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2020/06/25 16:31:36
Subject: Hit modifiers
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Decrepit Dakkanaut
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While everyone is whining about T'au -- it looks like extra mods can matter, but only when they're counteracting each other.
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2020/06/25 16:42:37
Subject: Hit modifiers
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Fixture of Dakka
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I guess no reason to play quins unless their rules amendment is heavily changed to help them survive. It was already hard to play them as is. I'mm just play Coven DE for now lol.
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2020/06/25 16:49:49
Subject: Re:Hit modifiers
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Slaanesh Chosen Marine Riding a Fiend
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I wonder what they'll do with Lightning Fast Reacions.
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VAIROSEAN LIVES! |
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2020/06/25 16:52:36
Subject: Hit modifiers
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Longtime Dakkanaut
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Interesting that this is specifically for hit rolls rather than all modifiers. Automatically Appended Next Post: Interesting that this is specifically for hit rolls rather than all modifiers.
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This message was edited 1 time. Last update was at 2020/06/25 16:52:44
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2020/06/25 16:55:27
Subject: Hit modifiers
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Blood Angel Terminator with Lightning Claws
Sioux Falls, SD
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They were the most common issue for it, not fun to not be able to hit a target at all. Similar to why most rules that reduce attacks do so to minimum of 1.
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Blood for the bloo... wait no, I meant for Sanguinius! |
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2020/06/25 16:57:43
Subject: Hit modifiers
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Longtime Dakkanaut
Annandale, VA
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It sounds like this applies to melee, as well as shooting, which will be a nerf for units that can stack +1s to hit from various sources (eg Carnifexes).
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2020/06/25 16:59:16
Subject: Hit modifiers
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Ultramarine Librarian with Freaky Familiar
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Note that this doesn't make multiple stacking hits/minuses useless.
If you have a +2 to hit, for example, and your enemy has a -1 to hit, you're still getting that +1 to hit.
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They/them
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2020/06/25 17:01:32
Subject: Hit modifiers
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Storm Trooper with Maglight
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Interesting to see this, and how it interacts with the cover rules we've seen. Some units that have -1 to hit, gain less benefit from some of those cover types that add an additional -1 to hit then. May also render some psychic powers less effective overall.
And isn't '6's always hit' an Ork thing? Do they get a different rule now I wonder.
Also 'an unmodified 6 always hits' how does that interact with rules that proc off 6's to hit. I assume that it still hits, but doesn't 'count as a 6' for the purposes of the extra whatever (if a modifier would make it not a 6).
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This message was edited 1 time. Last update was at 2020/06/25 17:02:53
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2020/06/25 17:01:38
Subject: Hit modifiers
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Confessor Of Sins
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Applying a Maximum of +1/-1 to rules other than To-Hit would break the game. Just AP alone is based on the fact that you can have more than a -1 to Saves.
I won't be surprised if the Fail on Unmodified 1 and Succeed on Unmodified 6 stays for most rolls (Saves excluded on the Succeed on 6 side).
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2020/06/25 17:06:46
Subject: Hit modifiers
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Witch Hunter in the Shadows
Aachen
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Kcalehc wrote:
Also 'an unmodified 6 always hits' how does that interact with rules that proc off 6's to hit. I assume that it still hits, but doesn't 'count as a 6' for the purposes of the extra whatever (if a modifier would make it not a 6).
That's really easy: If the proc needs an unmodified roll of 6, it will proc when you roll an unmodified 6 regardless of any modifiers. If it needs a roll of 6+ (and your modified result is a 5), you still hit but you don't proc.
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2020/06/25 17:08:42
Subject: Hit modifiers
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Longtime Dakkanaut
Annandale, VA
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Kcalehc wrote:Interesting to see this, and how it interacts with the cover rules we've seen. Some units that have -1 to hit, gain less benefit from some of those cover types that add an additional -1 to hit then. May also render some psychic powers less effective overall.
And isn't '6's always hit' an Ork thing? Do they get a different rule now I wonder.
Also 'an unmodified 6 always hits' how does that interact with rules that proc off 6's to hit. I assume that it still hits, but doesn't 'count as a 6' for the purposes of the extra whatever (if a modifier would make it not a 6).
With modifiers capped at -1, 'Always hits on 6s' will literally only ever be relevant to something that only hit on 6s to start with.
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2020/06/25 17:10:47
Subject: Hit modifiers
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Longtime Dakkanaut
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catbarf wrote: Kcalehc wrote:Interesting to see this, and how it interacts with the cover rules we've seen. Some units that have -1 to hit, gain less benefit from some of those cover types that add an additional -1 to hit then. May also render some psychic powers less effective overall.
And isn't '6's always hit' an Ork thing? Do they get a different rule now I wonder.
