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Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Number of CPs can be easily adjusted by the cost of Stratagems.

Example for examples sake - allowing a single unit of Orks to re-roll shooting compared to allowing a single Knight of any class to re-roll shooting,

The Orks are almost certainly rolling more dice to start with. But with BS 5+, and predominantly infantry weapons, those re-rolls are having less effect than re-rolling for a Knight Battlecannon. Sure the Orks will likely mince most infantry through sheer volume, but the Knight can obliterate a greater range of targets.

Important thing to remember here is we’re currently working off informed speculation. We don’t have a great deal confirmed.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in au
Hissing Hybrid Metamorph






Sunny Side Up wrote:
I find alternating activation a pretty bad mechanic that makes for far poorer gameplay.

I get it, opinions differ. But if you like alternating activation, it's not like there's a scarcity of that on the market.


I just don’t know how it creates worse gameplay. I know opinions differ, so I’m curious about your opinion on it, I really want to enjoy 40k more and not just wish it had a different turn system.
   
Made in fi
Locked in the Tower of Amareo





nfe wrote:
But why are knights in soup, most often? To get them a bunch of extra CP to spend powering their big lads.


Yeah. And if you soup them up now you will burn CP.

If not give them more CP what other help you would be giving to mono knights? Cheaper knights?

You would need to be fanatical knight hater that just wants to kill knights completely to be against helping mono knights.

With this mono knights gets buff they deserve. They are underpowered as is.

Souping in future leads to same or worse. If they soup they will have less CP than without souping. I doubt souped up in 9th ed knights will have 14+ CP that much like they had in 8th ed.

This helps mono knights. Which is the way knights that are used that needs helps. Soup knights need less help but guess what? This doesnt' help soup knights because souping they pay CP rather than gain it.


Automatically Appended Next Post:
 Adeptus Doritos wrote:
Alternating Activation can sometimes almost make the game seem... disconnected. Unless you can multi-activate certain units, it can completely remove any plans for synergy between two or more units.


Like getting support character in place. Sisters want to charge their repentia but they need the imagifier as well. Activate repentia? No imagifier. Activate imagifier? Gee now you have helpless imagifier in the open ready to be blown to bits...

Same for defensive aura.

Imagifier and it's kind would suffer major drop in value OR they would need to be reworked from ground up making invalidating codexes more essential and thus not suitable for scope of 9th ed

This message was edited 2 times. Last update was at 2020/05/27 08:19:46


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut



Glasgow

tneva82 wrote:
nfe wrote:
But why are knights in soup, most often? To get them a bunch of extra CP to spend powering their big lads.


Yeah. And if you soup them up now you will burn CP.

If not give them more CP what other help you would be giving to mono knights? Cheaper knights?

You would need to be fanatical knight hater that just wants to kill knights completely to be against helping mono knights.

With this mono knights gets buff they deserve. They are underpowered as is.

Souping in future leads to same or worse. If they soup they will have less CP than without souping. I doubt souped up in 9th ed knights will have 14+ CP that much like they had in 8th ed.

This helps mono knights. Which is the way knights that are used that needs helps. Soup knights need less help but guess what? This doesnt' help soup knights because souping they pay CP rather than gain it.



What are the core problems with soup?

I would argue that a key one is cheap CP banks souped into elite armies. This is a fairly widespread perspective. I suppose it can derive from two different angles, though, either you think it's bad because it allows elite armies to get lots of CP, or you think it's bad because elite armies are obliged to do it to get lots of CP.

If our inferences are correct about how this will work in practice, this doesn't help the problem if you believe it derived from the former issue, it just builds that CP generation into the core rules. If you think the problem comes from the second, then sure, it's fine.

   
Made in us
Decrepit Dakkanaut




 Adeptus Doritos wrote:
Alternating Activation can sometimes almost make the game seem... disconnected. Unless you can multi-activate certain units, it can completely remove any plans for synergy between two or more units.

However, if it has some kind of 'multi-activation' system, then let's just say it'd be helpful against some of those armies that can just drench the field with gunfire and delete multiple units before they're even used.

Also, I kinda like the way Apocalypse does the 'everything dies at the end of the turn after both players have activated their units.

Because if you think that an overwhelming Alpha Strike in 40k isn't an absolute factor in determining how the game plays out- well, you're mistaken. If you think that the problem can be circumvented by some kind of 'deploy better' solution- then you're the exact person that makes me wonder if you actually play the game, or at least play it on more than one table with the same set of terrain.

