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Made in us
Fixture of Dakka





Didn't we just have a 10-page thread that kept going on about how SM were trash in 7th and never did well in 7th, despite links to them placing in 7th?

The denial of SM ever having been good won't ever go away. Doesn't matter that they were topping tournaments most of the edition, even before they got a codex. It's not how it gets remembered.

The SM codex was completely unlike Codex:Flyrant, which had one super good choice, and a couple other decent ones. In one edition, there were times the top list was:

-Tac Spam (6e codex)
-GravCents
-GravBikes
-Scout Spam (didn't last very long)
-SuperFriends
-Gladius
-Skyhammer

It might be more gimmicky than we would have liked, but it was certainly not a 1-trick pony.
   
Made in us
Clousseau





East Bay, Ca, US

Yeah, if you look at 7th as a whole, and not what it ultimately became. That's part of the problem here in 8th.

You could look at marines and say "Stormraven Spam" made marines viable in 8th. That's not an untrue statement. But it's also meaningless to the current state of balance, which is what is being discussed.


 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.
 
   
Made in us
Steadfast Ultramarine Sergeant






People are to obsessed with ghosts of the past to actually discuss the present
   
Made in es
Slippery Ultramarine Scout Biker




Barcelona, Spain

Leo_the_Rat wrote:
I have a redeemer that doesn't get used anymore. It would be great if the flamers could fire in overwatch regardless of how far the enemy started and would be even more fun if they could be fired into melee if the user is the only friendly model involved (please note that I used "model" not "unit").


My regular land raider hasn't been used in months... it just can't compete with IG AT spam etc.


Automatically Appended Next Post:
 fraser1191 wrote:
People are to obsessed with ghosts of the past to actually discuss the present

I totally agree. However as a SM player, I always had the feeling I could "have chances and in any case lose but with honor. For me, that has been lost recently and now it's just trying and trying with no success. As you've said, there was a big discussion about this a few days ago, but marines are in very bad shape, and it's all because of the Primaris releases. Get them their own codex and make good ol' marines great again!

This message was edited 1 time. Last update was at 2018/05/25 20:02:03


"Eventually, everything falls to a bolter" 
   
Made in it
Been Around the Block





 Daedalus81 wrote:
Moreover in september FAQ we will not get anything, because Cruddace said that GK will have points drop and some other changes in this year CA.


What's the source on that?


this was posted on B&C:

However, if anyone was watching the Warhammer TV stream on Day 1, Robin Cruddace (lead rules writer for 40k) was commentating on one of the games and specifically asked about the GK codex. He said that there will be a comprehensive review of the first few codexes with Chapter Approved this year and admitted GKs needed to be looked at. So likely nothing in September FAQ, but perhaps serious pts adjustments or more in CA.
   
Made in us
Decrepit Dakkanaut





Thanks. 6 months to go, I guess!
   
Made in us
Clousseau





East Bay, Ca, US

Maybe that means they actually tried a game as mono-GK against literally any faction and experienced the suck.

 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.
 
   
Made in us
Fixture of Dakka





It's less ghosts of the past, and more about how can we have a productive discussion about the future when arguments are constructed on falsehoods about the past.

How can we seriously debate what the role of a PAGK should be, when doing so requires considering when a Tac Marine has been good, and what it's been good at, if people can't admit they were ever good?

How can we take the consistency and strength of the complaints about a faction seriously, when they're just as consistent and strong as when they were top dog?

I'm not arguing that Tacs are currently not bad, or that GK aren't currently one of the worst codexes. But how do we discuss where they should be when we can't agree whether water was wet or 2+2 was 5?
   
Made in us
Decrepit Dakkanaut




Bharring wrote:
It's less ghosts of the past, and more about how can we have a productive discussion about the future when arguments are constructed on falsehoods about the past.

How can we seriously debate what the role of a PAGK should be, when doing so requires considering when a Tac Marine has been good, and what it's been good at, if people can't admit they were ever good?

How can we take the consistency and strength of the complaints about a faction seriously, when they're just as consistent and strong as when they were top dog?

I'm not arguing that Tacs are currently not bad, or that GK aren't currently one of the worst codexes. But how do we discuss where they should be when we can't agree whether water was wet or 2+2 was 5?

