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![[Post New]](/s/i/i.gif) 2020/06/24 16:11:03
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Enigmatic Chaos Sorcerer
The dark hollows of Kentucky
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No. Drop the whole Scary Marines angle. Give us "A Talent For Murder". It's right there in 30k. It works. Stop trying to make a bad legion trait work.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:16:48
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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Gadzilla666 wrote: ClockworkZion wrote: H.B.M.C. wrote:Because with two steps to it, they can affect the second roll rather than the first. If Night Lords had a -1 to the attrition roll, then that's models unit the unit dying on 1 or 2, rather than just a 1.
And on a 1-3 if the unit is half strength.
Night Lords don't have a -1 to attrition. We have a -1 to leadership. Unless they're redoing the legion traits. That won't happen without a new codex.
It was in context of it they changed to having it in attrition instead of leadership. I know they don't currently have an attrition rule, since attrition didn't exist in 8th.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:20:58
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Mysterious Techpriest
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So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
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This message was edited 1 time. Last update was at 2020/06/24 16:21:19
40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:22:11
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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GW, is clear you dont know how to make morale rules (And when you do, you give inmunity to everybody)
Just stop trying. It would be for the best.
xoxo
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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.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:22:16
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
Arent Ork Hordes pretty much immune to Morale? And same for Synapse range Tyranids?
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![[Post New]](/s/i/i.gif) 2020/06/24 16:23:58
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Humming Great Unclean One of Nurgle
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Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
For wiping the whole the squad, it favors hordes. If you kill 4 dudes out of a 5-man Chaos squad (Leadership 8) you've got a 1/3 chance of killing it for good.
But, to achieve the same or better odds of wiping a 30-man cultist squad (Leadership... 6, I think?), you'd need to kill 29.
However, if you just throw chip fire their way, say killing 3 Marines or 6 Cultists, the Marines won't lose anyone on average, whereas the Cultists lose 4-5 unless they get lucky and roll a 1.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:25:20
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Most things don't care about morale.
With this rule most things still won't care about morale, but the super-swingy "And now your unit is dead 'cause I killed half of them and you can't possibly pass the test!" thing is gone.
Net gain.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:25:32
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
MSU unit of 5 loses 3, rolls 6, fails Ld8 by 1 so they lose a model, then on a 1 or 2 lose their last model.
The change also means that units like a horde of 30 who lose 15/30 models aren't wiped.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:27:46
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Regular Dakkanaut
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Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
Because that is an edge case.
In your same scenario, 4 casualties = around 3 fleeing, 4 casualties = around 3 fleeing etc etc (In fact the more that die from enemy the less are likely to flee)
In old rules the more casualties the more that flee.
So once you hit 10 casualties the unit is basically destroyed in old rules, but in new they lose a few models instead
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![[Post New]](/s/i/i.gif) 2020/06/24 16:28:35
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Ancient Venerable Black Templar Dreadnought
Where ever the Emperor needs his eyes
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H.B.M.C. wrote:Most things don't care about morale.
With this rule most things still won't care about morale, but the super-swingy "And now your unit is dead 'cause I killed half of them and you can't possibly pass the test!" thing is gone.
Net gain.
At least there is that.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:32:48
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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I sincerely hope GW did some mass updates in the day one errata which will see some moves to splitting the attrition and leadership.
That and maybe chucks out more of the "morale? we don't need no stinking morale" nonsense.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:34:14
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Mad Doc Grotsnik wrote: Vaktathi wrote:O_o
While I can get that this appears to be a mitigation to horde units to avoid Morale wiping a large unit that's just taken a big hit, this basically appears to just make morale simultaneously more complicated and less relevant.
Instead of just removing X casualties on a failed morale test where X = D6+Casualties- Ld, we still have to do that, but then roll individually for every remaining model again potentially for a 1/6 chance to flee, and have another condition (half strength) to check?
This is the perfect example of stereotypically bad GW game design. Take an existing mechanic, make it significantly more convoluted with substantially more dice rolling (seemingly just for its own sake), for an ultimately less impactful outcome.
Unless I'm missing something?
I partially disagree here.
I agree this is more complex a rule. But, it may prove more impactful depending entirely upon when enemy modifiers are applied.
Consider.
Nightlords currently have a native -1 to Ld ability.
With the new rule, if it’s only applied to the initial test, I agree they’re less impactful.
But. If it’s applied to Combat Attrition? Even slim combat wins could see a decent slice of the enemy unit leg it, making such modifiers rather more pronounced.
