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Made in us
Locked in the Tower of Amareo




Not Online!!! wrote:
Yeah except that doubling the firerate of lasguns is very much not so bonkers.


It is when both the lasgun platform and the buffing model are undercosted. If lasguns were s2, id agree. But s3 is very dangerous in 8th.
   
Made in ch
The Dread Evil Lord Varlak





Martel732 wrote:
Not Online!!! wrote:
Yeah except that doubling the firerate of lasguns is very much not so bonkers.


It is when both the lasgun platform and the buffing model are undercosted. If lasguns were s2, id agree. But s3 is very dangerous in 8th.

Oh pls, autoguns are the same and the only think making autoguns dangerous was VotLW on top off doubling the rate, IG doesn't have that so no lasguns ain't half as Deadly as many claim.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Locked in the Tower of Amareo




Everything is dangerous when taken enmasse on undercosted models. Cultists are just no longer undercosted.

Lasguns are incredibly deadly for their cost. Thats the whole problem.

This message was edited 1 time. Last update was at 2019/04/10 12:18:20


 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.

That being said, I don't think guard squads are undercosted. I think their commanders are.
   
Made in us
Locked in the Tower of Amareo




 FezzikDaBullgryn wrote:
One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.

That being said, I don't think guard squads are undercosted. I think their commanders are.


I think both are, especially after the cultist changes. Look at grots and cultists. There is no conceivable justification for guardsmen other than GW doesn't do external balance.

This message was edited 2 times. Last update was at 2019/04/10 12:30:08


 
   
Made in gb
Longtime Dakkanaut




Martel732 wrote:
 FezzikDaBullgryn wrote:
One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.

That being said, I don't think guard squads are undercosted. I think their commanders are.


I think both are, especially after the cultist changes. Look at grots and cultists. There is no conceivable justification for guardsmen other than GW doesn't do external balance.

Well very cynically there could be one other reason, make a pay to win army, as the 1k battalion of guard from the soup list isn't exactly cheap £$€ whike being available for model's per point in game.
   
Made in us
Locked in the Tower of Amareo




Jokes on them. Got mine from victorian resin.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 FezzikDaBullgryn wrote:

Just so I understand, you think FRFSRF and MMM is somehow LESS efficient than Re-roll 1s? Because I'd LOVE for one squad of my weapons to suddenly become RF2 for 35pts, over their ability to re-roll ones. If you think FRSSRF and MMM are validated at 35pts, youre insane.

And if you think an Officer is validated at anything over 30 points, you don't actually understand what they are.

Company Commanders are T3 with 4W, a 5+/5++ and a 6" aura for two units at a time. Park a Command Squad with a Vox-Caster(or any squad with a vox-caster) within 3" of the Officer and that range is extended to 18"...if the unit being Ordered also has a Vox-Caster.

And really, "reroll 1s" for units that are BS3+ natively is not really something to sneeze at now is it?


Automatically Appended Next Post:
 FezzikDaBullgryn wrote:
One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.
That being said, I don't think guard squads are undercosted. I think their commanders are.

And I think, again, that you need to step back and realize that while the buffs provided are certainly significant--killing the Guard units is just as significant as killing the Officers themselves. They become wasted points if they don't have anyone to Order.

And I also think you need to understand that, again, these Officers aren't actually really contributing jack to the army outside of their Orders. I get dirt cheap buffbots because they really can't do anything else.

This message was edited 1 time. Last update was at 2019/04/10 12:49:27


 
   
Made in us
Shadowy Grot Kommittee Memba






 FezzikDaBullgryn wrote:
One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.

That being said, I don't think guard squads are undercosted. I think their commanders are.


The most unlikely thing I've ever seen happen was an Astropath firing his (BS6, because he's a blind guy) laspistol, hitting, wounding, and killing the Changeling, a model that one week earlier by the Index rules would have had a -1 to hit ability that would have made hitting the shot actually impossible.

gak happens, and you remember it. Balance decisions should instead be made based on average performance and stat comparisons.

Statistically, a guardsman is superior to a cultist. Performance-wise, guardsmen have featured heavily in nearly every tournament in 8th edition from the Index days until now.

I think to me that indicates that maybe they are undercosted, and maybe they should be moved in line with other recently nerfed units.

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

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

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

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






Gathering the Informations.

the_scotsman wrote:

Statistically, a guardsman is superior to a cultist. Performance-wise, guardsmen have featured heavily in nearly every tournament in 8th edition from the Index days until now.

Index was Conscripts primarily, not Infantry Squads.

I think to me that indicates that maybe they are undercosted, and maybe they should be moved in line with other recently nerfed units.