You keep saying Tac spam was a 6th edition tactic, but it hardly ever won is the point. You're clinging to a couple of showings to really show your support.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fixture of Dakka





7th, not 6th. And when I look up early 7th tourny results, I see plenty of Tac spam winning.

Granted, 3 of the 5 SM in the top 10 of the first tourny looked up being Tac Spam gets dismissed as being Gladius (before it came out) or White Scar Bikers (despite no bikes) or Grav Cents (despite no cents) or whatever. So I'm not sure why I bother.

This message was edited 1 time. Last update was at 2018/05/25 21:23:36


 
   
Made in us
Painlord Titan Princeps of Slaanesh




What does any of this have to do with GKs in 8th? Please take your discussion to its own thread or come back on point.
   
Made in us
Fixture of Dakka





The point is that the strength and conviction of the complaint doesn't necessarily yield authority.

Things like "We sent GW what GK should have, and they gave it to Custodes". Some GK players probably wanted that, but many players (GK and otherwise) want PAGK to be better-equipped-and-psker-capable Marines.

If you gave any faction what it's fanboys say it should have, it'd be OP. Even GK could be pushed up to that level (they have been before, but that was a long time ago).

The point is that all the overstatement and conviction aren't adding so much to the "Are GK bad" discussion. They are. That isn't really debated. Instead of going overboard on *how* bad they are, perhaps reinforce your understanding of how bad they are or where their strengths lie?
   
Made in au
Towering Hierophant Bio-Titan





Slayer-Fan123 wrote:
 Blacksails wrote:
Martel732 wrote:
 Blacksails wrote:
Martel732 wrote:
When was the last time the ACTUAL marine codex was good? What were marines without skyhammer or gladius last edition? Scatterlaser fodder, that's what.


7th. You know this. Everyone knows this. Arguing anything to the contrary for any reason would be an insult to the intelligence of this board.

Now, you can make the argument and distinction between a good codex and strong codex, which can have more nuance, but even then, 7th marines were one of the better internally balanced books, with lots of strong formations and boosts, and were externally very powerful. All elements of a top tier book.


They had two crutch formations, which BA lacked. Without those two crutches, you had BA, who were definitely terrible in 7th.


I'm gonna let you go ahead and read what you originally posted, which made zero references to BA.

Then I'm gonna let the ridiculousness of your argument sink in when you claim codex A is garbage because it relied on one or two overpowered elements, but it is somehow terrible to codex B because it relies on a different overpowered element.

If you wanted to bitch about BA again, you should have made that clear, but your original post was entirely and specifically about the 'ACTUAL marine codex', which was, without a doubt a good book, and I'd argue it was top tier throughout the edition.

Oh it was a good codex only in the same way the Tyranid 6th Edition was a good codex. It could win tournaments but nobody should be saying it's good. It was codex: Flyrant, Mawloc, and Spores.


That wasn't even the most prominent list in 6th.

Then the army you are comparing it to had like 6 viable builds before Gladius either.

This is just the worst comparison to make, its wrong about everything lol

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Longtime Dakkanaut




I don't think it matters how good any army was in 7th. That was an entirely different beast and it's gone now. GK could have been army #1 in 7th and it should have no influence on this conversation.

GW needs to go over every marine based unit with a fine tooth comb and ask "What is this unit actually good at?" "What about this unit is exciting and unique?" "How many different ways can this unit be used?" "Is this unit costed appropriately for how effective it is?" "What abilities can we give this unit that reflect the way we think it should feel to play?"

So many marine units are simply boring and lacking flavor. Almost none of them have any kind of special ability or interaction with other units. I get that they are kind of the standard which all other units are designed from, but so many fundamental things changed in 8th and they mostly stayed the same, and in some cases lost abilities they have had for a long time without anything notable gained to replace them.

   
Made in ca
Steadfast Ultramarine Sergeant






I couldn't have said it better
   
Made in au
Regular Dakkanaut




I think it is entirely relevant to discuss Tactical Marines, because a large chunk of Grey Knights’ problems stem from their being Tactical Marines +1. The problems inherent in Tacs are magnified in GK because of their even higher individual point costs. If you solved the problems with Marines as a general concept, you’d go a long way to fixing GK and would just need some further tweaks for GK to catch up.

