf Sentinel Pilot
PA Unitied States
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GW.....BIG FAQ here we fix game.
ME....No No you didn't fix anything
Well you did at least fix the Fire Raptor.
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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![[Post New]](/s/i/i.gif) 2018/04/16 18:59:00
Subject: FAQ Salt Containment thread.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Daedalus81 wrote:
In conjunction, yes, but I almost feel like this is a good change if we solve the other problem.
In what way is it a good change? CSM CC deepstriking units have gone from average to trash.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2018/04/16 18:59:50
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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Unit1126PLL wrote:Page 5, main rulebook FAQ. Units are absolutely forbidden for moving after reinforcing/deep strike for any reason except to charge, pile in, or consolidate.
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This message was edited 1 time. Last update was at 2018/04/16 19:00:19
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![[Post New]](/s/i/i.gif) 2018/04/16 19:01:26
Subject: FAQ Salt Containment thread.
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Librarian with Freaky Familiar
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Unit1126PLL wrote:
Unit1126PLL wrote:Page 5, main rulebook FAQ. Units are absolutely forbidden for moving after reinforcing/deep strike for any reason except to charge, pile in, or consolidate.
Oh gotcha, I could.not find it. Man that is a big blow
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2018/04/16 19:01:27
Subject: FAQ Salt Containment thread.
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Pestilent Plague Marine with Blight Grenade
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A.T. wrote: Unit1126PLL wrote:A.T. wrote:Well as a sisters player it's shot my ride-sharing dominions in the face and... that's about it really.
Wait how did it do that?
No more than 3 of any datasheet. So three units max under 2000pts, or one and a half rhinos worth.
Looking through the rules the assassins have taken it in the neck. They either need to be taken alone with a -1CP penalty now or three at a time with no CPs generated.
All dominion lists were silly and lazy anyway....
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![[Post New]](/s/i/i.gif) 2018/04/16 19:03:00
Subject: FAQ Salt Containment thread.
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Combat Jumping Rasyat
East of England
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Wow, assault lists are taking an absolute kicking, for no good reason that I can see. Why?
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![[Post New]](/s/i/i.gif) 2018/04/16 19:04:10
Subject: FAQ Salt Containment thread.
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Locked in the Tower of Amareo
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Because flyrants?
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![[Post New]](/s/i/i.gif) 2018/04/16 19:04:23
Subject: FAQ Salt Containment thread.
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Decrepit Dakkanaut
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mrhappyface wrote:
In what way is it a good change? CSM CC deepstriking units have gone from average to trash.
Less of a crutch. Place the melee specialists like BA to the front. Makes transports more viable. All this of course disregarding the beta reserves rule.
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![[Post New]](/s/i/i.gif) 2018/04/16 19:05:14
Subject: FAQ Salt Containment thread.
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Daemonic Dreadnought
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Daedalus81 wrote:Teschio wrote:Did they really need to nerf tide of traitors? Chaos is not the best army out there (especially now that you can't spam obliterators or PBCs anymore), it already took a hit with nerfing soup lists, I really think this nerf was unnecessary.
It was necessary considering immutable morale with Abaddon and two massive blocks of them would be unshiftable by almost any list.
I can confirm how OP this is. Have been winning a lot of games by using ToT in turn 4 to just walk onto objectives. When they are near Abaddon, there's nothing anyone can do.
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![[Post New]](/s/i/i.gif) 2018/04/16 19:06:24
Subject: FAQ Salt Containment thread.
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Fixture of Dakka
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I know y'all feel salty. Y'all were hurt worse than any other faction from the FAQ.
Whether it's Orkz, Marines, GK, DE, CWE, or Crons. You were nerfed so much harder than Orkz, Marines, GK, DE, CWE, or Crons were.
My Corsairs cannot be taken outside Aux FOCs anymore. Does any faction top that?
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![[Post New]](/s/i/i.gif) 2018/04/16 19:07:40
Subject: FAQ Salt Containment thread.
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Locked in the Tower of Amareo
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Bharring wrote:I know y'all feel salty. Y'all were hurt worse than any other faction from the FAQ.
Whether it's Orkz, Marines, GK, DE, CWE, or Crons. You were nerfed so much harder than Orkz, Marines, GK, DE, CWE, or Crons were.
My Corsairs cannot be taken outside Aux FOCs anymore. Does any faction top that?
Is that an Eldar unit?
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![[Post New]](/s/i/i.gif) 2018/04/16 19:07:40
Subject: FAQ Salt Containment thread.
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Screaming Shining Spear
Russia, Moscow
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Hate dumb Warlock price increase. Crappy drain, enhance, lolo horrify - anyone used that? No? Now nobody would for sure.
Hail 3 Hemlocks with smites.
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This message was edited 1 time. Last update was at 2018/04/16 19:08:22
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![[Post New]](/s/i/i.gif) 2018/04/16 19:10:22
Subject: FAQ Salt Containment thread.
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Fixture of Dakka
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Corsairs are a *faction*.
That went from a dozen or so units to 2 with the introduction of 8th Ed.
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![[Post New]](/s/i/i.gif) 2018/04/16 19:10:39
Subject: FAQ Salt Containment thread.
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Longtime Dakkanaut
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grouchoben wrote:Wow, assault lists are taking an absolute kicking, for no good reason that I can see. Why?
Only deepstriking assault lists really. Transport based and running lists are still here.
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![[Post New]](/s/i/i.gif) 2018/04/16 19:10:40
Subject: FAQ Salt Containment thread.
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Fixture of Dakka
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(and neither unit are an HQ)
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![[Post New]](/s/i/i.gif) 2018/04/16 19:16:24
Subject: FAQ Salt Containment thread.
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Monster-Slaying Daemonhunter
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Leo_the_Rat wrote:An IG player can have 9 Russes in their heavy slot but Ad Mech can only have 3 onagers. GW needs to either give all heavy vehicles the squadron rule or take them away from everyone.
Except... that's not actually good.
I at least never run my tanks in squadrons, I have enough slots I want filled that I'm not hurting for slots. At the same time, I also basically never have the tanks in the heavy slots, because all but one of them are really bad and they're considerably stronger for being Tank Commanders, who can't squadron, and fill HQ slots.
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Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2018/04/16 19:17:08
Subject: FAQ Salt Containment thread.
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Daedalus81 wrote: mrhappyface wrote:
In what way is it a good change? CSM CC deepstriking units have gone from average to trash.
Less of a crutch. Place the melee specialists like BA to the front. Makes transports more viable. All this of course disregarding the beta reserves rule.
And I suppose World Eaters aren't melee specialists?
Also, it doesn't make transports more viable it just makes deepstrike less viable. In fact, without deepstriking units to distract your opponent turn 1, transports have become even worse as they're more likely to be targeted and leave the occupants foot slogging.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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