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Made in gb
Gore-Drenched Khorne Chaos Lord




 Saturmorn Carvilli wrote:
SemperMortis wrote:
ERJAK wrote:
ANGRY MARINE NOISES


The supreme irony being that you consider those units to be "Not good" when other armies would LOVE to have them Since you singled out Hellblasters lets take a look at them currently.

33pts for a Primaris stat line and a 30' Plasma Gun and easy access to a plethora of re-rolls so you never really have to worry about super charging. In your opinion that "sucks".

For comparison, the ork equivalent to a Hellblaster is a Flash Git which is 32pts with a Nob stat line (except BS4) and a 24' Heavy 3 Snazz gun which is S6 -2 2D. To get a reroll you have to pay 5pts for an ammo runt and can only have 2 in a 10 man unit. To keep them alive more than a single turn and have them in range you need to have them in a vehicle or deep striking which regardless lowers your BS back to standard 5+. I don't consider them competitive But I do consider them ok-goodish.

Just because you have a feth ton of other great options doesn't make them "not good" it just means you guys are spoiled for choice.


I think there's a bit of grass is greener going on there. Those Hellblaster re-rolls ain't free nor guaranteed safe (1 in 36 unless being affected by additional modifiers). They have to over charge to get that precious D2. They are nearly as fragile Flash Gitz but don't really have that great of transport options to hide them (Impulsor limits to 6, 5 if you want that Captain or a Repulsor) and don't really have deep strike options. Sure, they have a 30 inch range, but I haven't ever found that to be that great to keep them alive, and if they move they are down to 1 shot with the RF version.

On the other hand, I think you are short selling Flash Gitz a bit. They got the standard Ork Dakka Dakkka Dakka as well as Gun Crazy Show-Offs to potentially up their number of shots. All of which are delivering Damage 2. Snazzguns deliver enough S and AP to be reasonably scary to heavy infantry. In true Ork fashion, they can be a bit of duds or spike for crazy damage with the high variation. Probably one of the weakest things is they can't pick their Kultur.

So I think these units are closer to each other than you are making them out to be. That's before talking about Flash Gitz generally being more useful in melee than Hellblasters. Something I find happening to my Hellblasters quite a bit to shut them down to choice targets.


Pretty much it actually is boiling down to
ANGRY MARINE NOISES
vs
CRYING ORK NOISES


All books have dud options, when did anyone ever use the anti-aircraft marine vehicles? They've been consistently trash since release, land raiders in general have struggled for a long time. Likewise the m/gorkanaught sucked ass for a long while since release compared to a lot of stuff, same with buggies which are now seeing some viability within 3 years.
   
Made in gb
Longtime Dakkanaut




Maybe my perspective was just different, but hellblasters were kind of meh on launch, and got worse. Plasma is nice, but there were many ways to get cheaper versions in other books, and having an expensive version of someone else's ability is rarely the road to meta dominance.

Aggressors by contrast were *I will end the game unless you deal with me!* but things like Ravagers/Riptides/Plasma went "okay, I'll clear you off for about a 100% points return without breaking a sweat, thanks." The ability to destroy index Orks/GSC/Daemons or weird builds without the shooting ability to handle them didn't impact the meta much.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

It did for index Orks/GSC/Daemons.
   
Made in gb
Longtime Dakkanaut




 Gadzilla666 wrote:
It did for index Orks/GSC/Daemons.


I guess what I meant was they *they were good* but got meta-ed out.
Whereas hellblasters were always kind of meh. At least for me. There was 3 months of hype that didn't go anywhere.
   
Made in gb
Dakka Veteran





I think it’s more about armies and their niche.

At one point, all armies had something that made them stand out above other armies.
It was their defining feature that made them who they were.

Marines never fit into this though.
They were a jack of all trades army that could do shooting, mobility, combat, etc.
While they weren’t amazing at it, they had the ability to do most things to a decent standard.

