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 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first.

Those are Howling Banshees. -1 to hit, no overwatch ATM, plus Exarch.

This message was edited 4 times. Last update was at 2019/09/19 16:30:46


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Again, there are multiple ways of AA besides the straight one by one. Apocalypse activates detachments, many skirmish games activate multiple models, Bolt Action randomises the sequence through blind draws, LotR had heroic actions called by commanding units, systems can have reactions.

Building a system where you get a few activations at a time instead of your whole army and where supporting actions work isn't difficult and there are pitfalls with AA as well, but they are much easier to circumvent than the structural feel bad -problems that IGOUGO creates in the current game.

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 Kaiyanwang wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first.

Those are Howling Banshees. And now it's a -1.

You're right, I'm thinking of the wrong unit. When Eldar point costs come up they always come to my mind first.

Well, even if the unit is wrong my points stand. Melee ability is over costed and shooting is undercosted. And movement should be more valued in general.
   
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They are quite different, I find the confusion surprising but then again I could be biased because I either fought Eldar in oder editions or played an aspect army for fluffy games.
The Dire Avengers would have a different problem even if melee would be appropriately costed.

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
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 Kaiyanwang wrote:
They are quite different, I find the confusion surprising but then again I could be biased because I either fought Eldar in oder editions or played an aspect army for fluffy games.
The Dire Avengers would have a different problem even if melee would be appropriately costed.

It's admittidly been a while since I've been able to get a game in so I think my brain is just jumbling things up. I'm bringing a simple 1k list to the local store this Saturday to try and get a game in so hopefully that'll clear up once I get dice rolling again.
   
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Mississippi

Bolt Action (and I think Legion) have an AA rule to address the combined attack issue. In Bolt Action, you can activate a commander, then that commander activates two further units. This allows you to, for example, fire on an enemy unit to pin it and then charge the demoralized enemy with another unit.

It should also work for 40K, though it would need some additional consideration for unit size - you’d get some unintended consequences with The likes of Knights or Ork mobs.

Also, decoupling automatic fighting back on charges/melee would also assist in those cases where a meleeing unit would want support in the attack. By this, I mean Unit A on side X charges or melees and performs melee attacks against Unit B. End that activation. Then, Side Y has to choose whether they want to activate Unit B to fall back before being charged by side X’s Unit C, immediately counterattack with melee against Unit A or activate some other unit and hold off on acting with Unit B (maybe so it can melee Attack Unit C when they enter the fray).

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Slayer-Fan123 wrote:
Who says point costs really need to be reworked in the AA system?
All points would need to be reworked.

In turn based games it doesn't matter if your 200 damage comes from one or one hundred units, but with alternating activation it is much more significant.
   
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 Sherrypie wrote:
Again, there are multiple ways of AA besides the straight one by one. Apocalypse activates detachments, many skirmish games activate multiple models, Bolt Action randomises the sequence through blind draws, LotR had heroic actions called by commanding units, systems can have reactions.

Building a system where you get a few activations at a time instead of your whole army and where supporting actions work isn't difficult and there are pitfalls with AA as well, but they are much easier to circumvent than the structural feel bad -problems that IGOUGO creates in the current game.

Yeah. Activating a group of units at once instead of every unit one by one is a good midpoint. It has most advantages of AA whilst avoiding many obvious pitfalls, and it also has many advantages of IGOUGO. I think it also makes thematically sense if the units being activated together are somehow related, either by proximity or in another manner. A character activating friendly units near them would feel appropriate, as it would evoke the feeling of said character commanding those units.

   
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On the Internet

 Crimson wrote:
 Sherrypie wrote:
Again, there are multiple ways of AA besides the straight one by one. Apocalypse activates detachments, many skirmish games activate multiple models, Bolt Action randomises the sequence through blind draws, LotR had heroic actions called by commanding units, systems can have reactions.

Building a system where you get a few activations at a time instead of your whole army and where supporting actions work isn't difficult and there are pitfalls with AA as well, but they are much easier to circumvent than the structural feel bad -problems that IGOUGO creates in the current game.