That I could see, but even then seems most powerful only in those cases where the test was close, while being less powerful in clear blowouts, unless they throw in some seriously powerful modifiers.
For example, currently a 10 strong unit with Ld8 loses 3 dudes, and will only lose anyone on a 6 for their Morale test. Same holds true with the new rule with a 1/6 chance for any of the rest of the dudes to run off. There a -1 to both Morale and Combat Attrition could see a whole lot more effect, resulting in a higher likelyhood of running and an average of 3 dudes in total lost. However, if that same unit lose 6 dudes initially, the current Ld rules would just result in the unit being completely gone if you rolled a 6, while this rule would mean you'd probably only lose one, average closer to 2 with a -1 to Combat Attrition as well.
Thinking on it, it's not quite as totally absurd as I'd initially thought, but still feels unnecessarily convoluted unless they're going to do a whole lot more with Morale than GW historically has.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:34:15
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Humming Great Unclean One of Nurgle
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With the morale change... It's still not very impactful. GW really either needs to make morale affect EVERYONE, and be a significant part of the game, or do away with it almost entirely. Add it back as a bespoke or codex rule to certain units, like Conscripts and Grots, but otherwise leave it away.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:36:23
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Not as Good as a Minion
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Doohicky wrote: Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
Because that is an edge case.
In your same scenario, 4 casualties = around 3 fleeing, 4 casualties = around 3 fleeing etc etc (In fact the more that die from enemy the less are likely to flee)
In old rules the more casualties the more that flee.
So once you hit 10 casualties the unit is basically destroyed in old rules, but in new they lose a few models instead
To sum it up, because with Blast Weapons, Hordes get more damage and therefore Moral was changed that the remaining models (if there are any) are not destroyed as well
So overall. we stay about the same, but just the weapon used is different now
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Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:37:34
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Humming Great Unclean One of Nurgle
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kodos wrote:Doohicky wrote: Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
Because that is an edge case.
In your same scenario, 4 casualties = around 3 fleeing, 4 casualties = around 3 fleeing etc etc (In fact the more that die from enemy the less are likely to flee)
In old rules the more casualties the more that flee.
So once you hit 10 casualties the unit is basically destroyed in old rules, but in new they lose a few models instead
To sum it up, because with Blast Weapons, Hordes get more damage and therefore Moral was changed that the remaining models (if there are any) are not destroyed as well
So overall. we stay about the same, but just the weapon used is different now
Not really-since Morale only works if your opponent is out of CP or if you manage to inflict it on 2+ units.
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2020/06/24 16:38:30
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Khorne Chosen Marine Riding a Juggernaut
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Tell you one thing, my world eater's army is gonna be a lot better with strategic reserves. Gonna try the 20 man Khorne Bezerker epic outflank at least once
Until board edge conga line meta is a thing
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This message was edited 1 time. Last update was at 2020/06/24 16:40:52
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![[Post New]](/s/i/i.gif) 2020/06/24 16:40:24
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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JNAProductions wrote:With the morale change... It's still not very impactful. GW really either needs to make morale affect EVERYONE, and be a significant part of the game, or do away with it almost entirely. Add it back as a bespoke or codex rule to certain units, like Conscripts and Grots, but otherwise leave it away.
To be fair, to fix that we need them to errata the codexes, the core rules won't fix that issue.
If we have morale mitigation then it needs to go back to having drawbacks. Stuff like: Stubborn can't fall back, bring back RAGE so more units who are fearless require more finesse to effectively funnel where you want them to hit, Fearless has a -1 to attrition, but doesn't lose any models to the initial failed morale check (representing them getting dragged down by the enemy), ect. Automatically Appended Next Post: JNAProductions wrote: kodos wrote:Doohicky wrote: Aaranis wrote:So say you have a unit of 20 models, highest Ld is 8. They take 3 casualties, and you roll a 6 for Morale.
In 8th that means one guy flees.
In 9th that means one guy flees, and the other 16 make a roll too, averaging in a little more than 2 guys fleeing too on top of the initial one.
So far I don't see how it favours hordes, but I can be wrong.
Because that is an edge case.
In your same scenario, 4 casualties = around 3 fleeing, 4 casualties = around 3 fleeing etc etc (In fact the more that die from enemy the less are likely to flee)
In old rules the more casualties the more that flee.