Over time though, they have had options added that bumped up certain aspects of each.
So they went from a jack of all trades army to one that could do everything and to a high level.

The range is that large now and bloated that I honestly don’t think it could be balanced without imploding internal balance.

Most armies have certain units for certain tasks.
Marines now have several for each task.
By toning them down to balance they will make several options redundant as they really can’t differentiate units of the same role enough.


It’s not an excuse for them, it’s just the product of endless releases and bad design ideas for rules.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dudeface wrote:
Pretty much it actually is boiling down to
ANGRY MARINE NOISES
vs
CRYING ORK NOISES


I'm not sure what you are referring to, but as stated orks have plenty of ways to handle two wound marines.
For some odd reasons people who don't know orks well are trying to come up with obscure solutions to a problem that isn't there. Those "solutions" (lootas, flash gits, shoota boyz) were bad options for handling primaris and will remain bad options to handle firstborns 2.0.
Meanwhile, anything that was doing a good job before keeps doing a good job.

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 us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Jidmah wrote:
Dudeface wrote:
Pretty much it actually is boiling down to
ANGRY MARINE NOISES
vs
CRYING ORK NOISES


I'm not sure what you are referring to, but as stated orks have plenty of ways to handle two wound marines.
For some odd reasons people who don't know orks well are trying to come up with obscure solutions to a problem that isn't there. Those "solutions" (lootas, flash gits, shoota boyz) were bad options for handling primaris and will remain bad options to handle firstborns 2.0.
Meanwhile, anything that was doing a good job before keeps doing a good job.

In other words: at this point we're all used to dealing with 2W marines, we know what kills them well and what doesn't, and most people make sure to include the stuff that does it well in their lists. More 2W marines won't make that much of a difference.

But it will be nice to finally have the ones that have spikes on a more level playing field with the ones that don't. (Now if they'd just fix those legion traits).
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 FrozenDwarf wrote:
Quite happy about it.
There should be no stats difference between SM and primaris SM, 15 year old army or 5 month old army. The switch to primaris was 100% pointless.

Pointless for whom? Somebody with a 15 year-old army? Yes, indeed.
But Primaris has driven the sales of Marines into unimaginated heights.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in hk
Longtime Dakkanaut





yeah. I agree, Primaris was a great way for GW to introduce an entirely new range to their most popular factions in 40k. And they didn't have to end the universe and restart it again like they did in fantasy 40k either. From GW's perspective, Primaris was likely a big win.

This message was edited 1 time. Last update was at 2020/08/17 12:39:28


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 FrozenDwarf wrote:
The switch to primaris was 100% pointless.
It was't pointless, it was inevitable.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in dk
Longtime Dakkanaut




Danmark

Unless Boyz, Chaos Space Marines, and basically all other base soldiers receives 2 wounds then no i dont like it.

Space Marines arent able to take more hits than an ork if that shot penetrates their armor.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Shadowy Grot Kommittee Memba






Eldenfirefly wrote:
yeah. I agree, Primaris was a great way for GW to introduce an entirely new range to their most popular factions in 40k. And they didn't have to end the universe and restart it again like they did in fantasy 40k either. From GW's perspective, Primaris was likely a big win.


Yeah, Primaris gives GW a perfect in for new players: "Starter box marines" with none of those upgrades you might glue on without realizing that your investment is now wasted, slightly improved statlines, for a higher point cost allowing newer players to build their army faster.

Ideal for GW.

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

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

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

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




In a meta where everyone is building to kill marines, and marines have 2W, toughness 5 is a better buff than 2W Immortals.

T5 and a better gun vs 2W, I'll take Immortals over Tacs in a fight anyday.
   
Made in us
Shadowy Grot Kommittee Memba






IanVanCheese wrote:
In a meta where everyone is building to kill marines, and marines have 2W, toughness 5 is a better buff than 2W Immortals.

