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Made in gb
Mekboy on Kustom Deth Kopta






I gotta be honest, I don't see the value in these threads.

People end up just beefing at each other throwing maths, real life examples, tournament statistics etc around hoping someone will listen.

GW aren't reading this thread. Everything you write here, unless passed on to GW through their email channels (and likely even if) is a complete and utter waste if you're genuinely hoping to see change.

I personally believe IS should be 5ppm but I don't think they are the most broken thing in the game right now.

The most broken thing in the game right now, without exception, is the ability for Imperial, Chaos and Eldar players to soup. Thinking about things logically, GW already have an incredibly tough time balancing the units internally and externally even if they were unable to soup. When a player can pick and choose the best units from different factions and mash them together with no consequence, the game is far too open to extremes that we now see in the competitive meta.

Ynarri are broken.
Knights + friends are broken.
Custodes + friends are broken.
Dark Eldar + friends are broken.
Renegade Knights + friends are broken.
I'm sure there are others I can't think of right now, it's late here but I think you get the jist.

Until the above is fixed, thinking about increasing or decreasing the points cost of a specific unit by one is, to me at least, completely irrelevant.
   
Made in us
Longtime Dakkanaut




 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.
   
Made in us
Battlewagon Driver with Charged Engine





If guardsmen were 5 points per model, IG would be significantly weaker.

Then they would get over it.
   
Made in pl
Fixture of Dakka




I don't play IG, and I don't use them in my army as ally. But how about instead of nerfing or making goodt stuff bad, GW would fix the stuff that is bad and make it good? Why fix things that aren't broken?
Even a +40pts model can be worth using, as custodes have shown, as long as it has good rules.

Give bad units and armies good rules, and the problem of guardsman costing 4 or 5 pts, is going to be moot.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Morphing Obliterator




The Void

**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

This message was edited 2 times. Last update was at 2018/08/05 01:05:13


Always 1 on the crazed roll. 
   
Made in au
Towering Hierophant Bio-Titan





Asmodios wrote:
 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.

>complains about selectively quoting
>next line, selectively quotes a fragment of my sentence and inaccurately condenses my entire argument down to that.


The problem isn't just allies, at all. There's problems definitely with Guard as a standalone faction too. If you remove allies from the game, Guardsmen are still stupidly costed infantry an incredibly powerful army. This my argument. Stop trying to rewrite what I'm saying and then throwing out accusations of Strawman fallacies. You're really bad at this.

I've seen well rationalised arguments as to why, or why not, Guardsmen should be 5pts, from people not letting bias cloud their judgement. You are not one of them. Every single post from you (and a couple of select others) screams faction-bias all through it, the transitional logic jumps you leap through don't even make sense half the time, you just repeat it ad nauseam, and then when people get tired of disproving the same point over and over you accuse them of fallacies that I don't think you even understand the definition of, for not responding with a spreadsheet of points that could basically be copy pasted from past responses already disproving what you've said.

Just give it a rest.



 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

While I agree with your outlook on the game, even in a game with tons of anti-infantry options the problem is that even among other good, similarly costed infantry, Guard stands above the rest. Neophyte Hybrids, 5pts. Hormagants, 5 pts, etc. This would be a much fairer level for Guardsmen too, they are not 4pt infantry in the context of this game.

This message was edited 2 times. Last update was at 2018/08/05 01:32:56


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




Asmodios wrote:

No, every army has an option but not a clone that can fill in.
If guard had a knight they wouldn't need to soup it in
If guard had jet bike captains they wouldn't need to soup it in
Yes, chess is popular but I assume there is a reason we are all on a WH board discussing WH and not chess. I could buy WH figures and play chess with them.... The fact is that's not what I'm looking for. I don't want the only thing differentiating my IG army from my brothers thousand suns to be the physical models and paint.


Who said anything about clones? Baneblades do the same/similar thing as Knights so to me their roles are equivalent. So long as each faction has a rough equivalent for something then I don't consider them to have any more strengths or weaknesses than another. Individual units should have weaknesses but factions as a whole should be able to cover their weak spots if the player plans around it. Tau are skewed to shooting but they do have close combat options if the player chooses to use them. In fact they were designed in such a way that Kroot would be almost necessary to offset their weakness in melee so that the faction as a whole didn't have a weakness, but each unit did.
   