Also 'an unmodified 6 always hits' how does that interact with rules that proc off 6's to hit. I assume that it still hits, but doesn't 'count as a 6' for the purposes of the extra whatever (if a modifier would make it not a 6).
With modifiers capped at -1, 'Always hits on 6s' will literally only ever be relevant to something that only hit on 6s to start with.
It's probably a catch all. I reckon we'll eventually see something that breaks this rule, and we'll have something that can lower modifiers to -2, or something.
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This message was edited 1 time. Last update was at 2020/06/25 17:11:04
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2020/06/25 17:12:18
Subject: Hit modifiers
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Daedalus81 wrote:While everyone is whining about T'au -- it looks like extra mods can matter, but only when they're counteracting each other.
Stu said this basically on day one.
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2020/06/25 17:17:01
Subject: Hit modifiers
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Fixture of Dakka
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There's a difference in said and RAW
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2020/06/25 17:21:07
Subject: Hit modifiers
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Decrepit Dakkanaut
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It's a crap implementation. You have no reason not to move and shoot at a hard to hit target. No sense of scaling whatsoever. Good job GW
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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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2020/06/25 17:49:38
Subject: Hit modifiers
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Longtime Dakkanaut
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Makes for quite a buff to assault weapons.
If you intend to attack a target with a -1, you may as well advance.
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2020/06/25 19:11:09
Subject: Hit modifiers
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Longtime Dakkanaut
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Spoletta wrote:Makes for quite a buff to assault weapons.
If you intend to attack a target with a -1, you may as well advance.
Think that's intentional.
Very pro this. Yes it will change the meta, yes the points of various things will have to change - and yes, from the perspective of "everything dies too fast" - this seems tailored to *throw everything into the middle of the board and watch it die".
But stacked negatives to hit were crap gameplay.
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2020/06/25 19:54:14
Subject: Hit modifiers
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Longtime Dakkanaut
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I am very curious if certain stratagems and abilities won't give negatives to WS or BS instead as a work around to this.
The difference between +1 BS and +1 to hit is massive now, as it adjusts the range you can hit in.
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2020/06/25 19:57:18
Subject: Hit modifiers
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Jovial Plaguebearer of Nurgle
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I´m overall in favor of preventing ridiculous -x to hit modifiers, but this is a lazy fix. As said why not advance my assault weapons now or move my heavy weapon infantry squad if the target has -1 to hit anyway.
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2020/06/25 19:57:57
Subject: Hit modifiers
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Longtime Dakkanaut
Annandale, VA
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I think it would have been better to cap penalties from the target to -1. That way Advance and Heavy would still have relevant disadvantages, without allowing the constant -2 or worse stacking that neuters BS4+ armies. I'm also not clear on the necessity of capping bonuses; are there any really exploitative builds that rely on a +2 or better?
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This message was edited 1 time. Last update was at 2020/06/25 19:59:06
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2020/06/25 20:06:10
Subject: Hit modifiers
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Decrepit Dakkanaut
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catbarf wrote: are there any really exploitative builds that rely on a +2 or better?
Not really. Could just be future proofing though. Tzaangor bows used to catch a lot of mods to get their auto-wounds, but that's about it. Automatically Appended Next Post: Castozor wrote:I´m overall in favor of preventing ridiculous -x to hit modifiers, but this is a lazy fix. As said why not advance my assault weapons now or move my heavy weapon infantry squad if the target has -1 to hit anyway.
I understand this complaint, but if I view the rule from the lens of T'au or other mid to low BS units then it is probably more fair to cap at -1 instead of -2.
And honestly - how many scenarios were you shooting something and got upset, because running your assault weapons would put you at -2? Did those devastators shooting the aircraft actually have to move?
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This message was edited 1 time. Last update was at 2020/06/25 20:19:24
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2020/06/25 21:00:16
Subject: Re:Hit modifiers
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Agile Revenant Titan
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Checking if I understand correctly.
If a Harlequin unit has a -1 to hit and a unit shooting at it with a +1 to hit, the two offset. But, one can then add Lightning Fast Reaction stratagem to the Harlequins and it becomes a -1 to hit.
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This message was edited 2 times. Last update was at 2020/06/25 21:07:57
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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2020/06/25 21:12:16
Subject: Hit modifiers
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Locked in the Tower of Amareo
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catbarf wrote: Kcalehc wrote:Interesting to see this, and how it interacts with the cover rules we've seen. Some units that have -1 to hit, gain less benefit from some of those cover types that add an additional -1 to hit then. May also render some psychic powers less effective overall.
And isn't '6's always hit' an Ork thing? Do they get a different rule now I wonder.
Also 'an unmodified 6 always hits' how does that interact with rules that proc off 6's to hit. I assume that it still hits, but doesn't 'count as a 6' for the purposes of the extra whatever (if a modifier would make it not a 6).