T5 and a better gun vs 2W, I'll take Immortals over Tacs in a fight anyday.


Yeah I think immortals are balanced vs tacs.

I just think it's weird as feth that between the two of them the distinction is: The necron immortal is more of a glass cannon vs most weapons, and is slightly better at melee. Meanwhile the tactical marine is more durable...than...the necron?

?????

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

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

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

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




The dark hollows of Kentucky

Beardedragon wrote:Unless Boyz, Chaos Space Marines, and basically all other base soldiers receives 2 wounds then no i dont like it.

Space Marines arent able to take more hits than an ork if that shot penetrates their armor.

Csm are going to 2W when we get our new codex. Boyz should too. An ork can keep fighting after it loses its head for crying out loud, they should be pretty hard to kill.

the_scotsman wrote:
IanVanCheese wrote:
In a meta where everyone is building to kill marines, and marines have 2W, toughness 5 is a better buff than 2W Immortals.

T5 and a better gun vs 2W, I'll take Immortals over Tacs in a fight anyday.


Yeah I think immortals are balanced vs tacs.

I just think it's weird as feth that between the two of them the distinction is: The necron immortal is more of a glass cannon vs most weapons, and is slightly better at melee. Meanwhile the tactical marine is more durable...than...the necron?

?????

Isn't the idea that Necrons get knocked down but just get back up? Do we know if Reanimation Protocols are getting improved?
   
Made in se
Fresh-Faced New User





I love it, as long as xenos players are treated fairly with the releases of new codexes (I really hope they will be, so that it’ll be fun to play SM again without feeling like an OP idiot).

As long as the game is failry balanced after the releases of all new codexes and stuff, I love the fact that tactical marines can be a decent choice.
   
Made in us
Longtime Dakkanaut





 Saturmorn Carvilli wrote:
SemperMortis wrote:
ERJAK wrote:
ANGRY MARINE NOISES


The supreme irony being that you consider those units to be "Not good" when other armies would LOVE to have them Since you singled out Hellblasters lets take a look at them currently.

33pts for a Primaris stat line and a 30' Plasma Gun and easy access to a plethora of re-rolls so you never really have to worry about super charging. In your opinion that "sucks".

For comparison, the ork equivalent to a Hellblaster is a Flash Git which is 32pts with a Nob stat line (except BS4) and a 24' Heavy 3 Snazz gun which is S6 -2 2D. To get a reroll you have to pay 5pts for an ammo runt and can only have 2 in a 10 man unit. To keep them alive more than a single turn and have them in range you need to have them in a vehicle or deep striking which regardless lowers your BS back to standard 5+. I don't consider them competitive But I do consider them ok-goodish.

Just because you have a feth ton of other great options doesn't make them "not good" it just means you guys are spoiled for choice.


I think there's a bit of grass is greener going on there. Those Hellblaster re-rolls ain't free nor guaranteed safe (1 in 36 unless being affected by additional modifiers). They have to over charge to get that precious D2. They are nearly as fragile Flash Gitz but don't really have that great of transport options to hide them (Impulsor limits to 6, 5 if you want that Captain or a Repulsor) and don't really have deep strike options. Sure, they have a 30 inch range, but I haven't ever found that to be that great to keep them alive, and if they move they are down to 1 shot with the RF version.

On the other hand, I think you are short selling Flash Gitz a bit. They got the standard Ork Dakka Dakkka Dakka as well as Gun Crazy Show-Offs to potentially up their number of shots. All of which are delivering Damage 2. Snazzguns deliver enough S and AP to be reasonably scary to heavy infantry. In true Ork fashion, they can be a bit of duds or spike for crazy damage with the high variation. Probably one of the weakest things is they can't pick their Kultur.

So I think these units are closer to each other than you are making them out to be. That's before talking about Flash Gitz generally being more useful in melee than Hellblasters. Something I find happening to my Hellblasters quite a bit to shut them down to choice targets.