I don’t think Tacs were fine in the last couple of editions, even in 7th Ed when Marines had a very strong Codex. I think this is actually shown best by Assault Squads. Assault Marines are just Tactical Marines kitted out for combat instead of shooting, but for less than the cost of a Drop Pod last edition an entire 10-man squad got Deep Strike, plus double the movement speed, the ability to ignore obstacles and Hammer of Wrath. To me that sounds like the deal of the century. If it weren’t for Tacticals getting access to heavy weapons I’d argue that Assault Marines are Tacs+1, but they were probably at least as good as Tacs.

Yet in 7th Ed - and for a lot longer before - Assault Squads have been terrible, to the point of being the go-to example of a terrible unit. They just weren’t tough enough, didn’t hit hard enough and weren’t worth the points investment - doubly so if you started playing with upgrades. Seeing as Tacs weren’t massively better than Assault Squads, I don’t think it’s fair to say that Tacs were particularly good.

As I’ve harped on about many times, I think just giving all Marines the +1 W/A of Primaris - and giving all their standard Bolt weapons/chainswords/combat knives -1 AP like Bolt Rifles - and jacking them up to around 17-18ish points a model would fix the bulk of the problems with the Marine statline. Then from there your Strike Squads would be another two points for having a (-1 AP) Storm Bolter, another 4ish points for a Force Weapon (which would now have 2 attacks base) like they pay now, and a handful of points for Psykeriness. So you’d end up with a say 25pt model with 2 wounds, a Rapid Fire 2 AP-1 shooting weapon, 2 Attacks with a Force Weapon and psychic powers of some description. Not a bad deal IMO.
   
Made in gb
Witch Hunter in the Shadows





kombatwombat wrote:
If it weren’t for Tacticals getting access to heavy weapons...
And being a troops choice, which is applicable for GK troops choices as well.

It is the case for the marine books, and a few other factions as well (sisters for instance), that the troops choice is an obsec but otherwise poorly equipped/skilled variant of the elite unit.

So while that design policy is in effect the GK strikes and terminators should really be looked at through the lens of 'deliberately weaker due to obsec/detachment bonuses', with the specialist units like interceptors being the step up.
   
Made in us
Clousseau





East Bay, Ca, US

Bharring wrote:
The point is that the strength and conviction of the complaint doesn't necessarily yield authority.


This is a beautiful false equivalence

 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.
 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

kombatwombat wrote:
I think it is entirely relevant to discuss Tactical Marines, because a large chunk of Grey Knights’ problems stem from their being Tactical Marines +1. The problems inherent in Tacs are magnified in GK because of their even higher individual point costs. If you solved the problems with Marines as a general concept, you’d go a long way to fixing GK and would just need some further tweaks for GK to catch up.

I don’t think Tacs were fine in the last couple of editions, even in 7th Ed when Marines had a very strong Codex. I think this is actually shown best by Assault Squads. Assault Marines are just Tactical Marines kitted out for combat instead of shooting, but for less than the cost of a Drop Pod last edition an entire 10-man squad got Deep Strike, plus double the movement speed, the ability to ignore obstacles and Hammer of Wrath. To me that sounds like the deal of the century. If it weren’t for Tacticals getting access to heavy weapons I’d argue that Assault Marines are Tacs+1, but they were probably at least as good as Tacs.

Yet in 7th Ed - and for a lot longer before - Assault Squads have been terrible, to the point of being the go-to example of a terrible unit. They just weren’t tough enough, didn’t hit hard enough and weren’t worth the points investment - doubly so if you started playing with upgrades. Seeing as Tacs weren’t massively better than Assault Squads, I don’t think it’s fair to say that Tacs were particularly good.

As I’ve harped on about many times, I think just giving all Marines the +1 W/A of Primaris - and giving all their standard Bolt weapons/chainswords/combat knives -1 AP like Bolt Rifles - and jacking them up to around 17-18ish points a model would fix the bulk of the problems with the Marine statline. Then from there your Strike Squads would be another two points for having a (-1 AP) Storm Bolter, another 4ish points for a Force Weapon (which would now have 2 attacks base) like they pay now, and a handful of points for Psykeriness. So you’d end up with a say 25pt model with 2 wounds, a Rapid Fire 2 AP-1 shooting weapon, 2 Attacks with a Force Weapon and psychic powers of some description. Not a bad deal IMO.