To me, it indicates that the benefit they provide to non-Guard armies needs to be addressed.

The Cultist nerf likely would have been enough by removing the Legion trait, same as Raw Recruits or the Commissar change would have been enough to reduce the appeal of Conscripts(who realistically need to be dropped to a 6+ save and lose the <Regiment> tags).
The same, IMO, applies to Gretchin.

This message was edited 1 time. Last update was at 2019/04/10 12:59:59


 
   
Made in gb
Freaky Flayed One





In general, HQ points costs need a lot more "Who cares?" applied to them. Space Marine characters might hit on a 2+ but if their only use at present is to buff a gunline then you shouldn't really bill them for a fluffy statline.
   
Made in us
Locked in the Tower of Amareo




There's cheap, and then theres TOO cheap.

Officers do have another invaluable use: use the inpenetrable wall of the character rule to hold an objective. There is inherent value in being a character.
   
Made in gb
Freaky Flayed One





In contrast, do you think the character rule makes basing part of a HQ's costs on defensive stats somewhat superfluous?

This message was edited 1 time. Last update was at 2019/04/10 13:06:37


 
   
Made in us
Shadowy Grot Kommittee Memba






 Kanluwen wrote:
the_scotsman wrote:

Statistically, a guardsman is superior to a cultist. Performance-wise, guardsmen have featured heavily in nearly every tournament in 8th edition from the Index days until now.

Index was Conscripts primarily, not Infantry Squads.

I think to me that indicates that maybe they are undercosted, and maybe they should be moved in line with other recently nerfed units.

To me, it indicates that the benefit they provide to non-Guard armies needs to be addressed.

The Cultist nerf likely would have been enough by removing the Legion trait, same as Raw Recruits or the Commissar change would have been enough to reduce the appeal of Conscripts(who realistically need to be dropped to a 6+ save and lose the <Regiment> tags).
The same, IMO, applies to Gretchin.


You think Gretchin should be dropped (raised) to a 6+ save and lose the <clan> trait that they have a rule stating they don't benefit from?

I disagree that the Raw Recruits rule would be enough to make conscripts less appealing. Look at what they compete with:

Gretchin. Toughness 2, strength 2, gun is a laspistol, no save at all, no subfaction trait, the only buffs they have access to are reroll 1s to hit in the fight phase and a commissar that kills D3 models instead of 1 and doesn't have the "use my leadership" part of the rule.

Brimstone horrors. Save 6++, strength (iirc) 2, no gun at all, only buffs available are +1S and a 6+++ fnp aura.

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

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

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

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




 Phaeron Gukk wrote:
In contrast, do you think the character rule makes basing part of a HQ's costs on defensive stats somewhat superfluous?


Probably. It's at least a limiting factor.
   
Made in nl
Longtime Dakkanaut





 Kanluwen wrote:
 FezzikDaBullgryn wrote:

Just so I understand, you think FRFSRF and MMM is somehow LESS efficient than Re-roll 1s? Because I'd LOVE for one squad of my weapons to suddenly become RF2 for 35pts, over their ability to re-roll ones. If you think FRSSRF and MMM are validated at 35pts, youre insane.

And if you think an Officer is validated at anything over 30 points, you don't actually understand what they are.

Company Commanders are T3 with 4W, a 5+/5++ and a 6" aura for two units at a time. Park a Command Squad with a Vox-Caster(or any squad with a vox-caster) within 3" of the Officer and that range is extended to 18"...if the unit being Ordered also has a Vox-Caster.

And really, "reroll 1s" for units that are BS3+ natively is not really something to sneeze at now is it?


Automatically Appended Next Post:
 FezzikDaBullgryn wrote:
One lasgun isn't dangerous, but I've killed a daemon prince with a lucky shot from a laspistol before. Because the RNG was with me.
That being said, I don't think guard squads are undercosted. I think their commanders are.

And I think, again, that you need to step back and realize that while the buffs provided are certainly significant--killing the Guard units is just as significant as killing the Officers themselves. They become wasted points if they don't have anyone to Order.

And I also think you need to understand that, again, these Officers aren't actually really contributing jack to the army outside of their Orders. I get dirt cheap buffbots because they really can't do anything else.
the stat line is pointless since they are protected by being characters and only exist for the buffs they gave.
MMM literally wins you games by getting models on objectives that are otherwise out of range.
FRFSRF doubles the firepower of a unit basic unit.
   
Made in us
Shadowy Grot Kommittee Memba






 Phaeron Gukk wrote:
In contrast, do you think the character rule makes basing part of a HQ's costs on defensive stats somewhat superfluous?