Actually, if anything, it forces you to think ahead a lot more and get more creative with deployment for said synergies instead of the current "yeah you can just get everything to the proper place and kill half the opponent's army".

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
Decrepit Dakkanaut




 Tiberius501 wrote:
Sunny Side Up wrote:
I find alternating activation a pretty bad mechanic that makes for far poorer gameplay.

I get it, opinions differ. But if you like alternating activation, it's not like there's a scarcity of that on the market.


I just don’t know how it creates worse gameplay. I know opinions differ, so I’m curious about your opinion on it, I really want to enjoy 40k more and not just wish it had a different turn system.

He's overall a GW white Knight so it isn't any wonder he says that 40k is the best game system and says IGOUGO is amazing.

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 fi
Locked in the Tower of Amareo





nfe wrote:


I would argue that a key one is cheap CP banks souped into elite armies. This is a fairly widespread perspective. I suppose it can derive from two different angles, though, either you think it's bad because it allows elite armies to get lots of CP, or you think it's bad because elite armies are obliged to do it to get lots of CP.

If our inferences are correct about how this will work in practice, this doesn't help the problem if you believe it derived from the former issue, it just builds that CP generation into the core rules. If you think the problem comes from the second, then sure, it's fine.



Problem is adding best of multiple factions at no drawback.

Now there's drawback to be had.

If somebody doesn't like that mono knights get much needed boost tough. Knight hating is boring.

Rules that encourage knights to play mono rather than souping up is good for the game evening up win rates. This doesn't help soup knights either. If anything has potential to hurt it. So boost where needed, doesn't help where doesn't need help or even gives bit of a nerfbat that's needed.

2024 painted/bought: 109/109 
   
Made in us
Posts with Authority





macluvin wrote:
Imagine if there is already another game designed to be an alternate version of this game... without the bloat or constant supplements... and the rules are free... and not constantly in need of faqs or errata...https://onepagerules.com/portfolio/grimdark-future/


I've got a few Miniatures-Agnostic war/skirmish games laying around. They aren't really mind-blowing as they are, and this is just one more. It doesn't look too bad, though. I'll save it for a rainy day.

I've been using the N17 rules to create custom scenarios for a few players using a single 'hero' model. You'd be shocked at how versatile that system is.

Mob Rule is not a rule. 
   
Made in gb
Norn Queen








Round up of the Q&A
   
Made in gb
Longtime Dakkanaut



Glasgow

tneva82 wrote:
nfe wrote:


I would argue that a key one is cheap CP banks souped into elite armies. This is a fairly widespread perspective. I suppose it can derive from two different angles, though, either you think it's bad because it allows elite armies to get lots of CP, or you think it's bad because elite armies are obliged to do it to get lots of CP.

If our inferences are correct about how this will work in practice, this doesn't help the problem if you believe it derived from the former issue, it just builds that CP generation into the core rules. If you think the problem comes from the second, then sure, it's fine.



Problem is adding best of multiple factions at no drawback.

Now there's drawback to be had.

If somebody doesn't like that mono knights get much needed boost tough. Knight hating is boring.

Rules that encourage knights to play mono rather than souping up is good for the game evening up win rates. This doesn't help soup knights either. If anything has potential to hurt it. So boost where needed, doesn't help where doesn't need help or even gives bit of a nerfbat that's needed.


I get that you obviously run knights (so do I) but I'm not sure why you think this is only about them?

That said, largely killing soup is a big boost to knights in and of itself. They're only poor relative to soup. If soup wasn't such a big part of the game, they'd be in a much better place without any other buffs.
   
Made in us
Morphing Obliterator




The Void

Keep in mind that Knights use their own version of the super heavy detachment. This means they may have different rules/cost from others factions to control their CP allotment.

Always 1 on the crazed roll. 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

I feel like Dakka's news and rumors game would be stepped up if we had two separate threads, one that's locked from discussion and only gets updated for news updates, and a second thread for the actual discussion of the news.
   
Made in gb
Using Object Source Lighting







I do feel that 40k new rulesets start with the best intentions and end up bloated and split in god knows now many books, dex, errata, special rules on WD etc.