Made in us
Longtime Dakkanaut




 Peregrine wrote:

If those "thematic differences" don't translate into strengths and weaknesses then they are only aesthetic differences. Sure, you can have a given amount of anti-tank firepower represented by single models on 25mm bases or heavy weapon teams on 60mm bases but if both are equally effective then it's no different from painting your Ultramarines yellow and calling them a whole new faction. Having meaningful gameplay differences requires variation, and if you don't want to have one faction be straight better than the other (you don't) then you need to have different strengths and weaknesses. The 25mm heavy weapons have meatshields in the squad and therefore better durability, the 60mm heavy weapons have more point efficiency on offense because they lack meatshields but lose firepower faster if attacked. Etc. Same thing at the faction level. 8th edition's over-homogenization and soup rules have damaged the concept, but each faction does have an identity in terms of strengths and weaknesses:

Space marines have no weaknesses but aren't top-tier at anything either. Their versatile elite infantry will always be better than the opponent's weakest point and able to attack there, but will always be weaker than the opponent's strongest point and vulnerable to attack. But neither of these differences will be by as large a margin as you might find with other comparisons. Winning depends on tactical flexibility and being able to use the same unit in different roles depending on the opponent.

Eldar are the opposite. Their specialists are each top-tier in their specific role, but weak at any other role. They will always have the best option for attacking each point in an opposing army, but if they are out-played and their specialists have to go up against the wrong target they get wiped off the table. Winning depends on superior execution of the Eldar plan, getting the specialists to their correct targets and staying one step ahead of the enemy to keep their massive weak points away from danger.

Imperial Guard are great as a defensive gunline but have poor force projection. A layered defensive force of heavy armor screened by cheap and super-efficient infantry is very hard to break, but their options for pushing up the table and claiming objectives are much more limited and mostly glass cannons that struggle to hold an objective for multiple turns. Winning depends on balancing point allocations between locking down the "home" objectives and contesting the rest of the table, and identifying the correct timing to send the storm troopers/rough riders/etc into battle for their one shot at victory.

Tau have great mid-range mobile shooting but limited long-range firepower and nonexistent melee ability. Anything getting into melee with them wins and their ability to make an IG-style gunline is limited to a handful of railguns, but JSJ and fast tanks let them stay mobile without sacrificing firepower. Winning depends on managing the delicate balance between getting close enough to deliver effective offense and staying away from charges.

Orks are great at overwhelming the enemy in a horde of bodies but helpless at long range. They won't do much in the opening besides move forward, but once they get into combat sheer weight of numbers will beat almost anything. Winning depends on coordinating the attack, making sure that the whole green tide makes its charges simultaneously without getting too many models lost as casualties or stalled outside threat range.

Etc.

See how each army has a plan for winning, but also has a vulnerability that can be attacked? And each of those pairings is meaningfully different from the others? That's how you make interesting faction diversity.


From what I see, you have presented the stereotypical attributes of each faction but each weakness you mention is generally covered by each army:

- Marines weakness as you say is being jack-of-all-trades but master-of-none. That's not really a weakness per se and I feel that Marines do specialize (ASM v Devastators). Sure they're worse than other options (reapers) but from what I can tell people aren't too happy about that.

- Eldar do specialize, and that's what each aspect is for, but they also have generalized options (guardians/avengers anyone?) Then there's Wraithguard which play a super heavy infantry role and also seem pretty versatile to me. Their vehicles are also just tough/versatile in general and I feel like that was intended. Are windriders any more specialized than Marine bikers? (genuine question here)

- You say the Guard weakness is lack of projection, but Scions are very capable of that. Even just using Valkyries to bolster a gunline can have the same effect.

- Tau's weakness is melee generally, but Kroot exist to fill that gap which means the overall faction doesn't have that weakness, just the individual units.

- Ork shooting is worse than it deserves to be. Most of the Ork index is dedicated to ranged units. Mek guns and big gunz exist to fill the long range gap. Besides, Orks hunkering down and just firing is already established in their fluff (bad moonz/freebootaz)

As you can see each of these factions have the units to cover their supposed weaknesses (except maybe marines cuz their weakness is just being good instead of great). A player can build their army against the stereotypical build and still have a functioning army. Maybe not the best army but that's more to do with wonky balance than anything else.
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

SemperMortis wrote:
 Luke_Prowler wrote:
Being an ork player, I recognize that guard infantry have very similar statistical outcome with some edge cases. Similar defense (44% IG vs 42% Ork chance to be kill against bolters, with orks being better vs 6/7 str and ig better at str 8 and higher), similar ranged output (16.6r% to wound vs t4 for lasguns and shootas, with the shoota having more shots 13"-18", lasgun at 19"-24".