Yeah. Activating a group of units at once instead of every unit one by one is a good midpoint. It has most advantages of AA whilst avoiding many obvious pitfalls, and it also has many advantages of IGOUGO. I think it also makes thematically sense if the units being activated together are somehow related, either by proximity or in another manner. A character activating friendly units near them would feel appropriate, as it would evoke the feeling of said character commanding those units.

I could see Guard having a "Hold My Beer" moment with units that have a Vox just activated en masse.
   
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 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.


I think that GW maybe pricing melee units, as if they were either starting melee or always getting of the charge. Also the fact that weapons cost the same no matter if they are on something that has 3 or 4 or 5 strenght is crazy.

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Slayer-Fan123 wrote:
Bharring wrote:
 A Town Called Malus wrote:
 Grimtuff wrote:
Slayer-Fan123 wrote:

Bharring wrote:
AA has other issues.

If you have a faction that takes two units, working in tandem, to take down a single opponent unit, AA is going to hose you bad. You move one unit into range/fire at the target. He moves his unit away from that unit. Not gonna end well.

It forces a different style of counterplay. And that requires significantly different balance points.

You mean you can't just move as many units as you want to kill half the opponent's army?

Wow that's SUCH a problem and I'm soooooo stupid for not even thinking about that. Wow!


That's not what is being said at all.


But what is being said is still not an actual issue. So your opponent can move the unit you moved to threaten away. So? You have now forced that unit to move, it has sacrificed its previous position on the board.

We don't consider the fact that moving a queen in chess into a position where it can threaten an opposing piece is useless because the opponent can move the threatened piece. The point is to force your opponent to spend their turns/activations doing that instead of being able to enact their own plan.

Let's say a tau player lights up an enemy unit in LOS of several hard hitting units with markerlights. Does the opponent use their activation to try and hide that unit? What if getting that unit out of LOS of the threatening units would take multiple activations? What about trying to kill the threatening units? Do they have enough firepower to do that? Could they force these threatening units to have to move and forfeit attacking the marked unit by moving a different unit into a position where if they do attack that marked unit, they will be left open for attack?

The opponent having to make choices to react to your actions, and you having to plan for those reactions in your strategy, is not a bad thing. It is what is very much missing from 40K as it introduces many more meaningful choices throughout the game.

I certainly agree the game could work great balanced like that.

The concern is that the current points don't play that way.

Consider a unit like Dire Avengers. They lose in a direct firefight with most other units. They're currently pointed (fairly, IMO) in such a way where they can't trade. They need to move in with other assets (possibly more DAs) to focus down a single unit then move on. If they take a rebuttle - or even an alpha in RF range - they're going to lose badly.

To use them, you keep them out of the fight until you have multiple units that descend on a single target on the same turn. With IGOUGO (and CWE shenanigans), this can work great - certainly worth their points.

Now do it with AA. The first unit engages. Then it eats the retaliation in the face. Then the next unit engages. They can't pull off ambushes/explosive commitals. They'd certainly still have value in AA, but not the value they have with IGOUGO.

So whatever their appropriate points in IGOUGO, they're probably worth less in AA.

The point is that their appropriate points value is *different*, not that either system is better.

Do you even read what you post?
"Dire Avengers are well costed, they just aren't good is all". Did you perhaps think that Dire Avengers are not actually costed well?

I think there were a couple points you missed.

First, by "Dire Avengers are well costed", you're refering to a minor aside. Sure, I think their points value is fine as-is. By putting the claim in parentheses, and attaching IMO, I was seperating it from the argument - making it severable. Demonstrating it's accuracy (whether it's true or not) isn't actually relevant to the point being made. Asides like this are common. So if you think "DA are well-pointed" is an important piece of the post, please reread it.

Then we get to "they just aren't good at all". There are two places in the text where I call out their weeknesses. The first is "They lose in a direct firefight with most other units". If you read that as "they're bad", then you've missed half the post. I went on to describe why they *aren't* "[no] good at all". I spent much more text and expression showing that. So missing that is a rather huge miss. The claim was that they can fight well, but not in a direct head-to-head firefight. That's nowhere close to saying "they just aren't good at all".