What you just described and scown 41 point Grey Knight Terminator, only our GKT does not have the bonus to AP and WS. Which is why there’s a complaint.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in vn
Battlefortress Driver with Krusha Wheel






Some catch me up on the last 5 pages... we still even talking about GK or are we saying they are good now?
   
Made in gb
Witch Hunter in the Shadows





kombatwombat wrote:
... another two points for having a (-1 AP) Storm Bolter, another 4ish points for a Force Weapon...
Really it comes down at this point to how much of an arbitrary discount you put on their equipment - since those two weapons would be twice that cost as upgrades anywhere else.
   
Made in gb
Irked Necron Immortal





Okay, I'm going to suggest a different approach. Let's try fixing one problem at a time.

I think we can agree that one of the issues faced by GKs is that even their basic troops have psychic powers and a ton of equipment that raises their cost but which they struggle to get good value out of.

So, here's my suggestion: what if we limit psychic powers and force weapons only to certain models in the book?

I mean, if we consider the 3rd edition daemonhunters codex, all GKs used 'Nemesis Force Weapons'. However, in spite of their name, only the ones wielded by a Grand Master were actually Force Weapons. The ones used by basic GK troops were just basic melee weapons that granted +2S (they didn't even ignore armour saves). And the ones wielded by GK sergeants, terminators and Brother Captains were Power Weapons with +2S (but still not Force Weapons).

Nor was every GK a psyker - this was limited to HQs and Terminators. None of the non-terminator infantry had Psychic abilities.

Now, I'm not saying we have to go back to this exactly (especially with there being a greater variety of GK units than there were back then), but might this not be a more sensible place to start? For example, if we made the Strike Squads more basic - removing their Psychic Ability and tweaking their weapons (removing the Force Weapon component and maybe making them a little weaker in terms of S and/or AP) - then we could lower their cost and give them a much better focus on shooting.

The other squads could start off the same, but then have stuff added back relevant to their role. e.g. Purgation squads could have psychic ability but still use the basic weapons (as above), Interceptor squads could have better melee weapons but no psychic ability, purifiers could have both psychic ability and full-strength weapons (though perhaps not Force weapons still), or they could simply be a different flavour of Psyker to the Purgation squads.

Ideally this would retain the feel and aesthetic of GKs, but making the different squads cheaper and more specialised.

(I know I haven't got to terminators/HQs yet, but I thought I'd see what people's thoughts are so far.)

So, any thoughts?
   
Made in us
Decrepit Dakkanaut





I don't think you need to have so much upheaval.

A brother captain is 152 points. A daemon prince with talons is 156. A captain in terminator armor is 105. This guy can cast a single spell so I don't think he should be more than 120 or so.

An assault marine is 16 points. Interceptors are 26 with force weapons. If a force weapon is 8, typically then Interceptors 2 points for being psychic, which isn't bad. Then again assault marines are generally not the greatest and there is no way they're getting the same use out of that force weapon than a character that has many more attacks. They should pay 5 on non-characters (so still more than a power weapon) and maybe lose 1 or 2 for the assault marine paradox. That gets them to 22.

An UM terminator librarian is 143 (which is still a bit high or DPs are too low). The GK librarian is 157. The GK lib is BS2/WS2, but has crap smite. If you want to keep the price then at least give him full smite.

Psycannons are decent, but hard to use. They should be 30 or 36" at least.

GK Terminators suffer from full priced force weapons, too. Strike Squads, are good, however, because they don't. 13 for a regular marine. 19 for SS with psychic abilities and FW at a 6 point difference means they're paying 4 or 5 for it. Drop terminators by 4 points. Then drop them again for the "terminator problem" or make terminators more durable (or your choice of fix).

Price cuts for many GK units would help them get more stuff on the table. Give them Librarius and some big smites and they might be good to go.

   
Made in it
Been Around the Block





 TheFleshIsWeak wrote:
Okay, I'm going to suggest a different approach. Let's try fixing one problem at a time.

I think we can agree that one of the issues faced by GKs is that even their basic troops have psychic powers and a ton of equipment that raises their cost but which they struggle to get good value out of.

So, here's my suggestion: what if we limit psychic powers and force weapons only to certain models in the book?