But Orks have +1S and A, native charge reroll, the ability to get more attacks, and one of the best morale boosting rules in the game.

I simply don't believe that's all worth one point.


And the biggest problem with your math? you forgot that you get 3 guardsmen for every 2 orkz.

Basics, 3 guardsmen get 3 shots from 19-24 inches while the Orkz get zero. From 13-18 the Orkz get 4 shots to the guardsmens 3. And from 1-12 the guard get 6 shots to the orkz 4. So in a 24 inch range, orkz do better for 6 inches compared to the guards 18 inches. Ranged wise its heavily in favor of the guard. They also get heavy weapons worth taking and specialist weapons worth taking. Orkz get big shootas and Rokkitz, all of which are useless and over priced. Add to that the fact that the Guard will always have an officer nearby and then you factor in the orders bonus and yeah, shooting goes to Guard. IN CC Orkz are superior, not even going to debate that.

And again, durability wise, it goes to Guard hands down. Yes T4 is better then T3 and that is basically cancelled out by 5+ being better then 6+ but guard have the added bonus of being able to camp in cover and use longer ranged weapons to be useful where as the orkz need to be advancing every turn to get full use out of their CC abilities. So realistically you are seeing Guard with 4+ saves not 5+.

To summarize, Orkz are better overall due to T, S and # of attacks, but since most of their benefits are CC oriented they aren't as powerful as they appear. Guard are significantly better at ranged combat and are better at camping objectives and utilizing that advantage. Overall I think they are 1 point apart, not 2. I would not lower the cost of Ork boyz though because I am sick and tired of cheap boyz hordes, but yeah i could see guard going to 5ppm.

Assuming the best case for the guard (on objective, in cover, everyone's in range and LoS), then yes they have an advantage. Key words there is "best case". With all that, at 12 inch the 30 imperial guards unleash fire down range at the advancing orks, killing 8 boyz! None flee with morale because, realisticly, there's another mob nearby for Mob Rule. the 12 boyz shoot back for 3 dead guardsmen, they charge and cut down 8. Guardsmen only drag down 2 orks, and min 5 flee from combat. And this is with IG advantage, compare 30 choppa boyz vs 45 guard out in the open.

You keep marginalizing melee, but since that's how orks do the most damage it can't be ignored

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Longtime Dakkanaut




 SHUPPET wrote:
Asmodios wrote:
 SHUPPET wrote:
Yes, only allies placed, and this is how the tournament scene looks, because why would you not take allies? Of those allied armies, Guard primarys were head and shoulders above the rest. This is what people are trying to change with the nerf. If you are asking for nerfs to allies, I already said I agree with that. The problem is, that nerfs every other IoM the hardest and again leaves Guard by far the strongest solo army, as the primaries, and common sense will prove.

Asmodios wrote:


Also, way to selectively cut out my part of the post where i mentioned knights. You have continued to do this regardless of how many time I mention not just the knights but also the issue being soup in general.

I can't respond to every single statement you made since I went to sleep last night, because it would be a 3 page wall, and mostly of stuff that I have already addressed and that others have addressed after me, such as Knights, who as I said, I also think are too much right now.

This thread is about IG, hence why I'm not letting you play misdirection tactics like this.

1. Its not replying to everything i post its selectively quoting them and trying to use it as a strawman to discredit the main point of my post.
2. "why would you not take allies" This quote of yours is the underlining issue. There is zero reason to not take allies. There needs to be a drawback to mixing armies or you will never be able to correctly balance the game. The fact that including soup is a "no-brainer" is evidence that it needs to be changed.

>complains about selectively quoting
>next line, selectively quotes a fragment of my sentence and inaccurately condenses my entire argument down to that.


The problem isn't just allies, at all. There's problems definitely with Guard as a standalone faction too. If you remove allies from the game, Guardsmen are still stupidly costed infantry an incredibly powerful army. This my argument. Stop trying to rewrite what I'm saying and then throwing out accusations of Strawman fallacies. You're really bad at this.

I've seen well rationalised arguments as to why, or why not, Guardsmen should be 5pts, from people not letting bias cloud their judgement. You are not one of them. Every single post from you (and a couple of select others) screams faction-bias all through it, the transitional logic jumps you leap through don't even make sense half the time, you just repeat it ad nauseam, and then when people get tired of disproving the same point over and over you accuse them of fallacies that I don't think you even understand the definition of, for not responding with a spreadsheet of points that could basically be copy pasted from past responses already disproving what you've said.