The other place was the line about AA. I can't believe I need to expand upon this, but the whole post was about how a unit can be "well costed" in "IGOUGO" but, at the same points cost, be overcosted in AA (absent other changes). Saying they're fine in one and not fine in the other isn't a mistake; it's the freaking central premise.

I shouldn't need to point this out. You must be too attached to "No difference in value between IGOUGO and AA" that you assume it to be true, and rearange any conversation to reinforce it.

It's like discussing a book with a Chinese Box Experiment, but you were handed a *Russian* primer with the Chinese text.



 Grimtuff wrote:
Slayer-Fan123 wrote:

Bharring wrote:
AA has other issues.

If you have a faction that takes two units, working in tandem, to take down a single opponent unit, AA is going to hose you bad. You move one unit into range/fire at the target. He moves his unit away from that unit. Not gonna end well.

It forces a different style of counterplay. And that requires significantly different balance points.

You mean you can't just move as many units as you want to kill half the opponent's army?

Wow that's SUCH a problem and I'm soooooo stupid for not even thinking about that. Wow!


That's not what is being said at all.

No, it is. Look at the reply again.
His problem evolves into exactly that. First it's two units, then it's three, then it's five. Believe it or not, in the IGOUGO system, EVERYONE is doing that to kill the opponent's army. His complaint is actually the core problem of the system itself!


Only on DakkaDakka is "It's not that simple, you also need to account for X" read as "It's impossible, because X can't be accounted for".

My point wasn't that it couldn't happen. My point was that adjustments need to be made. My argument doesn't suggest there *isn't* a proper points value for the unit in question for AA - only that it will sometimes not be the same as IGOUGO.

The fact that it scales from 2 to 3 to more is an obvious tenent of the claim. In design, there's really only three numbers: none, one, or many.


Automatically Appended Next Post:
 ClockworkZion wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Switching to an AA system means overhauling the game mechanics, and maybr even points costs to reflect the new system. It's hardly a "one sentence fix".

And how do you figure that? Point costs right now aren't even accurate, so to say that as a concern is almost pure ignorance.

Hyperbole noted since you're claiming no point cost is "accurate", but my point was that it changes how valuable different parts of the stats are depending on how the game functions.


Automatically Appended Next Post:
@Bharring: well said!

You're the one that said point costs need to change. I'm saying that this is a non-complaint, since a lot of point costs need to change now. That is NOT hyperbole that's straight fact.

That's like saying having $100 is no different than having $0, because it's not $200. It's either incredibly stupid or textbook hyperbole.

This message was edited 1 time. Last update was at 2019/09/19 18:47:21


 
   
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On the Internet

Karol wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.


I think that GW maybe pricing melee units, as if they were either starting melee or always getting of the charge. Also the fact that weapons cost the same no matter if they are on something that has 3 or 4 or 5 strenght is crazy.

Weapon pricing has been getting more appropiately costed, but I think you're onto something with the way they price melee. Which is frustrating, because that's how they should be costing shooting instead.
   
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Edit: doublepost, but not detected


Automatically Appended Next Post:
Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Switching to an AA system means overhauling the game mechanics, and maybr even points costs to reflect the new system. It's hardly a "one sentence fix".

And how do you figure that? Point costs right now aren't even accurate, so to say that as a concern is almost pure ignorance.

Yet there's more than one book in the Top 10, so points costs are certainly *better than random values*.

Shifting to a massive ruleschange that revalues everything without considering points costs means that value will change entirely independent of their points cost. Sure, some overcosted units should get better, and some undercosted units should get worse. But since it's random, those OP units are just as likely to get stronger as they are to get weaker.

The only bias towards balanced points-to-value relations the result would have is the current points-to-value relations. So the result should be expected to be closer to random points-to-value ratios than we currently have.

And the more random the points-to-value ratios are, the less balanced it is. It only takes one unit with an overly good ratio to destroy the meta (meaning most Top 10 lists are centered on that one unit).

So that concern is *very real* Don't mistake "Balance isn't good enough for me" with "Balance is so terrible, random is just as good".