That is my main issue, I just dont have the patience to track down rulesets and even if tournament players are going to kill me for saying this... its a beer and pretzels game and should be like that fast and fun to pick up. 3 hours games are not a thing I can do either.

On the codex comments Im I right to say it's no different from previous editions? Use your old Dex until your Dex is updated with the new stuff?
How many Dexes in total these days? Like wow just combine them in a few big fat books please. 40k Rulebook, Spacemarines, Chaos, Xenos1, Xenos2...

The new app sounds promising and should be unlocked free, even if I despise mobile phones with a passion.




   
Made in de
Longtime Dakkanaut




Slayer-Fan123 wrote:
Sunny Side Up wrote:
Slayer-Fan123 wrote:
LOL imagine playing those games and actually saying with a straight face 40k is better. Pray tell what it actually does better. This will be good.


Lol. Imagine playing a game and pursuing its evolution on the internet, when you're actually convinced it isn't the best and you could simply go get a (for you) better game off the shelve at any second. Now that sounds like some really twisted form of masochism.

That's not a whole lot of argument in there.


Neither is there in your statement. What actually do those other games do objectively better in your opinion?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 BlaxicanX wrote:
I feel like Dakka's news and rumors game would be stepped up if we had two separate threads, one that's locked from discussion and only gets updated for news updates, and a second thread for the actual discussion of the news.


Agree.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Please take these petty arguments to another thread and leave this for genuine news and rumours.


Automatically Appended Next Post:
 Jidmah wrote:
 BlaxicanX wrote:
I feel like Dakka's news and rumors game would be stepped up if we had two separate threads, one that's locked from discussion and only gets updated for news updates, and a second thread for the actual discussion of the news.


Agree.


Or, as was highly discussed in a nuts and bolts thread, get rid of the people who cannot stay on topic and just want to have an argument (most are on this page). Shame that thread was locked, it would be fairly useful again right about now.

This message was edited 1 time. Last update was at 2020/05/27 09:39:59


My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in si
Foxy Wildborne







Wakshaani wrote:
From what we've seen so far, the new CP and detachment system will work, ROUGHLY, like so:

There will be a set number of Command Points for the point level of a game. For now, let's just say 1 CP per 100 pts of the game... so, 10 CP at 1000 points, 15 at 1500, 20 at 2000, and so on. This set level keeps things fair and allows for easy of figuring out certain costs.

NOTE: We don't know the formula yet, but it will be something along those lines.

Detachments don't seem to have changed in design (IE, a Patrol still has 1-2 HQ, 1-3 Troops, and 0-2 of Elite, Fast, and Heavy support) but instead of GENERATING CP, they instead COST CP, with possibly one being free.

So what you'll have is some kind of a shopping list, like:

Patrol - 1 CP
Battalion - 3 CP
Brigade - 5 CP
Vanguard - 4 CP
Spearhead - 4 CP
Outrider - 4 CP
Supreme Command - 5 CP
Super Heavy - 5 CP
Air Wing - 3 CP
Super Heavy Auxillary - 2 CP
Fortification Network - 1 CP
Auxillary Support - 1 CP

"One for free" will be worked in somehow, possibly based on points. 0-999: Free Patrol. 1000-1999: Free Batallion 2000+ Free Brigade Any you want beyond that will have a cost.

So, in a 2000 point game, if you just wanted three Spearheads, you could, but that would set you back 12 of your 20 CP, giving your opponent more strategic options.

So, you'd still be encouraged to take troops, since the three Troop-heavy detachments would be cheaper than the specialized ones, but would carry a 'troop tax' of a sort as a balance.

Obvviously, I don't have the exact numbers but that really rough layout up above will let you see how it should work, based on what we know, and let you play around a bit unill we get the actual rules, to see how your own forces can be laid out.

Maybe you know your force sneeds a TON of CP, like Orks, so you just plan on a pair of REALLY FAT Batalions, leaving you 17 CP.

Maybe you want the raw POWAH of a bunch of heavy choices, but all those Spearheads leave you short on CP for upgrades, rerolls, and so on, so you have to rely on the big guns getting it done.

It's just spending some pre-game, just like you do to get more Relics or upgrade a Psycher, only it gives you more slots to stick units into.

Obviously, this is just based on what we know at this stage and it could change (For instance, they cold ditch detachments and just do a straight CP to buy 1 slot (2 if troops)) and, most important, the exact numbers are unknown to us, but, it'll work as a guidepost.