I mean, if we consider the 3rd edition daemonhunters codex, all GKs used 'Nemesis Force Weapons'. However, in spite of their name, only the ones wielded by a Grand Master were actually Force Weapons. The ones used by basic GK troops were just basic melee weapons that granted +2S (they didn't even ignore armour saves). And the ones wielded by GK sergeants, terminators and Brother Captains were Power Weapons with +2S (but still not Force Weapons).

Nor was every GK a psyker - this was limited to HQs and Terminators. None of the non-terminator infantry had Psychic abilities.

Now, I'm not saying we have to go back to this exactly (especially with there being a greater variety of GK units than there were back then), but might this not be a more sensible place to start? For example, if we made the Strike Squads more basic - removing their Psychic Ability and tweaking their weapons (removing the Force Weapon component and maybe making them a little weaker in terms of S and/or AP) - then we could lower their cost and give them a much better focus on shooting.

The other squads could start off the same, but then have stuff added back relevant to their role. e.g. Purgation squads could have psychic ability but still use the basic weapons (as above), Interceptor squads could have better melee weapons but no psychic ability, purifiers could have both psychic ability and full-strength weapons (though perhaps not Force weapons still), or they could simply be a different flavour of Psyker to the Purgation squads.

Ideally this would retain the feel and aesthetic of GKs, but making the different squads cheaper and more specialised.

(I know I haven't got to terminators/HQs yet, but I thought I'd see what people's thoughts are so far.)

So, any thoughts?

I know what GK used to be, but the lore is changed from 3rd edition, and the fact that the sprue have force weapons made impossible come back.
Moreover, I don't think that made GK like tactical marines will improve GKs.
The problem is that GK are overpriced, and force weapons are overpriced on regular marines. Moreover all GK units don't have different roles.
I think that starting from this
Price cuts for many GK units would help them get more stuff on the table. Give them Librarius and some big smites and they might be good to go.

could be great.
Maybe it could be useful made Psycannon S8 D2 or 36" or something like this.
   
Made in gb
Witch Hunter in the Shadows





 Danarc wrote:
...the fact that the sprue have force weapons made impossible come back.
The plastic swords are slightly larger but otherwise identical in appearance to the weapons carried by the 3e metal grey knights.
   
Made in us
Longtime Dakkanaut




A.T. wrote:
kombatwombat wrote:
If it weren’t for Tacticals getting access to heavy weapons...
And being a troops choice, which is applicable for GK troops choices as well.

It is the case for the marine books, and a few other factions as well (sisters for instance), that the troops choice is an obsec but otherwise poorly equipped/skilled variant of the elite unit.

So while that design policy is in effect the GK strikes and terminators should really be looked at through the lens of 'deliberately weaker due to obsec/detachment bonuses', with the specialist units like interceptors being the step up.


Well part of the issue is that the specialist units usually get nothing other than a few more weapon options. Marine devastators are one of the few with a special ability of any kind, and then GW seems to have lost all imagination.

For GK, each squad is slightly different, but in fairly useless ways if the core of what a grey knight is (SB and Force weapon) is over priced. Strikes can deepstrike, interceptors have shunt packs, purifiers have 1 extra special weapon and a better smite, and purgation get 4 specials. While these are different, and have more variety than SM at least, I don't think I'd call them steps up. They are more like weird side upgrades.

I'd say that's probably the bare minimum of inventiveness when it comes to making those units interesting. But the fact that they are all based off a unit with low effectiveness and high cost makes them all suffer.

To me, the issues with GK are the most obvious when you look at the state of the game when they were released in 5th, and how they have changed since then. In that time, they have gained very little and lost much.

Like others have also mentioned, the marine stateline is no longer as durable as it once was, and transports have greatly increased in cost. These two factors (Marines dropping like flies and not having anywhere to hide) greatly reduce marine effectiveness. It is like GW has PTSD from when they everyone free transports in 7th and never wants to see a rhino again.

The 2 wound variants of Marines (bikes, primaris, terminators, etc) have increased durability vs basic 1d weapons, but they are so expensive that it's hard to take more of them than the enemy has 2d weapons, so this durability is frequently negated.

Marine non flying vehicles (predators, razorbacks, etc) are easily locked in combat to have their shooting negated. This wouldn't be so bad if other armies didn't have cheap vehicles with fly, that can move>shoot>charge>fall back>shoot to lock them up with relative impunity. The only realist counter to this is cheap bubblewrap, which Marines have none of.