Sorry, I have to poke my head into this back-and-forth to point out that Rapid Fire Hellblasters do not get two shots when they stand still, Bolter Discipline does not apply to them. Just to be sure you're on the same page you understand, not to support either side of the discussion.

Carry on

   
Made in us
Shadowy Grot Kommittee Memba






 Gadzilla666 wrote:
Beardedragon wrote:Unless Boyz, Chaos Space Marines, and basically all other base soldiers receives 2 wounds then no i dont like it.

Space Marines arent able to take more hits than an ork if that shot penetrates their armor.

Csm are going to 2W when we get our new codex. Boyz should too. An ork can keep fighting after it loses its head for crying out loud, they should be pretty hard to kill.

the_scotsman wrote:
IanVanCheese wrote:
In a meta where everyone is building to kill marines, and marines have 2W, toughness 5 is a better buff than 2W Immortals.

T5 and a better gun vs 2W, I'll take Immortals over Tacs in a fight anyday.


Yeah I think immortals are balanced vs tacs.

I just think it's weird as feth that between the two of them the distinction is: The necron immortal is more of a glass cannon vs most weapons, and is slightly better at melee. Meanwhile the tactical marine is more durable...than...the necron?

?????

Isn't the idea that Necrons get knocked down but just get back up? Do we know if Reanimation Protocols are getting improved?


No clue, but assuming that they are, let's say, improved to something like "if the whole unit is destroyed, leave the last destroyed model on the tabletop tipped over on its side. If no enemy units are within 1" of that model at the end of the turn, roll for Res Prots for the whole unit" then that still leaves the Space Marine as more durable and the immortal as more damaging vs most weaponry, accounting for the immortal getting Res Prots and the marine getting ATSKNF + Doctrines.

Like I said, it's not imbalanced, it's just weird that marines are getting set up as tanky vs the necrons glass cannons.

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

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

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

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




Mexico

Marines getting to 2W base is more of an internal re-balance meant to bring classic Marines at the same level as the Primaris. Immortals have to be balanced against Necron Warriors, while Tacticals have to be balanced against Intercessors.

Who is more tanky depends on the weapon, because damage 2 isn't exactly rare.

This message was edited 1 time. Last update was at 2020/08/17 14:30:10


 
   
Made in us
Shadowy Grot Kommittee Memba






 Tyran wrote:
Marines getting to 2W base is more of an internal re-balance meant to bring classic Marines at the same level as the Primaris. Immortals have to be balanced against Necron Warriors, while Tacticals have to be balanced against Intercessors.

Who is more tanky depends on the weapon, because damage 2 isn't exactly rare.


True, but everyone spamming damage 2 on absolutely everything is a consequence of the dominance of W2 MEQ. Vs a conceivable "normal meta' where people aren't stripping everything D1 out of their list as much as they can, Immortals are considerably less durable than marines.

Normal, standard Ork lists are only spamming the buggies with Flat 3 and Flat 2 damage weapons and Smasha gunz because a huge fraction of the opponent pool is currently running primaris stuff.

Ditto for Drukhari. A list of all Talos+Wracks for Obsec+All Disintegrators is not a "normal" drukhari list. A "Normal" Drukhari list would be running a ton of poison weaponry, which is 2x as effective vs Immortals than vs all MEQ. The problems rn are twofold: 1, everyone is playing marines, 2, poison weaponry is HOLY gak levels of overcosted.

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

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

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

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




Mexico

Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

This message was edited 1 time. Last update was at 2020/08/17 14:57:36


 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

That's true for a lot of things. Like giving everything that had the "Armourbane" rule -4AP and then handing invuls out like candy so anti-tank weapons can't work like they should.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 Gadzilla666 wrote:
 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

That's true for a lot of things. Like giving everything that had the "Armourbane" rule -4AP and then handing invuls out like candy so anti-tank weapons can't work like they should.