Not at all. I think Character is one of the most undercosted traits in the whole game. If I were designing an algorithm for costing Character protection, it'd apply a percentage increase to the base points value, then afterwards add a flat points fee to the cost.

Currently, characters in the 75-120 points value are almost universally overcosted/underwhelming, and characters in the 250+ range and <40 zone are almost universally undercosted.

I mean protected characters when I say characters, the character keyword is much less impactful when you don't have the protection.

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

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

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

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




The dark behind the eyes.

 Phaeron Gukk wrote:
In contrast, do you think the character rule makes basing part of a HQ's costs on defensive stats somewhat superfluous?


I think this is one of the big problems with trying to cost HQs. They're generally either nigh-untouchable (or touchable only with Mortal Wounds - which ignore defences anyway), or else they can be freely targeted.

In other words, character defences don't matter . . . right up until they do.

 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 ch
The Dread Evil Lord Varlak





 vipoid wrote:
 Phaeron Gukk wrote:
In contrast, do you think the character rule makes basing part of a HQ's costs on defensive stats somewhat superfluous?


I think this is one of the big problems with trying to cost HQs. They're generally either nigh-untouchable (or touchable only with Mortal Wounds - which ignore defences anyway), or else they can be freely targeted.

In other words, character defences don't matter . . . right up until they do.

Sensible rules for charachters would be nice.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Freaky Flayed One





Personally I think an algorithmic method (that I'm sure GW is using) is the root many of the price fudges. The body of a Company Commander is just as practically relevant as a Necron Overlord - i.e. not relevant at all because if your gunline just got shredded into mist, your HQ is about to die horribly, invulns and T(whatever) be damned.

This message was edited 1 time. Last update was at 2019/04/10 13:19:47


 
   
Made in fr
Hallowed Canoness





 vipoid wrote:
I think this is one of the big problems with trying to cost HQs. They're generally either nigh-untouchable (or touchable only with Mortal Wounds - which ignore defences anyway), or else they can be freely targeted.

In other words, character defences don't matter . . . right up until they do.

I agree, it should be the exact opposite!


"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in pl
Fixture of Dakka




Maybe the game is just ment to be played with 7-8k pts per side. Then the resiliance of a single character just won't matter much with very few expetions.

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
Fixture of Dakka





Well, maybe if they added a few more HP to Gman and Catlady, people would complain about them less!

(#notaserioussuggestion)
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

the_scotsman wrote:
 Kanluwen wrote:
the_scotsman wrote:

Statistically, a guardsman is superior to a cultist. Performance-wise, guardsmen have featured heavily in nearly every tournament in 8th edition from the Index days until now.

Index was Conscripts primarily, not Infantry Squads.

I think to me that indicates that maybe they are undercosted, and maybe they should be moved in line with other recently nerfed units.

To me, it indicates that the benefit they provide to non-Guard armies needs to be addressed.

The Cultist nerf likely would have been enough by removing the Legion trait, same as Raw Recruits or the Commissar change would have been enough to reduce the appeal of Conscripts(who realistically need to be dropped to a 6+ save and lose the <Regiment> tags).
The same, IMO, applies to Gretchin.


You think Gretchin should be dropped (raised) to a 6+ save and lose the <clan> trait that they have a rule stating they don't benefit from?

Sorry, there was meant to be another line there about the points hike being unnecessary on Cultists with the drop of the Legion trait, same as how I felt the points hike on Conscripts was unnecessary with Raw Recruits introduced and/or if the Commissar change had actually been in the codex.

"The same, IMO applies to Gretchin" is meant to reference that their points should be lower--same as Cultists.

And as I've said, multiple times now, I'm absolutely on board with a Conscript rework. I don't think they should be anywhere near what they are currently.

I disagree that the Raw Recruits rule would be enough to make conscripts less appealing.

That's your opinion and you're welcome to it. The fact that it consumes the Order issued while potentially not having it actually apply makes me feel like we would have seen them still make appearances but mostly with a Commissar babysitter.
Look at what they compete with:
Gretchin. Toughness 2, strength 2, gun is a laspistol, no save at all, no subfaction trait, the only buffs they have access to are reroll 1s to hit in the fight phase and a commissar that kills D3 models instead of 1 and doesn't have the "use my leadership" part of the rule.

Sure, and they also have access to a Stratagem that lets them act as a buffer for the heavier Ork units IIRC.

Brimstone horrors. Save 6++, strength (iirc) 2, no gun at all, only buffs available are +1S and a 6+++ fnp aura.

Frankly, Daemons are a hard thing to balance around IMO.