Marines are also terrible is assault. Going from 11 attacks on the charge to 6 is a giant nerf with nothing given in return.

Back to GK, I think it's useful to look at how the codex was originally designed. Their psychic powers like hammer hand and activate force weapons were previously usable per unit, which made them much more formidable in close combat, and more flexible. Their special ammo made certain weapons much more effective (HB razorbacks and rifle dreads in particular). Their special weapons (or at least the psycannon) were actually formidable. They also had a series of cheaper units in the inquisitional henchmen to provide board presence, bodies, and additional firepower. 5-10 henchmen with storm bolters in a Chimera (which had for points) was a power addition to a GK list. None of these things apply to GK anymore, and you can go deeper by looking at specific units to see just how out limited and it off touch the GK book has become

Purifiers, for example. They have no mobility abilities, can take two special weapons, and had a power that was scary in close contact, especially against hordes. Their clear use was too stick them in a rhino, where they would shoot their two guns at things until they were close enough to get into combat. Now that Rhinos cost x3 and don't have fire points, they no longer have more than 6 attacks on the charge, and their powers are no longer as good, the unit just isn't viable. This goes on and on for many marine units to one degree or another.

And, one the one hand these changes aren't necessarily the problem. If the GW designers looked at 7th and thought rhino rush style armies were not fun and therefore not good for the game, that is a fair opinion to have (I think most people are that free transports was not the best) and doing something to minimize that playstyle is perfectly reasonable. And that is certainly what they did.

What they seem to not have done was actually look at the marine units with 8th edition in mind, and adjust them in a way that made them viable. Some of this is understandable as Space Marines were the first books released and likely the first designed, and the index versions of most factions were considerably toned down from their codex versions that released 6mo to a year into the edition. But they also made some choices that seem to be objectively bad ones. Roboute's aura is simply too effective, to the point that almost no price increase is enough, and isn't fun to play with it against because of how much incentive there is to just clump the best shooting units around him. The "fix" to this has been too hike up the price of him and any unit people brought with him, which in turn nerfs those units for all factions, such as GK. Drop pods cost way to much, plain and simple. Most special and heavy weapons are not very effective at what they are supposed to be good at. Most chapter tactics perform more poorly than is likely intended, and are arbitrarily forbidden to vehicles. Many strategems are strangely ineffective.

The only even potentially viable SM/BA/GK/DA lists are gimmicky ones that I would argue are not fun and are therefore not good for the game. Things like 12+ infiltrating RG aggressors or reroll aura parking lots. Other than that most books are lucky to have 1-2 units worth taking as allies to IG (like how most BA lists are just scouts+captain smash+Lemartes with DC sometimes thrown in) and/or the best units cherry picked from another book (like custodes).

Rhinos are rarely effective, because there are very few units really deadly enough that it is worth spending so much to protect. The main exception to this seems to be chaos Berserkers, who actually are deadly enough. The majority of other units you'd normally want to transport just don't pack enough punch when they show up but also aren't durable enough to footslog, so they become infective units unless they have other better ways to show up, such as the deathwatch do with their deepstrike abilities. The removal of fire points is especially frustrating because many SM units are designed around that (i don't think it's a coincidence that Tacs, Assault squads, Purifiers etc all have 2 guns worth shooting and rhinos had two fire points), and other armies still have open topped (DE being the main offender, with transports that laugh at rhinos in about 6 different ways: speed, cost, guns, fire points, strats, and fall back) so it doesn't seem to be something GW doesn't want in the game at all, just not in SM armies.

This forces SM armies to be mostly footslogging infantry backed up by vehicles, many of which are easily locked in combat. This would be okay if this play style was actually any good, but in general it is not, mostly due to low durability and mobility. Plus I think a lot of people find it boring compared to what Marines have been in the past.

