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Made in us
Quick-fingered Warlord Moderatus




There is no logical reason aggressors/eradicators should be core, but centurions are not. The only argument I can see is gameplay "Uh, when we were writing this, centurions were a problem, so we wanted them nerfed." I'd expect eradicators to lose the keyword in 6-12 months on similar grounds.


Yep. That I think is the one big question mark right now. The design philosophy has, thus far been applied inconsistently both internally, as well as externally. It will be interesting to see how it gets applied going forward. Will DG Demon engines get CORE? If Dreads and Eradicators got it, the DG demon engines should probably get it as well, but if we look at some things in the 'Cron dex it makes me wonder if they will, or if they will just create a new aura to get around not giving them core. From what we've seen so far, I can see them backing off of this core thing pretty quickly. I actually think core is a good idea, but I'm not sure how well it's going to work given how they've applied it so far.

For the record, I think the 'Cron dex probably comes closer to getting it "right" so far. In terms of the over-all game, it feels like the 'cron dex is more how I'd like the rest of the books to go. We shall see I suppose.

This message was edited 1 time. Last update was at 2020/10/14 13:14:56


Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Shadowy Grot Kommittee Memba






Tycho wrote:
There is no logical reason aggressors/eradicators should be core, but centurions are not. The only argument I can see is gameplay "Uh, when we were writing this, centurions were a problem, so we wanted them nerfed." I'd expect eradicators to lose the keyword in 6-12 months on similar grounds.


Yep. That I think is the one big question mark right now. The design philosophy has, thus far been applied inconsistently both internally, as well as externally. It will be interesting to see how it gets applied going forward. Will DG Demon engines get CORE? If Dreads and Eradicators got it, the DG demon engines should probably get it as well, but if we look at some things in the 'Cron dex it makes me wonder if they will, or if they will just create a new aura to get around not giving them core. From what we've seen so far, I can see them backing off of this core thing pretty quickly. I actually think it's a good idea, but I'm not sure how well it's going to work given how they've applied it so far.

For the record, I think the 'Cron dex probably comes closer to getting it "right" so far. In terms of the over-all game, it feels like the 'cron dex is more how I'd like the rest of the books to go. We shall see I suppose.


yeah, I'm sure it will be.

SM Standard: everything gets to be core. It's perfectly lore-friendly for you to be able to powergame successor chapter traits and get absolutely everything from a codex chapter of your choice.

Everyone Else Standard: Only Ork Boyz are core, every ability buff stratagem and psychic power in the codex gets changed to CORE only. Fielding non-boyz units breaks the lore of the orks, who are 99.999% boyz.

"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
Quick-fingered Warlord Moderatus




yeah, I'm sure it will be.

SM Standard: everything gets to be core. It's perfectly lore-friendly for you to be able to powergame successor chapter traits and get absolutely everything from a codex chapter of your choice.

Everyone Else Standard: Only Ork Boyz are core, every ability buff stratagem and psychic power in the codex gets changed to CORE only. Fielding non-boyz units breaks the lore of the orks, who are 99.999% boyz.


Oh man! I was thinking about the potential issues core creates with DE, but I didn't even consider the Orks. They've been built up over the years so that, theoretically, if we go by the fluff, almost everything but Stormboyz and the 'naughts should be core, but they also have almost no auras to speak of, so what's the point? So then, do you skip "core" for them, or do yo give them auras like everyone else?

I can see this going the way of past editions where they say something like "If your Warlord is a Wartrike", bikers are core, if your warlord is a Warboss, boyz and nobz are core, etc etc. I just hope the units get appropriate buffs if that's the case. It takes away a certain amount of freedom, so one would hope there would be a coresponding payoff.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in gb
Dakka Veteran



Dudley, UK

the_scotsman wrote:
 Xenomancers wrote:
the_scotsman wrote:
LOL, doomstalkers OP?

You mean that unit that has a D6 shot, D6 damage gun? just one of them?

Yeah, that's the kind of reliability that just SCREAMS "Tournament Unit" isn't it?

Nothing like rolling that D6 for your unit's shots that you now cannot reroll, and getting a 1. Whoops, 140pts of model is shooting 1 lascannon this turn, hahahahaah!
It is blast so that is something. It all averages out and sometimes it does excessive damage. It's always str 10 and ap-5 though so it's really not any more random that lesser weapons. It's not OP but for 140 points it is a top tier unit.


Frankly, I would be amazed if the doomstalker saw significant play competitively. Compared to a piece like an Onager Dunecrawler with NL, the amount of reliability that you gain from having easily accessible rerolls to hit and min-3 damage is well worth the drop from D6 hits to D3, and we haven't seen a lot of those tearing it up in competitive play either. Stacking a large amount of points into something that you have to also buff to make it reliable, screen to keep it from being tied up, and at the end of the day you STILL might just get voip'd out of existence by one of several hyperefficient suicide antitank units running around in the current meta...it just doesn't seem like a unit you'd bring to the board to do your tank killing.