With modifiers capped at -1, 'Always hits on 6s' will literally only ever be relevant to something that only hit on 6s to start with.
Well lucky then that there's plenty of units that can end up with that? Leman russ etc for example. Automatically Appended Next Post: Sarigar wrote:Checking if I understand correctly.
If a Harlequin unit has a -1 to hit and a unit shooting at it with a +1 to hit, the two offset. But, one can then add Lightning Fast Reaction stratagem to the Harlequins and it becomes a -1 to hit.
Correct.
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This message was edited 1 time. Last update was at 2020/06/25 21:12:32
2024 painted/bought: 109/109 |
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2020/06/25 21:59:41
Subject: Hit modifiers
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Jovial Plaguebearer of Nurgle
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Daedalus81 wrote:
Castozor wrote:I´m overall in favor of preventing ridiculous -x to hit modifiers, but this is a lazy fix. As said why not advance my assault weapons now or move my heavy weapon infantry squad if the target has -1 to hit anyway.
I understand this complaint, but if I view the rule from the lens of T'au or other mid to low BS units then it is probably more fair to cap at -1 instead of -2.
And honestly - how many scenarios were you shooting something and got upset, because running your assault weapons would put you at -2? Did those devastators shooting the aircraft actually have to move?
At least before it was an actual penalty, now there is no reason not to do it and that just feels wrong. If the enemy or me is fielding plague bearers there is no reason not to move unless you fear a charge now, not to mention the new obscure terrain does absolutely nothing for them. This is bad design in my mind, terrain should be useful for them as well, there is now 0 reason not to just park them into the open unless yu can avoid LOS otherwise and good luck with that on a 30 man squad. It's the same reason I have always hated that my friends IW ignored cover, so what reason exactly is there for me to move tactically then? Since there is 0 reason to do that as he ignores the rules anyway and now units with a -1 to hit when moving also can ignore that when the target has a modifier already.
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2020/06/25 22:08:52
Subject: Hit modifiers
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Alpha Legion Sorcerers dedicated to Nurgle have to find something else to do it seems.
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2020/06/25 22:25:35
Subject: Hit modifiers
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Junior Officer with Laspistol
Manchester, UK
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I just really want them to change the "rerolls before modifiers" rule back to how it was. I find it unintuitive, and much preferred the old system. I understand why it was changed, to make rerolls less OP when combined with modifiers. I'm hoping that the limiting of modifiers will make rerolls easier to balance and they will revert back to the old way.
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2020/06/25 22:46:58
Subject: Hit modifiers
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Grim Dark Angels Interrogator-Chaplain
Vigo. Spain.
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Trickstick wrote:I just really want them to change the "rerolls before modifiers" rule back to how it was. I find it unintuitive, and much preferred the old system. I understand why it was changed, to make rerolls less OP when combined with modifiers. I'm hoping that the limiting of modifiers will make rerolls easier to balance and they will revert back to the old way.
Not only that but space marines received a new better version for rerolls (Unless you are ba, DA or SW because feth those in particular) that makes that "nerf" to rerolls useless.
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This message was edited 1 time. Last update was at 2020/06/25 22:47:09
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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2020/06/25 22:52:34
Subject: Hit modifiers
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Locked in the Tower of Amareo
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Galas wrote: Trickstick wrote:I just really want them to change the "rerolls before modifiers" rule back to how it was. I find it unintuitive, and much preferred the old system. I understand why it was changed, to make rerolls less OP when combined with modifiers. I'm hoping that the limiting of modifiers will make rerolls easier to balance and they will revert back to the old way.
Not only that but space marines received a new better version for rerolls (Unless you are ba, DA or SW because feth those in particular) that makes that "nerf" to rerolls useless.
The RAI on that will likely catchup in 9th.
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2020/06/25 22:55:15
Subject: Hit modifiers
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Longtime Dakkanaut
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This is a step in the right direction in theory, but worse than useless without nerfing rerolls too. All this does is make rerolls even more powerful, and I don't think there's a single person in the entire game who thought rerolls were underpowered in 8th.
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2020/06/25 22:56:24
Subject: Hit modifiers
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Locked in the Tower of Amareo
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Galas wrote: Trickstick wrote:I just really want them to change the "rerolls before modifiers" rule back to how it was. I find it unintuitive, and much preferred the old system. I understand why it was changed, to make rerolls less OP when combined with modifiers. I'm hoping that the limiting of modifiers will make rerolls easier to balance and they will revert back to the old way.
Not only that but space marines received a new better version for rerolls (Unless you are ba, DA or SW because feth those in particular) that makes that "nerf" to rerolls useless.
The RAI on that will likely catchup in 9th.
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