I think the following issues need to be addressed:

1. Marines need to be more durable, especially vs high rate of fire weapons with -1 AP. There are a number of ways to improve this, but I think my favorite would be to have all power armor units (not terminators or cents, but yes to bikes and primaris) reduce the AP of incoming damage by 1 vs 1d weapons. This makes them die just as easily to AP0, keeps cover as a relevant bonus, but makes them last longer against things like assault cannons and heavy bolters, but anything that actually packs damage still kills them pretty easily.
2. Marines need to be better in close combat. I think the easiest way to fix this is to give them all +1 attack (perhaps not to the characters).
2. Terminators need to be more durable against D2 weapons. I think the easiest way to fix this is to make Terminator armor reduce incoming damage by 1 to a minimum of 1. This targetedly reduces the effectiveness of D2 weapons, makes 1d3 D more relevant, and doesn't effect 1d or 3+d weapons.
3. Rhinos either need to be cheaper or have fire points back. Maybe both.
4. Non flying vehicles should not be so easy to shut down by locking them into combat. I think a good fix would be to simply have all vehicles be able to fall back and shoot, and let the mobility of flying vehicles be their main unique advantage. Having to move at all reduces most vehicles shooting abilities, so it's not like locking them in combat does nothing.
5. GK should have minor self buff powers that present them with a tool kit of sorts, and allow them to tailor their effectiveness to what they are fighting as the battle goes on, and these should not be effected by the normal 1 casting of a power per turn rule.
6. Units and weapons should be looked at again and adjusted so that they all have a useful role in this edition. Just because a unit has already been a certain way is not an excuse for mediocrity. Strike squads, Tacs, etc, don't have to be the best unit in the game, but they should be good at what they do for the points they cost, and so should every other unit in the game. GW should look at every gun, unit, and psychic power in the game and ask themselves questions like "what is cool about this?" "What is this thing good at?" "What role does this fill for it's faction?" "What makes this thing better or different at what it specifically does than the other options available to this or other factions?" "What would make this someone's favorite unit/weapon/power/army theme to play with or against?" "How does this unit stand out from and interact with other units?" And so on. Something like the GK incinerator never being picked, or IG units never taking grenade launchers, or SM grav being a worse version of plasma, or option x being cool and someones favorite unit but sadly just not as good a choice as option y so you either take it any way and suffer or take the good unit, are all actual and serious problems that deserve attention. So are things like assault Marines being terrible at assault and everything. Or interceptors not actually being effective enough with only 1 special weapon and 5 force wep attacks to actually want to shunt close to a target. Or flamers being bad at killing infantry but okay against fliers.
7. Force multiplier auras should be removed, since they encourage units to clump together for the buffs, and it's harder to calculate their value. I think the simple fix it to make them more like IG orders, with a limited number of units they can effect, and have any actual auras only do things that are not related to offensive ability such as increase Ld, give charge or advance rerolls, and so on.
8. Negative modifiers to hit need to go away. They are just too good at what they do, and overshadow nearly every other defensive buff in the game.
9. Ignore cover abilities should be rare, especially on weapons with high AP or long range. Cover effects the durability of different units in different ways (generally the better the save, the better cover is for you) so some units and armies depend on it more than others, making the ignore cover abilities either very strong or mostly useless.
10. Points should be adjusted accordingly. Points are important, and technically it should be possible to make no rules changes and still balance the game only through points changes. However, I think it would be better to change things first, making units, weapons, and playstyles effective, fun, and viable first, then change the points.

I realize that I am working off of an ideal that there could be a certain version of this game that has all factions fairly equal and all units be worth taking and being excited about, and that may not be entirely possible, but I do think it's worth trying to move towards and talk about.

That's probably enough for now, lol.

This message was edited 1 time. Last update was at 2018/05/26 17:15:57


 
   
Made in us
Decrepit Dakkanaut




This is why most of you guys shouldn't be Rules Development people.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut




Slayer-Fan123 wrote:
This is why most of you guys shouldn't be Rules Development people.


Oh I'm sure I'm wrong about a lot of stuff. Playtesting and other people's input would be only way to make sure everything worked and whatnot. It's possible some ideas would work and others would be too good, etc. All I know is that right now there are a lot of problems, and these are just some ideas how to fix them.

I'd be interested in what you think more specifically about what I said, though, lol.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Slayer-Fan123 wrote:
This is why most of you guys shouldn't be Rules Development people.

Most of the GW Dev team shouldn’t be rules development people.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Decrepit Dakkanaut




 jeffersonian000 wrote:
Slayer-Fan123 wrote:
This is why most of you guys shouldn't be Rules Development people.

Most of the GW Dev team shouldn’t be rules development people.

SJ

Hah. We're in agreement there!

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
 
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