So there ya go.


This is what I imagined also.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I think discussion of alternate activation can be taken somewhere else.

 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Never would I have tought that something most people hated, the stacking of negative modifiers would be defended by people when they talk about removing them.

I can agree with some interactions that should remain, like, if you are moving with a heavy weapon and fire a enemy with a -1 you would be shooting at -2. But stacking negative modifiers was just a bad mechanic that was palatable because it was the only way to make things work in a competitive setting with such high lethality, but nobody that faced a eldar flyer spam list can say with a straight face it was a good mechanic, or Lord Discordants with -4 to hit.

And answering a question other poster said: A Miasma of Pestilence in a Alpha Legion army can be casted in anything that has not the -1 to hit , like demon engines, vehicles, etc...

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in fr
Pewling Menial




I can't say stacking modifiers was my favorite rule with all my plasma guns...
   
Made in ca
Commander of the Mysterious 2nd Legion





 Adeptus Doritos wrote:
Alternating Activation can sometimes almost make the game seem... disconnected. Unless you can multi-activate certain units, it can completely remove any plans for synergy between two or more units.

However, if it has some kind of 'multi-activation' system, then let's just say it'd be helpful against some of those armies that can just drench the field with gunfire and delete multiple units before they're even used.

Also, I kinda like the way Apocalypse does the 'everything dies at the end of the turn after both players have activated their units.

Because if you think that an overwhelming Alpha Strike in 40k isn't an absolute factor in determining how the game plays out- well, you're mistaken. If you think that the problem can be circumvented by some kind of 'deploy better' solution- then you're the exact person that makes me wonder if you actually play the game, or at least play it on more than one table with the same set of terrain.


depends on the game, in other games Alternating activation is intreasting as you can manuver to react to your opponents moves he can react to yours etc.

Opinions are not facts please don't confuse the two 
   
Made in gb
Longtime Dakkanaut



Glasgow

 Galas wrote:
Never would I have tought that something most people hated, the stacking of negative modifiers would be defended by people when they talk about removing them.

I can agree with some interactions that should remain, like, if you are moving with a heavy weapon and fire a enemy with a -1 you would be shooting at -2. But stacking negative modifiers was just a bad mechanic that was palatable because it was the only way to make things work in a competitive setting with such high lethality, but nobody that faced a eldar flyer spam list can say with a straight face it was a good mechanic, or Lord Discordants with -4 to hit.


I'd agree. It's kinda a sideways buff to heavy/assault weapons against certain armies if it's a universal mechanic. I'd have been on board for someone's suggestion above of -2 limit but 6s always hit.

And answering a question other poster said: A Miasma of Pestilence in a Alpha Legion army can be casted in anything that has not the -1 to hit , like demon engines, vehicles, etc...


Aren't the two versions of miasma keyword locked to DG/Daemons?
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

NURGLE HERETIC ASTARTES unit , is the Miasma of nurgle marked chaos sorcerers.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in gb
Longtime Dakkanaut




nfe wrote:
Spoiler:
tneva82 wrote:
nfe wrote:


I would argue that a key one is cheap CP banks souped into elite armies. This is a fairly widespread perspective. I suppose it can derive from two different angles, though, either you think it's bad because it allows elite armies to get lots of CP, or you think it's bad because elite armies are obliged to do it to get lots of CP.

If our inferences are correct about how this will work in practice, this doesn't help the problem if you believe it derived from the former issue, it just builds that CP generation into the core rules. If you think the problem comes from the second, then sure, it's fine.



Problem is adding best of multiple factions at no drawback.

Now there's drawback to be had.

If somebody doesn't like that mono knights get much needed boost tough. Knight hating is boring.

Rules that encourage knights to play mono rather than souping up is good for the game evening up win rates. This doesn't help soup knights either. If anything has potential to hurt it. So boost where needed, doesn't help where doesn't need help or even gives bit of a nerfbat that's needed.


I get that you obviously run knights (so do I) but I'm not sure why you think this is only about them?

That said, largely killing soup is a big boost to knights in and of itself. They're only poor relative to soup. If soup wasn't such a big part of the game, they'd be in a much better place without any other buffs.


Lets see mono custodes, mono Imperial Knights, mono Choas Knights, Necrons maybe, Tau (but also nerfed by other issues in their codex), Mono GSC, Mono Nids, Mono Guard Anyone playing an army that can soup but doesn't.