Not when you've got the supreme reliability of CHARACTER-protected, damage-capped t7 4++ ctan with apocalyptically powerful antitank capabilities in the same arsenal.

Do you have a different definition of "Top Tier" than I'm using here? in my eyes for something to be top tier, I'd say it'd be "something I'd consider taking in a tournament army list." I cannot come up with a reason to take a doomstalker over a ctan for that purpose. Or heck - a Doom Scythe. For 60 more points, I get

1) An extra 10 tesla shots. Not amazing, but nice.

2) the ability to reserve for 1cp if my opponent has a unit like erads/rets waiting to instapop it, so I guarantee 1 round of shots.

3) Heavy 3 instead of d6 shots, and damage 3+d3 instead of D6.

4) cares more about line of sight than pretty much any long range antitank (can't move and shoot at full effectiveness) vs could not give less of a gak about any of that because it can basically be anywhere.

The doomstalker seems to suffer the same exact problems that cause people to consider the Vindicator unusably bad. What is the distinction there?


Do not engage the board's ur-example of the Dunning-Kruger effect.
   
Made in us
Terrifying Doombull




 Denegaar wrote:
Voss wrote:

That said, dark eldar (as they're currently organized) might be a messy exception to that, simply because GW has made such as mess of the 'subfactions.'
Though equally likely, I could see dark eldar having NO Core at all, just characters and strats that only affect Kabals, Cults OR Covens, but never more than one.

But I still hope that DE (and CE) just get massive overhauls to drag them out of the pits of neglect they've been summarily tossed into, making that sort of speculation moot.


I hope GW listens to you on the last part.

But we are going to have CORE in our army. Out of the 3 buffs we are using in our lists right now (we have a couple more, but can be neglected), two of them enter into the category of "no no" for GW.

- Archon buffing Ravagers (no no)
- Drazhar buffing himself (no no) and Incubi (that's fine)
- Haemonculous buffing Covens (I guess that's going to stay)

So I guess everything can get CORE (inside the subfaction restriction) but vehicles. I hope Pain and Parasite Engines get it, at least.


None of that requires Core:
Archon adds 'infantry' tag to the text of his buff.
Drazhar buff would be non character Incubi units
Haemonculus would just be <coven>


DE sub factions are a mess, but they can be worked around, if GW really wants to pursue that madnes. Daemons really have the same problem, where subfactions matter a lot more than what gets the theoretical Core tag.

This message was edited 1 time. Last update was at 2020/10/14 13:55:31


Efficiency is the highest virtue. 
   
Made in us
Longtime Dakkanaut





BrianDavion wrote:
Karol wrote:
BrianDavion 792902 10955387 wrote:

Centurions might not have core because GW sees them as a support platform that's "not commonly used in a typical marine force" not saying I agree with it, but that's the best I can fathom it, or.... yeah this is just GW nerf hammering centurions again


But aren't dreadnoughts in both the tactical and warsuit version core? There is no way a centurion suit is more rare then a suit termintor armour for regular marines.


Dreadnoughts are core, the Warsuit is NOT.


Tactical Dreadnought is a more obscure term for Terminators, he might have meant Dreads and Termies and just worded it strangely.

   
Made in us
Omnipotent Necron Overlord






 Eonfuzz wrote:
 Xenomancers wrote:
Erads are a joke. No way they exist much longer than a few weeks like this. Marines stuff that is OP gets nerfed quickly. I also doubt outflank continues to exist ether. Remember turn 1 deepstrike in 8th? That didn't take long to nerf after that created so much problems.


Hmm yes, I too remember how quickly the whole last year and a half of 8th nerfed marines. Yes yes. Tell it to the world how it is Xeno.
Marines need the power level to keep up with units such as the Stompa and Squigbuggy clearly

I seem to remember supplements getting released and nerfed within a month or 2 with massive changes to how doctrines worked and then a world wide pandemic brought the game to a screeching halt. Now we are here. This Marine codex was written between 3-6 months ago and is a direct result of everything at the beginning of the year.

Aggressors nerfed
Centurions nerfed
Even Repulsor executioners nerfed (for the 4th time now) Thanks Ironhands.

It would be great if you could refute my argument with an example of some kind of lasting marine unit that is allowed to dominate for extended periods instead of making really weak personal attacks which are out of context and ironically true in the case of buggies. Stompas I only defended as being not that bad and can be played around. You know that though. So I am just humoring you with a response.