Just give it a rest.



 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

While I agree with your outlook on the game, even in a game with tons of anti-infantry options the problem is that even among other good, similarly costed infantry, Guard stands above the rest. Neophyte Hybrids, 5pts. Hormagants, 5 pts, etc. This would be a much fairer level for Guardsmen too, they are not 4pt infantry in the context of this game.

Nice straw man again. I quoted a specific part of your post to address it.... not selectively leaving out quotes and stating you never talked about something. The gymnastics you go through to keep from talking about actual points I make is staggering.

You also continually state as a fact that there are issues with guard as a stand alone faction but present 0 evidence for this claim over and over. You have admitted that no pure guard even placed at this event and do you know why that is? It’s because guard as a stand alone faction doesn’t have a problem actually it’s not even considered good enough to bring to the BAO.... you are required to soup in another faction.

Here is some fun statistics I went and looked up for you
Most common Primary Factions:
Imperial Knights: 14
T’au: 13
Astra Militarum: 11
Asuryani: 11
Tyranids: 10
Most common Secondary Detachments:
Astra militarum: 40
T’au: 20
Asuryani: 19
Drukhari: 15
Tyranids: 12
Most points earned per round:
Adeptus Sororitas: 27.34
Dark Angels: 26.50
Imperial Knights: 24.12
Renegade Knights: 24
Ynnari: 23.85
Highest win percentage:
Renegade Knights: 75%
Dark Angels: 75:
Genestealer Cults: 58.33%
Drukhari: 55.32%
Imperial Knights: 55.28%
T’au: 55.07%

Guard (and this is including with soup that raises their power level substantially) doesn’t even make the highest win percentage or points earned per turn list. Meaning that on average you will win a higher amount of games running you primary faction as not guard at the BAO. So once again where is the evidence that pure guard is an issue now? I’d love to read the data simply present it
   
Made in us
Longtime Dakkanaut




@ Luke_Prowler
Let's just see then: 30 slugga boyz vs 45 Guard in the open:

Both sides start 25" away.

Orks go first. Advancing 11" puts them at 14". No shots.

Guard back up 6" and fire:
42 shots (assuming sergeants):
- 6 kills

Orks advance 11" puts them at 9", no shots, no charge.

Guard move up to rapid fire range, and we'll say only 30 men are in 12".
71 shots:
- 10 kills
Guard charge with 2 squads,
Orks fire overwatch:
- 1 kill
Guard fight
- 3 kills
Orks fight back:
- 9* kills, one squad dead.

Orks shoot:
- 2 kills
Orks fight:
- 8* kills, squad dead.

Guard are all in rapid fire, shoot:
- 7 kills
Guard charge with 2 squads
Orks overwatch:
- no kill
Guard fight
- 3 kills
Orks fight
- 1 kill

Orks shoot:
- no kill
Orks fight:
- 1 kill
Guard fights
- 1 kill

Total: Guard wins with 23 models left.
*Actually did more wounds but could only allocate to that squad.

This message was edited 1 time. Last update was at 2018/08/05 05:41:05


 
   
Made in us
Battlewagon Driver with Charged Engine




 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.

Yeah, all flamers should really be "roll 2d6 and pick the highest" for amount of hits and they should ignore cover. A space marine successfully hitting 1 out of the 40 cultists 5 meters in front of him is just sad.
   
Made in us
Storm Trooper with Maglight





CO

I would definitely think, for the current price, that flamer weapons could use those rules and still not even be used that much haha. But I dig that proposal.

5k Imperial Guard
2k Ad Mech 
   
Made in us
Devestating Grey Knight Dreadknight







What anti horde weapons


Automatically Appended Next Post:
 MrMoustaffa wrote:
Dandelion wrote:
A lot of people are for 5pt guardsmen, including guard players. However, as is expected, there are many who think 4pt guard is fine.
Kanluwen should be along shortly to tell you why 5pt guard is bad.

I was in the 5ppm camp until the commissars lost their seriously crazy ld abilities. Nowadays with the amount of anti horde weapons out there 4ppm doesn't seem as ridiculous as it did. Used to be we had the best morale in the game. Nowadays we're actually vulnerable to leadership shock again and more tricks are being used to actually remove or get around the screens guardsmen provide. Captain smash is a great example, guardsmen screens are almost entirely incapable of stopping him.

The big issue is that guardsmen can be allied to half the armies in the game and you'd be stupid not to for the cp they provide. Allies drastically need to be reworked because as it sits you could make guardsmen 6ppm and they would still be abused by soup lists for the regenerating cp and being the cheapest decent troop tax around.