So once you hit 10 casualties the unit is basically destroyed in old rules, but in new they lose a few models instead
To sum it up, because with Blast Weapons, Hordes get more damage and therefore Moral was changed that the remaining models (if there are any) are not destroyed as well
So overall. we stay about the same, but just the weapon used is different now
Not really-since Morale only works if your opponent is out of CP or if you manage to inflict it on 2+ units.
I'm hoping that goes away honestly.
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This message was edited 1 time. Last update was at 2020/06/24 16:41:43
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![[Post New]](/s/i/i.gif) 2020/06/24 16:42:08
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Decrepit Dakkanaut
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Gadzilla666 wrote:
No. Drop the whole Scary Marines angle. Give us "A Talent For Murder". It's right there in 30k. It works. Stop trying to make a bad legion trait work.
Or they get a variation of both.
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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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![[Post New]](/s/i/i.gif) 2020/06/24 16:49:09
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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The idea is a step in the right direction, but the math still works out to not much real impact on the game, and the hot take that it hurts MSU is really exaggerated.
5 man unit with LD 7, takes 3 casualties:
8th edition: On a 5+, you lose one model. On a 6, you lose both.
9th edition: On a 5+ you lose one model, then on an additional roll of a 1-2 you lose the last model.
These are essentially identical probabilities. And Space Marines are still effectively immune to morale.
The impact this system will have on the game is still extremely minor because anything that was run in big units was already moral immune, and anything small was already effectively morale immune.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:52:15
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Norn Queen
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Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
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This message was edited 1 time. Last update was at 2020/06/24 16:52:48
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![[Post New]](/s/i/i.gif) 2020/06/24 16:54:24
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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yukishiro1 wrote:The idea is a step in the right direction, but the math still works out to not much real impact on the game, and the hot take that it hurts MSU is really exaggerated.
5 man unit with LD 7, takes 3 casualties:
8th edition: On a 5+, you lose one model. On a 6, you lose both.
9th edition: On a 5+ you lose one model, then on an additional roll of a 1-2 you lose the last model.
These are essentially identical probabilities. And Space Marines are still effectively immune to morale.
The impact this system will have on the game is still extremely minor because anything that was run in big units was already moral immune, and anything small was already effectively morale immune.
It's more that it hurts MSU more than it hurts hordes. Hordes used to have to be fearless or get wiped from massed casualties under 8th's method (or otherwise be able to mitigate the morale, like Orks Breaking Heads rule) which was a problem.
Sure, MSU can end up in the same situation as it is in 8th, it doesn't benefit as much from the reduced casualty numbers. Additionally they gets penalized faster than horde units do.
Everything else with morale is codex level, so we have to wait for those codex level rules updates (day one FAQ/Errata namely) to bring stuff inline with the new rules.
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This message was edited 1 time. Last update was at 2020/06/24 16:55:08
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![[Post New]](/s/i/i.gif) 2020/06/24 16:55:37
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Norn Queen
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BaconCatBug wrote:Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
More rules sillyness!
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This message was edited 1 time. Last update was at 2020/06/24 17:00:02
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![[Post New]](/s/i/i.gif) 2020/06/24 16:56:36
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Auspicious Aspiring Champion of Chaos
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I'm honestly okay with Morale having a minimal impact on the game. It's never fun to me when I lose models to a bad morale roll rather than to attacks from my opponent.
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2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
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![[Post New]](/s/i/i.gif) 2020/06/24 16:56:58
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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BaconCatBug wrote:Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
It's badly worded, but it's not presented as the actual rule, just a summary, so presumably they've thought of that in the wording of the actual rule. I would guess it's "set up within 1" of your table edge and wholly within 6" of your table edge" or something like that.
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![[Post New]](/s/i/i.gif) 2020/06/24 16:57:58
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Khorne Chosen Marine Riding a Juggernaut
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BaconCatBug wrote: BaconCatBug wrote:Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
More rules sillyness!
DS etc != general strategic reserve rules
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![[Post New]](/s/i/i.gif) 2020/06/24 16:58:27
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Archmagos Veneratus Extremis
On the Internet
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BaconCatBug wrote: BaconCatBug wrote:Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
More rules sillyness!
Which makes me hope that a unit or 3+ models will have to deploy in coherency of at least 2 other models in the same unit to prevent daisy chaining.
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![[Post New]](/s/i/i.gif) 2020/06/24 17:03:11
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Longtime Dakkanaut
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EnTyme wrote:I'm honestly okay with Morale having a minimal impact on the game. It's never fun to me when I lose models to a bad morale roll rather than to attacks from my opponent.