Pass on if this is good or bad for Orks

Marines are top of the meta right now and aren't going anywhere, you really thing knights not having to dab on some gaurd 32 is going to dethrone Marines or SoB who are apparently the next post lockdown meta codex?

This message was edited 1 time. Last update was at 2020/05/27 10:26:50


 
   
Made in fi
Locked in the Tower of Amareo





Wakshaani wrote:
From what we've seen so far, the new CP and detachment system will work, ROUGHLY, like so:

Fortification Network - 1 CP


About what I imagined as well. Maybe not quite as expensive det's. However fortification network could be free most likely. a) fortification souping has never been issue b) they never gave you CP c) not many use CP to begin with. They aren't generally that good. Really atm only sisters have terrain that is even good and even then not auto include. Making fortifications cost CP is not exactly going to encourage using them. Unless fortifications gets major buff no need to punish them even more.


Automatically Appended Next Post:
nfe wrote:
I get that you obviously run knights (so do I) but I'm not sure why you think this is only about them?

That said, largely killing soup is a big boost to knights in and of itself. They're only poor relative to soup. If soup wasn't such a big part of the game, they'd be in a much better place without any other buffs.


Eh not really. I ran knight army last time like 2 years ago. 1 knight for 1 tournament 2 months ago.

What I want is balance. Mono knights are hardly overpowered(they are very much underpowered) so when complaining about change is "but wouldn't knights benefit from it?" it just shows it's case of either person having no up to date idea of state of game balance or is "knights should be removed from case complely" kind of type.

This message was edited 1 time. Last update was at 2020/05/27 10:25:03


2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




 Galas wrote:
Never would I have tought that something most people hated, the stacking of negative modifiers would be defended by people when they talk about removing them.

I can agree with some interactions that should remain, like, if you are moving with a heavy weapon and fire a enemy with a -1 you would be shooting at -2. But stacking negative modifiers was just a bad mechanic that was palatable because it was the only way to make things work in a competitive setting with such high lethality, but nobody that faced a eldar flyer spam list can say with a straight face it was a good mechanic, or Lord Discordants with -4 to hit.

And answering a question other poster said: A Miasma of Pestilence in a Alpha Legion army can be casted in anything that has not the -1 to hit , like demon engines, vehicles, etc...


Massively in favour of the rule - and frankly would even go further than you, so say heavy weapons moving and shooting fliers still cap out at -1. Just think it would make things easier to balance. (Really was hoping the heavy rule would be removed for vehicles and monsters, but that doesn't seem like the case.)

I'm more concerned about other things. The leaving combat rule is going to be essential - otherwise assault could be very stuffed. Not keen on this idea tanks and monsters can just blaze away into units tying them up. Coupled with the blast rules and potential tweaks to morale - it all seems to be very anti horde infantry, who were already not very good.

Perhaps my biggest concern though is this idea that terrain can save us.
I know a lot of people really, really love terrain and dislike the dumbed down 8th edition rules for it.
But the realities of playing at tournaments, FLGS, even the average player's kitchen, make me very suspect. I can understand fully that the game isn't meant to be played on planet bowling ball - but covering a board with loads of terrain is a considerable expense. GW can happily declare you should just spend a fortune buying their terrain (or get some polystyrene bricks) - but... meh.
Admittedly just making most terrain act like ITC first floor ruins (i.e. block line of site despite the fact you can clearly see through loads of holes, infantry can however still jog through) could be an interesting development. Also a potential source of disagreements.
   
Made in gb
Longtime Dakkanaut



Glasgow

tneva82 wrote:

nfe wrote:
I get that you obviously run knights (so do I) but I'm not sure why you think this is only about them?

That said, largely killing soup is a big boost to knights in and of itself. They're only poor relative to soup. If soup wasn't such a big part of the game, they'd be in a much better place without any other buffs.


Eh not really. I ran knight army last time like 2 years ago. 1 knight for 1 tournament 2 months ago.

What I want is balance. Mono knights are hardly overpowered(they are very much underpowered) so when complaining about change is "but wouldn't knights benefit from it?" it just shows it's case of either person having no up to date idea of state of game balance or is "knights should be removed from case complely" kind of type.