Ironically guardsmen are an issue in almost every list except a pure IG army. Make it where knights, space marines, and other imperium armies can't use us as a crutch/cheaper troop tax and guardsmen would be fine where they are. You don't do that by upping their price, but by reworking how ally detachments work so 3 squads of infantry and a couple officers aren't leading your whole army and providing half it's command points. Locking CP to the detachment or <keyword> that generates it is the only way you're going to end that. If you try to fix it with a points change to guardsmen all you'll do is Nerf IG's most iconic unit and the tournament crowd will just sub in scions, nothing serious will change.

This message was edited 1 time. Last update was at 2018/08/05 08:08:28


 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in fr
Longtime Dakkanaut





 Drudge Dreadnought wrote:
**skims first 2 pages. No mention of flamers or anti horde**
**ctrlf+f 'flamer' on page 3 and 4. No results**

Guys I hate to just drop in 4 pages into a good old forum argument, but the problem is that guardsmen are a cheap horde infantry unit, and there are currently no hard counters to cheap horde infantry. I see people mentioning that there's no points efficient way to counter them, but there's not enough talk about WHY.

The reason why is that small arms got gutted in 8th by the AP changes. Most small arms (bolters, shuriken weapons, etc) went from ignoring guard armor to not. So cheap small arms are no longer efficient anti horde weapons. And then the blast and template changes made those weapons far weaker vs multi model units too. Flamers could reliably get ~5+ hits on hordes in the past, even if they were spread out (and much more if forced together). Now they get 1d6 and cost a huge amount. Small blasts like frag missiles got usually got 3 or 4 hits, or 6+ on clumped up guys. And both those weapons used to ignore guard armor, and now they do not even ignore ork armor! And FNP is all over the place.

Remember in 5th when a tac squad could have a flamer and missile launcher nearly for free and reliably overkilled guard squads even in cover in a single round?

Morale changes have also destroyed anti horde abilities. It used to be that you could charge guardsmen with tactical marines, kill a couple, and then finish them with a sweeping advance. Now that is gone. And the new moral system isn't an adequate replacement.

I'm not saying guardsmen should stay 4 points. I'm saying that guardsmen themselves aren't the issue. We need anti-horde to get fixed, which means a fix to small arms for certain armies, and a fix to blasts and templates for everyone. Get us back to having hard counters to hordes, and then we'll see where guard need to be priced at.


The game is full of anti horde weapons.

Lasguns, bolters (and variations), devourers... Pretty much every S3 or S4 weapon without AP is an anti horde weapon, since it is drastically more efficient at killing small models than elite models.

Sure, if you use a tactical marine vs guardman for your math, then you get skewed results, but you just took a totally uncompetitive choice vs an high competitive one specialized in durability (and without looking at morale). If you take a more realistic and less biased approach, you can see that shooting a bolter at an intercessor will yeld you 1/3 of the points in damage compared to shooting an ork boy.

The whole concept going around that "8th has no anti horde weapons" is completely false. If you increase the amount of anti horde weapons going around, you kill many units like hormagaunts that right now are perfectly balanced.

If you can't table 200 boyz with a TAC list, that's like saying that you can't table a knight list with a typical TAC list. Skewed lists tend to do that. I assure you that if you invested in light weaponry the same amount of points that right now we invest in heavy weapons in case we meet knights, then those 200 Orks would be no problem.

Let's stop derailing threads with this wrong assumption that the game lacks anti horde, it is simply false.

If there are problems (and i'm not sure there is one), then they are to be found within individual models.
   
Made in fi
Courageous Space Marine Captain






PiñaColada wrote:

Yeah, all flamers should really be "roll 2d6 and pick the highest" for amount of hits and they should ignore cover. A space marine successfully hitting 1 out of the 40 cultists 5 meters in front of him is just sad.

Flamers should be '2d6 autohits, cannot cause more hits than there are models in the target unit.'

   
Made in us
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The game lacks anti horde compared to previous editions, may be a more accurate statement. Weapons that that do more damage based on the number of models in a unit (ie, template weapons) are gone (which is fine) and nothing replaced them effectively (which I think is a problem). For a gun to be anti horde in 8th, it must simply have as many shots as possible for as few points as possible. With a few exceptions (aggressors, deathwatch, etc), this now means that the only effective anti horde is another horde.