It's like saying "$100 isn't worth anything. Might as well just throw it on Roulette." Sure, you could wind up with a lot of money that way, but it's not likely.


Automatically Appended Next Post:

Bharring wrote:
AA has other issues.

If you have a faction that takes two units, working in tandem, to take down a single opponent unit, AA is going to hose you bad. You move one unit into range/fire at the target. He moves his unit away from that unit. Not gonna end well.

It forces a different style of counterplay. And that requires significantly different balance points.

You mean you can't just move as many units as you want to kill half the opponent's army?

No, I mean units balanced around acting in tandem aren't necessarily balanced for systems in which they cannot.

Which isn't to say they *cannot be* balanced that way.
Or to say a game working that way wouldn't be better.
It's *only* to say the balance is *different*.


Wow that's SUCH a problem and I'm soooooo stupid for not even thinking about that. Wow!

See how much more civil this conversation could have gone if you had just left it with your question? That question is a legitimate one, where you lacked understanding and asked for clarity. That's a good thing.

But then you had to get off on being superior, because *obviously* this is just a case of anyone who disagreeing with you not knowing what they're talking about.

Once again, you look at my post, read what you want it to say, then respond to that strawman.

1. Yeah go ahead and count which units show up for that Top 10 again. The post is so naive it hurts.

First Tourny I turn up:
1. IoM
2.T'au
3. SM
4. T'au
5. SM
6. Chaos
7. DE
8. DE
9. DE
10. IoM

I'm fairly sure that means there's at least 4 variations on "best list", even before diving into the lists themselves. If balance were truly random, having even 2 represented would be unlikely.

So I made an observable prediction, you called BS, then we observed the prediction. I wouldn't call the hypothesis naive.


2. Then position your "tandem" units better. As is, there's literally no consequence.

In IGOUGO there isn't, which affects balance (negatively). So units are pointed appropriately. In AA, such a unit can't "position" as well as they can in IGOUGO - hence the value disparity.

3. I'm not straw manning. Your "wah my tandem" evolves exactly into the problem with IGOUGO. You just want to kill everything quickly enough with no consequences at all.

"You just want to kill everything quickly enough with no consequences at all. " is a massive strawman. Nowhere did I say that. What I *did* say, as close as it maps to that structure, is that some of the current consequences some units face for being able to kill more effectively in an IGOUGO system is already baked into their points, hence those points wouldn't be appropriate for AA. In other words, I was saying the consequences must be properly tuned to how quickly the thing kills and is killed. You're the one arguing that there should be no consequences (points) for the changed rules.

When someone claims "There exist units that have these qualities", arguing against the claim "I want my units to have these things, and everyone should give me free icecream" is a strawman.

This message was edited 3 times. Last update was at 2019/09/19 18:58:10


 
   
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 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

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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Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?
   
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 Crimson wrote:
 Sherrypie wrote:
Again, there are multiple ways of AA besides the straight one by one. Apocalypse activates detachments, many skirmish games activate multiple models, Bolt Action randomises the sequence through blind draws, LotR had heroic actions called by commanding units, systems can have reactions.

Building a system where you get a few activations at a time instead of your whole army and where supporting actions work isn't difficult and there are pitfalls with AA as well, but they are much easier to circumvent than the structural feel bad -problems that IGOUGO creates in the current game.

Yeah. Activating a group of units at once instead of every unit one by one is a good midpoint. It has most advantages of AA whilst avoiding many obvious pitfalls, and it also has many advantages of IGOUGO. I think it also makes thematically sense if the units being activated together are somehow related, either by proximity or in another manner. A character activating friendly units near them would feel appropriate, as it would evoke the feeling of said character commanding those units.


Something along those lines would be pretty neat, I think. In Apocalypse you need characters leading detachments to create asset cards, which means there is real incentive to kill them off quickly to deny the opposition their extra goodies, but if 40k characters would have this system of being there to activate units around them as they go it would be interesting to see how they would do. Killing them off could perhaps then force these leaderless stragglers to act in a less cohesive way or suffer other action penalties, with the more elite forces suffering less unlike the badly disciplined unwashed masses. This might also give the poor old Ld stat some proper use again.