Everything except Vanquisher tanks, that went from having Armorbane to having nothing.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Gadzilla666 wrote:
 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

That's true for a lot of things. Like giving everything that had the "Armourbane" rule -4AP and then handing invuls out like candy so anti-tank weapons can't work like they should.

How many things do you really think had "Armourbane"?
   
Made in us
Shadowy Grot Kommittee Memba






 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.


Yeah poison is positively ridiculous against monsters isn't it? why, if you fire a boltgun at a Carnifex, then a Splinter rifle at a carnifex, the boltgun is....well, it's better if you're at any range over 12", and it's the same if you're in Tactical doctrine because the single wound shift is canceled out by the AP....

...it only takes 32 splinter rifles in rapid fire to bring down a carnifex. A paltry 288 points of Kabalite Warriors, the cheapest splinter platform! If anything it's out of hand and needs nerfed!

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

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

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

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




 Gadzilla666 wrote:
 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

That's true for a lot of things. Like giving everything that had the "Armourbane" rule -4AP and then handing invuls out like candy so anti-tank weapons can't work like they should.

Part of the reason for invulnerable saves being candy is that damage output against vehicals(more than monsters) has been overtuned for ages.
If those without invulnerable saves die in turn 1 regardless its infuriating that GW can't figure out the reason only invulnerable save vehicals work is because damage is too high, instead they just up the damage output see new multiMeltas
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






the_scotsman wrote:
True, but everyone spamming damage 2 on absolutely everything is a consequence of the dominance of W2 MEQ. Vs a conceivable "normal meta' where people aren't stripping everything D1 out of their list as much as they can, Immortals are considerably less durable than marines.

Normal, standard Ork lists are only spamming the buggies with Flat 3 and Flat 2 damage weapons and Smasha gunz because a huge fraction of the opponent pool is currently running primaris stuff.

It's just a coincidence that ork anti-tank weapons happen to be either flat 3, flat 2 or d6 damage. Actually, one of the two most used buggies has d6 damage, and neither of the flat 2 damage buggy is particularly great at killing primaris.

Ork lists would spam the same buggies against pretty much every army - we don't have the luxury of having multiple viable options that you can move around depending on the meta.

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 us
Warp-Screaming Noise Marine




I mean Warhammer community had an article saying they are looking at Xenos. Maybe GW will price stuff according to the marine meta, or if we are really lucky, re-evaluate and possibly fundamentally change core weapon and unit profiles for everyone? I know they have a terrible track record but it would certainly explain the quick fix and mediocre patches we have been receiving. Maybe their biggest brains were secretly overhauling the entire edition this whole time?

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in us
Terrifying Doombull




 Unit1126PLL wrote:
 Gadzilla666 wrote:
 Tyran wrote:
Poison weaponry is arguably the worst designed rule in the game, because it is so damn strong against monsters it has to be overcosted against everything else. They should have totally redesigned it instead of trying to import it from the previous system.

That's true for a lot of things. Like giving everything that had the "Armourbane" rule -4AP and then handing invuls out like candy so anti-tank weapons can't work like they should.


Everything except Vanquisher tanks, that went from having Armorbane to having nothing.


Ah, the poor Vanquisher.
The Vanquisher and the Punisher are pretty much the posterboys for how confused GW gets about their system math.

Efficiency is the highest virtue. 
   
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macluvin wrote:
I mean Warhammer community had an article saying they are looking at Xenos. Maybe GW will price stuff according to the marine meta, or if we are really lucky, re-evaluate and possibly fundamentally change core weapon and unit profiles for everyone? I know they have a terrible track record but it would certainly explain the quick fix and mediocre patches we have been receiving. Maybe their biggest brains were secretly overhauling the entire edition this whole time?


My money is on "Not even weapons that are literally identical except for name (like Fusion Guns and Power Klaws) will get the new changes, they'll all have to wait for the slow codex crawl"

So, points to you for optimism I guess.

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

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

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

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