Automatically Appended Next Post:
 Ordana wrote:
the stat line is pointless since they are protected by being characters and only exist for the buffs they gave.

They give two buffs a turn, modifiable by Warlord Traits or Stratagems or a few Relics that give some wonkiness.

MMM literally wins you games by getting models on objectives that are otherwise out of range.

Then kill the units that can receive the Order. Because it's just <Regiment> Infantry.

FRFSRF doubles the firepower of a unit basic unit.

A unit's basic gun.
It doesn't apply to any upgrades or even the Sergeant's weapon.

This message was edited 1 time. Last update was at 2019/04/10 13:45:58


 
   
Made in us
Locked in the Tower of Amareo




We don't need even cheaper units. Its just a dodge around the fact that guardsmen deliver more than 4 pts of value.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Martel732 wrote:
We don't need even cheaper units. Its just a dodge around the fact that guardsmen deliver more than 4 pts of value.
Yeah 5ppm Guardsmen would have significant changes to the overall meta (for the better). 11-12ppm Marines/CSM would be the next needed step. -1ppm for both Necron Troops would be good too. Eldar Troops are probably fine overall, but Kabalites could do with +1ppm
Troop cost has much wider implications than just the value of the model itself. And will continue to affect games so long as CPs are generated disproportionately through 5CP Battalions.

Any army having access to Troops less than 5ppm, while other armies can't get anything less than 10ppm, especially when those factions are Imperium, Choas or Eldar, creates imbalance in the game. You either HAVE to take a cheapo Battalion even if you dont' want too, or you outright cannot take allies at all. Necrons are a good example of a faction that is suffering wildly from this. They don't even show up at most tourneys, although admittedly they have other issues too.

----------------------------------------------------------------------
I also kinda like one of the earlier proposals that Battalions should require more than just Troops and HQs, although I'd personally like that to just be your choice of 1 Ellite, Fast OR Heavy, rather than 1 of each. It wouldn't do too much to "balance" anything, but at least it puts a bit more cost associated with taking a Battalion and makes that group of Allies make a bit more sense fluffy-wise. Why wouldn't they bring along some kind of specialist unit?

And from GW's pov, this would help sell more models. Most, if not all Start Collecting boxes are 1 HQ, 1 Troop and 1 "special" unit
If Battalions suddenly required at least 1 special units, SC boxes are much more appealing for quick Allie-pickups

-

This message was edited 4 times. Last update was at 2019/04/10 14:51:17


   
Made in nl
Longtime Dakkanaut





Bharring wrote:
Well, maybe if they added a few more HP to Gman and Catlady, people would complain about them less!

(#notaserioussuggestion)
And yet 1 more wound to Rowboat would be a nerf not a buff. Since it would mean he is no longer protected by the Character keyword, so yes people might complain less? :p
   
Made in gb
Freaky Flayed One





The 8.5/9th edition fix is to generate CP from points values (and your warlord being alive, for spice), or Knight-style detachments for every codex. For now, I like the idea that a Battalion needs "more", but I really think it should be points costs and not units, because cheap units are still cheap (and in respect of their codex, normally should be cheap).
   
Made in us
Morally-Flexible Malleus Hearing Whispers




I seriously can't believe some people are still arguing that Guard squads are not overpowered for their cost. And I was a die-hard fan of IG up until I played a different army and saw how easy guard have it.

The current state of guard is literally indefensible by logic, only by woo and irrationality.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Phaeron Gukk wrote:
The 8.5/9th edition fix is to generate CP from points values (and your warlord being alive, for spice), or Knight-style detachments for every codex. For now, I like the idea that a Battalion needs "more", but I really think it should be points costs and not units, because cheap units are still cheap (and in respect of their codex, normally should be cheap).
GW wouldn't even need to update editions. They aren't shy about changing the core rules through FAQ (that's how we got 5CP Battalions in the first place)

GW could easily drop all Command benefits from Detachments and grant them through Points/Power levels instead.
The concept of "detachments" granting bonuses is a more recent thing anyway (7E/8E). When I first started playing (4E) the Force Organization Chart was how you rostered your units and nothing more.

The Detachments need to be that only: a way to bring your models in a structured way.
CPs can be something like 3 per 500pts/25PL. Maybe, MAYBE the heavier detachments could grant just a bit more. Battalions could grant just 1-2CPs only and Brigades 4-5 or so, but not have a huge number above what is granted for game size.
A combo of both game size and more structure (but heavier on the game size) could do a lot to even out how many CPs any faction or combo of factions can generate.

-

This message was edited 3 times. Last update was at 2019/04/10 16:04:02


   
 
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