I'm finding this a bit difficult to parse, but you seem to be reacting to my not wanting Knights specifically to get a big boost? I don't think I brought up knights, it was you who read my scepticism about a default starting CP benefiting elite armies as being a complaint that it would help knights?

Anyway, I've said why I think it's problematic on the info we have at the moment. No point going back and forward on it and whether knights need a hand or not isn't really at the heart of the efficacy of a particular game-wide rule.
   
Made in fi
Locked in the Tower of Amareo





Tyel wrote:
Perhaps my biggest concern though is this idea that terrain can save us.
I know a lot of people really, really love terrain and dislike the dumbed down 8th edition rules for it.
But the realities of playing at tournaments, FLGS, even the average player's kitchen, make me very suspect. I can understand fully that the game isn't meant to be played on planet bowling ball - but covering a board with loads of terrain is a considerable expense. GW can happily declare you should just spend a fortune buying their terrain (or get some polystyrene bricks) - but... meh.
Admittedly just making most terrain act like ITC first floor ruins (i.e. block line of site despite the fact you can clearly see through loads of holes, infantry can however still jog through) could be an interesting development. Also a potential source of disagreements.


For me issue isn't that. For me it's terrain here already blocks LOS pretty darn well. 1st floor blocking and forests block is common enough. So does anything really change...

Bases sort out disagreements. Does line go between terrain completely between target and shooter? Yes. LOS blocked even if model is visible.

This message was edited 1 time. Last update was at 2020/05/27 10:38:16


2024 painted/bought: 109/109 
   
Made in gb
Screaming Shining Spear





Wakshaani wrote:
From what we've seen so far, the new CP and detachment system will work, ROUGHLY, like so:

There will be a set number of Command Points for the point level of a game. For now, let's just say 1 CP per 100 pts of the game... so, 10 CP at 1000 points, 15 at 1500, 20 at 2000, and so on. This set level keeps things fair and allows for easy of figuring out certain costs.

NOTE: We don't know the formula yet, but it will be something along those lines.

Detachments don't seem to have changed in design (IE, a Patrol still has 1-2 HQ, 1-3 Troops, and 0-2 of Elite, Fast, and Heavy support) but instead of GENERATING CP, they instead COST CP, with possibly one being free.

So what you'll have is some kind of a shopping list, like:

Patrol - 1 CP
Battalion - 3 CP
Brigade - 5 CP
Vanguard - 4 CP
Spearhead - 4 CP
Outrider - 4 CP
Supreme Command - 5 CP
Super Heavy - 5 CP
Air Wing - 3 CP
Super Heavy Auxillary - 2 CP
Fortification Network - 1 CP
Auxillary Support - 1 CP

"One for free" will be worked in somehow, possibly based on points. 0-999: Free Patrol. 1000-1999: Free Batallion 2000+ Free Brigade Any you want beyond that will have a cost.

So, in a 2000 point game, if you just wanted three Spearheads, you could, but that would set you back 12 of your 20 CP, giving your opponent more strategic options.

So, you'd still be encouraged to take troops, since the three Troop-heavy detachments would be cheaper than the specialized ones, but would carry a 'troop tax' of a sort as a balance.

Obvviously, I don't have the exact numbers but that really rough layout up above will let you see how it should work, based on what we know, and let you play around a bit unill we get the actual rules, to see how your own forces can be laid out.

Maybe you know your force sneeds a TON of CP, like Orks, so you just plan on a pair of REALLY FAT Batalions, leaving you 17 CP.

Maybe you want the raw POWAH of a bunch of heavy choices, but all those Spearheads leave you short on CP for upgrades, rerolls, and so on, so you have to rely on the big guns getting it done.

It's just spending some pre-game, just like you do to get more Relics or upgrade a Psycher, only it gives you more slots to stick units into.

Obviously, this is just based on what we know at this stage and it could change (For instance, they cold ditch detachments and just do a straight CP to buy 1 slot (2 if troops)) and, most important, the exact numbers are unknown to us, but, it'll work as a guidepost.

So there ya go.


Hopefully it doesn't go too far the other way where elite armies can fit a 2000 PT list in a single detachment whereas hordes now end up with less CP because their stuff is so cheap.

 
   
Made in gb
Longtime Dakkanaut




Which army can't actually fit enough units in a brigade to pass 2k points? MSU spam is going to be somewhat less of a thing now, but GW has never supported MSU spam, they just accidentally wrote rules that did.
   
 
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