As for the durability issue, I'd argue that the only realistic way to compare durability is to look at a wider range of weapons that just a bolter or Las gun. Armored units are killed much more effectively than hordes once AP is involved. Multi wound have a major weakness in that they are vulnerable to multi damage weapons in ways horde units are not. Intercessors may be more durable than orks per point vs bolters, but most real armies will have some 2 damage shooting they can direct at the intercessors, and that isn't something you should leave out of the equation. Ideally I think we would come up with a mix of weapons a balanced enemy army is actually likely to shoot at a Target (x% bolters, x% plasma, x% heavy bolters, x% autocannons, x% Las cannons, etc), and calculculate the durability of units based on that. When you do that, you find that hordes are some of the most durable units in the game, because there isn't a set of weapons that do damage based on unit size, and the anti horde weapons end up being anti pretty much everything weapons. The reason you don't see Marines isn't because they are sightly less durable than guardsmen vs bolters, but because they evaporate vs heavy bolters, assault cannons, etc.

This message was edited 1 time. Last update was at 2018/08/05 13:18:53


 
   
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 Luke_Prowler wrote:

Assuming the best case for the guard (on objective, in cover, everyone's in range and LoS), then yes they have an advantage. Key words there is "best case". With all that, at 12 inch the 30 imperial guards unleash fire down range at the advancing orks, killing 8 boyz! None flee with morale because, realisticly, there's another mob nearby for Mob Rule. the 12 boyz shoot back for 3 dead guardsmen, they charge and cut down 8. Guardsmen only drag down 2 orks, and min 5 flee from combat. And this is with IG advantage, compare 30 choppa boyz vs 45 guard out in the open.

You keep marginalizing melee, but since that's how orks do the most damage it can't be ignored


Best case is common case because at 40pts for a full squad why would you worry about them not doing anything? plant them in cover on the objective and force your opponent to come to you.

As for your scenario, funny how you started them at 12' instead of beyond range like they normally start out, If its 30 guard vs 20 orkz (120pts each) then at 24' the guard kill about 4-5 Boyz turn 1, orkz have to advance so they are hitting on 6s, average advance is 3.5 so 8-9in total, that puts them at 15-16' range. they shoot 32 shots(assuming 4 died turn 1) for 10-11 hits, 7 wounds, against a 4+ save = 3-4 dead IG. Guard walk forward into double tap range and the remaining 26 shoot 52 shots for 26 hits and 9 wounds for a grand total of another 8 dead Orkz. So now the ork horde is down to 8 models, they just lost 8 so that means they lose D6 more models so another 3 (because we aren't adding in their being another mob nearby because if we do that then I add in orders to the squads and then it really goes one way). So now those orkz are down to 4-5 boyz left, they walk forward and get within 7' range of the IG and shoot 10 shots, 3 hits, 2 wounds and 1 more dead guard. then they charge, the remaining 25 guard let lose with 50 shots for about 8 hits and 2-3 wounds for another 2-3 dead Orkz. the remaining boyz get into combat and dish out a grand total of 6 attacks, 4 hits and 3 wounds for 1.5 dead guard, the guard then swing back and annihilate the Boyz. Game over.

Again though, I am not saying boyz need a buff, they are fine where they are. Hopefully we get some Klan Tactics worth a damn and I will be happy. But to sit there and say Ork boyz compared to IG is about even point for point is just inherently wrong. All the numbers add up and point to the fact that IG are too cheap. At 5ppm they would be fine.

This message was edited 2 times. Last update was at 2018/08/05 13:40:41


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
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Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions. Comparing them in a vacuum is also foolish. Orks can teleport, reroll charges, advance and charge, etc. Guard have orders, etc. These things can't really be accounted for in a vacuum comparison. It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.
   
Made in us
Longtime Dakkanaut




jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.
   
Made in us
Longtime Dakkanaut




Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.


Unfortunately I think with things like chapter tactics, auras, and strategems, you have to balance things based on the ideal or at least the average combination rather than the individual parts in a vacuum.

What we frequently see in the game is that two units cost about the same but one is much better due to faction synergies, so the inverse wouldn't be much different.

As for the difference between those armies, Ork boys are actually expected to do some heavy lifting in Ork lists, and do real damage if they aren't stopped. Guardsmen are more about just existing, taking up space, and being annoying while the real damage dealers like tanks and artillery (or allies) continue to function. Guardsmen are chaff. If you could you would ignore them and kill something else, but they force you to focus on them by their positioning. You want to kill Ork boys because they are actually scary. Reducing the number of boys reduces the meaningful damage output of the enemy list. Killing guardsmen typically doesn't to the same extent. This makes the guardsmen more valuable IMO.