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I'm not opposed to activating one-at-a-time. It's just that some units would need rebalancing for such a schema.

As an aside, group-activations would be interesting Stratagems/Powers in an AA rulesset (something like "Swordwind Executed: 1 CP per unit. You may select that many units to activate instead of just one this time".). This would provide for a costs-benefits balancing.
   
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On the Internet

Slayer-Fan123 wrote:

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

Nope, my brain just mixed up units because when I think "overpriced Eldar" I think Howling Banshees (see my post above about it).

And if we keep existing points costs but change the system without re-balancing them then we're only going to have an even messier game. Ideally the mechanics should be weighted and pointed as such, and a system that can let you do certain actions more often to deny other units their ability to activate (such as shooting at long range) should be more heavily pointed in general, much less in an AA system.
   
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Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?

Not really. If you've seen Kill Team at all, models aren't much different in terms of pricing.

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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How can you hope they ever balance all of those things when they can't even properly cost or dream up a rule to make Ogryns worth taking over Bullgryn though ?

This is all great talk but if they can't be bothered to expend the effort to properly balance inside the same codex options made with the same box. I have very little faith they will ever cost these capabilities well when they have yet to understand transport proper costs for a great many transports in the game.

Which comes down to the fact, GW I don't feel are giving us an honest effort and they are just giving us enough effort they can say " Look, we're trying ". Which is sad and leads to much of this inner community hostility that builds up in discussions.
   
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A small change that used to exist in 2nd ed is a modifier to shoot against fast moving targets.

If you gave up your ability to shoot for a full on run, then you are at -1 to be hit. That might keep footslogging melee units alive longer.

This message was edited 1 time. Last update was at 2019/09/20 07:04:53


   
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Fixture of Dakka




That would make units that can charge or shot after running very powerful. Specially if the army already had any minus to hit mechanic.

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
Longtime Dakkanaut





CoD running for increased safety ? I like it. Give more use of tossing smoke grenades, sounds good too. I just like having options with what to do with my guys, I mean I even miss going to ground as sometimes it made so much sense.
   
Made in us
Fixture of Dakka





Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?

Not really. If you've seen Kill Team at all, models aren't much different in terms of pricing.

CWE infantry, which were fine in IGOUGO, certainly *did* get points drops going to KT. And were trash in KT. It's a great example of how the value of a unit certainly changes between rulessets.

It's odd you'd call out KT, since not only *did* it have a recosting pass, it's also even less balanced than 40k. It's an example that shows just badly even a halfassed recosting pass was.
   
Made in fi
Longtime Dakkanaut






Kill Team is indeed a fine example of this situation, where a different turn structure in an ideal world should require a different costing scheme. Playing Death Guard terminators sure feels good, as they cost about the same but because of charges happening in the beginning of the turn cannot benefit from both good shooting and melee on the same turn like they can in regular 40k, yaaaay...

If there was an official paradigm shift, that would obviously necessitate a rejigging of points. It would be silly not to.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in fi
Courageous Space Marine Captain






 Sherrypie wrote:

If there was an official paradigm shift, that would obviously necessitate a rejigging of points. It would be silly not to.

Yes, this is blatantly obvious and I really hove no idea why people heave argued against this.

   
Made in us
Decrepit Dakkanaut




Bharring wrote:
Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?

Not really. If you've seen Kill Team at all, models aren't much different in terms of pricing.

CWE infantry, which were fine in IGOUGO, certainly *did* get points drops going to KT. And were trash in KT. It's a great example of how the value of a unit certainly changes between rulessets.

It's odd you'd call out KT, since not only *did* it have a recosting pass, it's also even less balanced than 40k. It's an example that shows just badly even a halfassed recosting pass was.

Eldar Infantry? Fine?

How out of touch with reality with unit viability are you at this point?

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





Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?

Not really. If you've seen Kill Team at all, models aren't much different in terms of pricing.

CWE infantry, which were fine in IGOUGO, certainly *did* get points drops going to KT. And were trash in KT. It's a great example of how the value of a unit certainly changes between rulessets.