That's a problem with the fundamental system. Morale shouldn't result in models being destroyed, it should result in models getting penalties to their ability to fight. The modern GW approach is completely backwards in that it adds to overall lethality instead of reducing it as it should.
In other words, if you fail a LD test, you should, say, be unable to move for the round except directly away from the nearest enemy models, and you should suffer a -1 to your hit rolls (that stacks above the normal -1 cap) with attacks from those models. Or something like that.
This would also address the problem of leadership being irrelevant for single entity units. Why should a mek gun be immune to morale when the grots manning it run away at the slightest trouble if they're not manning a gun?
But alas, they clearly haven't gone in that direction. They've just reshuffled the deck chairs on the sinking ship - an improvement, but a very marginal one that is still based on the wrong paradigm.
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This message was edited 1 time. Last update was at 2020/06/24 17:04:08
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![[Post New]](/s/i/i.gif) 2020/06/24 17:04:36
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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I feel like it's okay to go back to running 9man rubric marine squads instead of 5man units. A pretty significant change considering there are reasons to buff a 9man currently, they just hate morale tests
Example: Mid or Late game, I'd be ok putting Prescience and Weaver of Fates on a 9man unit, but it's not worth it on a 5man.
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This message was edited 2 times. Last update was at 2020/06/24 17:05:36
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![[Post New]](/s/i/i.gif) 2020/06/24 17:10:57
Subject: 40k preview, May 23 - 9th edition, new Necrons, Marines
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Imperial Guard Landspeeder Pilot
On moon miranda.
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EnTyme wrote:I'm honestly okay with Morale having a minimal impact on the game. It's never fun to me when I lose models to a bad morale roll rather than to attacks from my opponent.
While understandable to some degree, the issue is that in actual combat and battles, morale and psychology are significant elements, and making an enemy decide to be elsewhere is an order of magnitude more common occurrence in the taking of ground than physically killing everyone on it and seizing it by direct assault. And whiles yes 40k is a game, these concepts factor heavily into the background and lore that drives 40k far more than any of its game-rules do. More to the point, morale/fear/psychology/etc form the cornerstone of the basic battle strategies of many factions, and that basically doesn't ever get a chance to really play out, resulting in many far more directly attritional battles than the game's universe would otherwise suggest.
yukishiro1 wrote: EnTyme wrote:I'm honestly okay with Morale having a minimal impact on the game. It's never fun to me when I lose models to a bad morale roll rather than to attacks from my opponent.
That's a problem with the fundamental system. Morale shouldn't result in models being destroyed, it should result in models getting penalties to their ability to fight. The modern GW approach is completely backwards in that it adds to overall lethality instead of reducing it as it should.
In other words, if you fail a LD test, you should, say, be unable to move for the round except directly away from the nearest enemy models, and you should suffer a -1 to your hit rolls (that stacks above the normal -1 cap) with attacks from those models. Or something like that.
This would also address the problem of leadership being irrelevant for single entity units. Why should a mek gun be immune to morale when the grots manning it run away at the slightest trouble if they're not manning a gun?
But alas, they clearly haven't gone in that direction. They've just reshuffled the deck chairs on the sinking ship - an improvement, but a very marginal one that is still based on the wrong paradigm.
Morale is abstracted for portray a lot of different things in 40k. It's people fleeing, it's troops running out of ammo, it's soldiers hauling wounded buddies off the line, dudes getting lost during the chaos of combat, all sorts of things that represent a combatant being removed from the fight without being directly harmed. There really is no actual "suppression" mechanic however to represent stuff line troops getting pinned down, or being shell shocked, or anything like that.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2020/06/24 17:11:30
Subject: Re:40k preview, May 23 - 9th edition, new Necrons, Marines
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Gore-Drenched Khorne Chaos Lord
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Latro_ wrote: BaconCatBug wrote: BaconCatBug wrote:Strategic Reserves aren’t all about outflanking the enemy, though. Should your opponent overcommit with their initial attack, it’s possible to deliver a punishing counter-blow with your reinforcements. Strategic Reserves units can’t normally be set up within 9″ of any enemy models, but if you set them up within 1″ of your own battlefield edge, they can be set up within this distance – and even within the 1″ Engagement Range of enemy models! If they do so, they count as having made a charge move, and your opponent will be unable to fire Overwatch against them!
This seems very interesting
More rules sillyness!
DS etc != general strategic reserve rules
Agreed:
They covered BaconCatBug's scenario as well
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