This message was edited 1 time. Last update was at 2018/08/05 16:33:52


 
   
Made in us
Longtime Dakkanaut




jcd386 wrote:

Unfortunately I think with things like chapter tactics, auras, and strategems, you have to balance things based on the ideal or at least the average combination rather than the individual parts in a vacuum.

What we frequently see in the game is that two units cost about the same but one is much better due to faction synergies, so the inverse wouldn't be much different.

As for the difference between those armies, Ork boys are actually expected to do some heavy lifting in Ork lists, and do real damage if they aren't stopped. Guardsmen are more about just existing, taking up space, and being annoying while the real damage dealers like tanks and artillery (or allies) continue to function. Guardsmen are chaff. If you could you would ignore them and kill something else, but they force you to focus on them by their positioning. You want to kill Ork boys because they are actually scary. Reducing the number of boys reduces the meaningful damage output of the enemy list. Killing guardsmen typically doesn't to the same extent. This makes the guardsmen more valuable IMO.


It all depends on how you use them. If you treat them as chaff that's all they will be, but if you use them aggressively you'll find that they hurt... a lot. Most people I see are running 60-80 guardsmen, which really isn't enough. To put that into perspective that's about 240-320 points, that's the equivalent of 1 maybe 2 tanks/vehicles. That's peanuts for what you're getting. Plop down 120-200 Steel Legion Guardsmen and you'll be terrified of the humble lasgun. Also, Guard special weapons are cheap. Plasma, heavy botlers, lascannons etc... can all hide within bigger squads.
   
Made in pl
Fixture of Dakka




Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.

But static point costs aren't a very good representative power of a unit. one unit of ten reapers is not the same in power as 3xten sized units of reapers. IMO GW should just make premade armies and balance them against each other. Otherwise you get stuff like razorbacks going up in points, because they are too good for normal marines with all the re-rolls, only the GK players did not have access to those re-rolls.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?

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



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

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


 Andilus Greatsword wrote:

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


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


 insaniak wrote:

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

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.


No. That’s poor design that leads to homogenized factions that may as well just be different “skins” of each other.

Assymetrical games charge you extra for being able to do something outside your focus. Magic for example DOES have things like green direct damage spells, red card draw, blue fat creatures etc. They typically suffer higher than normal cost or other significant downsides that would make them very bad cards in the color(s) they are emulating, but the ability to cover a weakness without crossing colors is what you’re paying extra (or getting less) for.

20000+ points
Tournament reports:
1234567 
   
Made in us
Storm Trooper with Maglight






 vipoid wrote:
Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?


To be fair, a naked Guardsman is there less to deal damage, than to soak it. Any shots fired into the screen, or any melee units that need to waste a turn mulching through them, is another turn the big guns are firing. Plus, an Infantry Squad can be fairly flexible since you can hide a heavy weapon in it, or a special weapon (or both) - the cost of each squad goes up, but having a Lascannon that (before factoring morale) has 10 wounds for 60 points is nothing to scoff at.


I had a bit of a shower thought from the comments in this thread on soup, that got me thinking slightly. Would something along the lines of "troops costing 10 points or more per model generate 1cp per unit taken" work as a slap dash fix? Suddenly Tactical Marines and the like would have a much bigger use, as taking those three troop slots of them would give the player 3 more CP and some tactical flexibility. Meanwhile, Guardsmen, Orks, Skitarii, etc with cheaper troops would not generate these bonuses. Very obviously, this would need to be fine tuned, clarified, etc, but it would give more elite armies more CP options than "add a Guard CP battery".
   
Made in us
Longtime Dakkanaut




Karol wrote:
Dandelion wrote:
jcd386 wrote:

Comparing orks and guardsmen is pointless because there serve very different purposes in their sperate factions.

But do they really? What is the purpose of Guardsmen? And what is the purpose of Boyz?
- Hold objectives?
- Clear out enemy infantry?
- Bog down vehicles?
- Screen your own vehicles?
Both are equally durable to each other, and shoota boyz even have similar shot output to guardsmen.

It's perfectly possible for two units to be exactly the same, but one is better because of the faction it's in, and need to cost more.


Respectfully disagree. Units should cost exactly what they are worth before outside buffs are considered because buffs are generally inconsistent. And buffs usually require outside investment to function, so charge the player there.