It's odd you'd call out KT, since not only *did* it have a recosting pass, it's also even less balanced than 40k. It's an example that shows just badly even a halfassed recosting pass was.

Eldar Infantry? Fine?

How out of touch with reality with unit viability are you at this point?

Not nearly as much as you think. But sure, let's frame shift to avoid another of your strawmen.

The pivitol claim: CWE infantry, at the time 40k Kill Team was released, were more competitive in 40k at higher points costs than in KillTeam with their lower points costs. That is the specific, relevant claim.

CWE was doing quite well in 40k at the time - including things like Ranger bubblewrap and Guardian bombs. In Kill Team, CWE was DOA.

(It's amazing how "well" the "We move real fast so we can hit all at once before they can retaliate" strategy translated into a rulesset that says "Anyone who didn't move gets to shoot first"...)

So, given that CWE infantry were doing well in 40k at one price point, and doing terribly in KT at a lower price point, I think it's quite fair to say that using the same price points for the same units in both systems wouldn't have been fair.
   
Made in us
Decrepit Dakkanaut




Bharring wrote:
Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
Bharring wrote:
Slayer-Fan123 wrote:
 ClockworkZion wrote:
Slayer-Fan123 wrote:

...do you even know what Dire Avengers are?
Who says point costs really need to be reworked in the AA system?

An Eldar melee unit armed with power swords and helmets that let then fight first. The thing is that GW charges too much for melee ability, and hasn't done a good job of rebalancing melee with how the rest of the game works. Wounds went up on a bunch of things, but melee didn't improve meaning most things feel like they're little better than tissue paper in a fight.

And yes, if GW is putting forth an honest effort to fix the game then points costs should be balanced around the way mechanics favor them. In our current system shooting should cost more than melee, but depending on how that's changed aomething else, like movement would need to be costed higher.

No, that's not what Avengers are. So clearly you're more out of the loop than I possibly thought.

And not really, things don't need to be recosted as much in an AA system compared to IGOUGO, as you have more a chance to use a unit's abilities in AA compared to a unit standing around doing nothing for 30 minutes just to be blown up before it moves.

But then, doesn't that mean that units that typically got blown away before they got to act are worth more in AA than IGOUGO?

Not really. If you've seen Kill Team at all, models aren't much different in terms of pricing.

CWE infantry, which were fine in IGOUGO, certainly *did* get points drops going to KT. And were trash in KT. It's a great example of how the value of a unit certainly changes between rulessets.

It's odd you'd call out KT, since not only *did* it have a recosting pass, it's also even less balanced than 40k. It's an example that shows just badly even a halfassed recosting pass was.

Eldar Infantry? Fine?

How out of touch with reality with unit viability are you at this point?

Not nearly as much as you think. But sure, let's frame shift to avoid another of your strawmen.

The pivitol claim: CWE infantry, at the time 40k Kill Team was released, were more competitive in 40k at higher points costs than in KillTeam with their lower points costs. That is the specific, relevant claim.

CWE was doing quite well in 40k at the time - including things like Ranger bubblewrap and Guardian bombs. In Kill Team, CWE was DOA.

(It's amazing how "well" the "We move real fast so we can hit all at once before they can retaliate" strategy translated into a rulesset that says "Anyone who didn't move gets to shoot first"...)

So, given that CWE infantry were doing well in 40k at one price point, and doing terribly in KT at a lower price point, I think it's quite fair to say that using the same price points for the same units in both systems wouldn't have been fair.

I love the insane mental gymnastics.

Rangers and Guardians are only "fine" in super specific instances that you provided, and honestly that "fine" can be debated. If you really thought they were "fine", you're wrong. End of story.

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 pl
Fixture of Dakka




they don't seem to be doing not fine, as every now an then eldar win a big event, and they are often in top 16. an army that is not fine would require super specific settings and a ton of luck to achive that even one or two times, not to mention do it on a regular basis.

Plus maybe it is this ebb and flow people keep talking about. Eldar were good in 8th, and now it is time for them to be bad.

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. 
   
 
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