But static point costs aren't a very good representative power of a unit. one unit of ten reapers is not the same in power as 3xten sized units of reapers. IMO GW should just make premade armies and balance them against each other. Otherwise you get stuff like razorbacks going up in points, because they are too good for normal marines with all the re-rolls, only the GK players did not have access to those re-rolls.


I don't know what you're getting at. If buffs weren't taken into consideration on a unit by unit basis than razorbacks would not have gone up in price due to regular marines. The cost of a buff is better paid in the unit that gives the buff.


Automatically Appended Next Post:
 niv-mizzet wrote:

No. That’s poor design that leads to homogenized factions that may as well just be different “skins” of each other.

Assymetrical games charge you extra for being able to do something outside your focus. Magic for example DOES have things like green direct damage spells, red card draw, blue fat creatures etc. They typically suffer higher than normal cost or other significant downsides that would make them very bad cards in the color(s) they are emulating, but the ability to cover a weakness without crossing colors is what you’re paying extra (or getting less) for.


Please explain how costing units based on their baseline performance homogenizes them. Points represent in-game performance full stop. If they don't then they are a currency which edges armies into skew lists.

As for the Magic example, 40k doesn't have a faction "focus" or whatever that is. Do Tau pay extra for the luxury of running Kroot?

This message was edited 1 time. Last update was at 2018/08/05 21:04:40


 
   
Made in au
Towering Hierophant Bio-Titan





 vipoid wrote:
Serious question - are any armies winning tournaments with hordes of IG infantry?

And by 'hordes' I mean actual massed infantry, not 'just enough Infantry Squads to make up a minimum Battalion'.

My point is, I don't think the price of IG infantry is the issue. The issues are:
1) Soup has basically no cost. There's no meaningful benefit to using a pure army, nor any downside to mixing factions. Hence, you get to cover downsides basically for free.
2) CPs are universal. If you have a few IG detachments generating a ton of CPs, then those CPs should be limited to those IG detachments. As it stands, you can use a relatively small number of guardsmen (in terms of points) to generate a huge amount of CPs for the rest of your army.

If you're desperate to fix actual units (rather than the godawful ally rules), then perhaps it would make more sense to focus on the units in these soup lists that are doing the actual damage?

To answer your question: Yes, they are. Guard had 3 top 10 placings at BAO last weekend as a Primary faction (more than any other race) and all 3 took a large amount of infantry, the upper two both maxing out on Guardsmen. Then, on top of that they had 3 MORE placings as the CP battalion that you describe, but that's a separate issue. Over the course of the month as a whole, they have more top 3 placings than any other army, every single list to place being a Catachan infantry based build, and that's one again, excluding CP batteries.

This message was edited 3 times. Last update was at 2018/08/06 06:18:06


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
Battlewagon Driver with Charged Engine





At five points per guardsman the Imperial Guard will not be transformed into a bottom tier army. They just won't. They won't necessarily be top tier anymore...so be it.

This will instantly nerf two of the biggest problems in the game: namely overpowered Imperial Guard and overpowered Imperial Soup.

Yes, it leaves Eldar (of all stripes) that desperately need a similar treatment.

I can't understand why people don't want to make the game better.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

The most interesting thing I've seen recently on this is the relative point values GW assigned to these 'core' troops units in Kill Team. Is it the same ruleset? No, but still very similar with generally the same rules:
Spoiler:
Space Marine Scout 10 (11 with Camo Cloak)
Space Marine Tactical Marine 12

Astra Militarum Infantry Guardsman 5

Adeptus Mechanicus Skitarii Ranger/Vanguard 9

Chaos Space Marine 12
Chaos Space Marine Cultist 4

Death Guard Plague Marines 14
Death Guard Pox Walkers 3

Thousand Sons Rubric Marines 16
Thousand Sons Tzaangors 7
Asuryani Guardian Defender 7
Asuryani Storm Guardian 6
Asuryani Ranger 11
Asuryani Dire Avenger 10

Drukari Kabalite Warrior 7
Drukari Wych 8

Necron Warrior 12
Necron Immortal 16

Ork Boy 6
Ork Gretchin 3

Tau Fire Warrior 8
Tau Breacher 8

Tyranid Termagant 4
Tyranid Hormagaunt 4
Tyranid Warrior 20
Tyranid Genestealer 11

Genestealer Cults Neophyte Hybrid 5
Seems in this limited selection of units, the Guardman is near the bottom with only Cultist and Gretchin coming in lower for obvious reasons. Others have been adjusted around, so its might not be just Guardsman that are in need of a points adjustment to level the playing field.
   
 
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