My point remains true that marine units that are over the top get fixed relatively quick compared to things like...really like any other army. Unless youre nids. Nids also get squashed pretty quickly if they have anything that works.



If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Tycho wrote:
There is no logical reason aggressors/eradicators should be core, but centurions are not. The only argument I can see is gameplay "Uh, when we were writing this, centurions were a problem, so we wanted them nerfed." I'd expect eradicators to lose the keyword in 6-12 months on similar grounds.


Yep. That I think is the one big question mark right now. The design philosophy has, thus far been applied inconsistently both internally, as well as externally. It will be interesting to see how it gets applied going forward. Will DG Demon engines get CORE? If Dreads and Eradicators got it, the DG demon engines should probably get it as well, but if we look at some things in the 'Cron dex it makes me wonder if they will, or if they will just create a new aura to get around not giving them core. From what we've seen so far, I can see them backing off of this core thing pretty quickly. I actually think core is a good idea, but I'm not sure how well it's going to work given how they've applied it so far.

For the record, I think the 'Cron dex probably comes closer to getting it "right" so far. In terms of the over-all game, it feels like the 'cron dex is more how I'd like the rest of the books to go. We shall see I suppose.

Isn't the new Death Guard character gw previewed supposed to buff daemon engines? If so I'd say they won't be CORE, you'd need him if you want to buff your daemon engines, similar to how loyalists need a techmarine to buff their vehicles. I could see them doing the same for the Undivided Legions with disco lords and maybe MoPs, with our infantry, bikes and dreadnoughts being CORE just like loyalists. It's not what I'd prefer though. I'd rather they return to how it was in previous editions, where loyalists needed their leaders for support, while csm didn't, because they had better base stats, and our characters were mostly just tough beat sticks.
   
Made in it
Longtime Dakkanaut





 Xenomancers wrote:
 Eonfuzz wrote:
 Xenomancers wrote:
Erads are a joke. No way they exist much longer than a few weeks like this. Marines stuff that is OP gets nerfed quickly. I also doubt outflank continues to exist ether. Remember turn 1 deepstrike in 8th? That didn't take long to nerf after that created so much problems.


Hmm yes, I too remember how quickly the whole last year and a half of 8th nerfed marines. Yes yes. Tell it to the world how it is Xeno.
Marines need the power level to keep up with units such as the Stompa and Squigbuggy clearly

I seem to remember supplements getting released and nerfed within a month or 2 with massive changes to how doctrines worked and then a world wide pandemic brought the game to a screeching halt. Now we are here. This Marine codex was written between 3-6 months ago and is a direct result of everything at the beginning of the year.

Aggressors nerfed
Centurions nerfed
Even Repulsor executioners nerfed (for the 4th time now) Thanks Ironhands.

It would be great if you could refute my argument with an example of some kind of lasting marine unit that is allowed to dominate for extended periods instead of making really weak personal attacks which are out of context and ironically true in the case of buggies. Stompas I only defended as being not that bad and can be played around. You know that though. So I am just humoring you with a response.

My point remains true that marine units that are over the top get fixed relatively quick compared to things like...really like any other army. Unless youre nids. Nids also get squashed pretty quickly if they have anything that works.




SM were actually nerfed 5 times in a row, counting this last codex, and I'm probably forgetting some.
GW didn't exactly sit on its thumbs, it is simply that the first iteration of SM 2.0 was THAT busted, and even with all these consecutive nerfs they are still quite good.

   
Made in us
Quick-fingered Warlord Moderatus




Isn't the new Death Guard character gw previewed supposed to buff daemon engines? If so I'd say they won't be CORE, you'd need him if you want to buff your daemon engines, similar to how loyalists need a techmarine to buff their vehicles. I could see them doing the same for the Undivided Legions with disco lords and maybe MoPs, with our infantry, bikes and dreadnoughts being CORE just like loyalists. It's not what I'd prefer though. I'd rather they return to how it was in previous editions, where loyalists needed their leaders for support, while csm didn't, because they had better base stats, and our characters were mostly just tough beat sticks.


Yeah, far as I know, he is suppose to buff the engines. That's why I mentioned them "finding a way around it". I'm nervous about that character in particular because most of our DG demon engines are fast and want to go FORWARD. Looks like (form viewing the model itself - this just conjecture based on that image and GW's past history), in classic Gdubs fashion, we're getting a guy who probably only moves 4" and halves his advance rolls but will still need to be with 7" to buff anything. All for our demon engines that move 10+ inches a turn ... hopefully we get access to some kind of native warp time ....

IDK - this and the Ork things I mentioned are why I'm skeptical of "core" in general. It almost seems like maybe it was better off just being a "fix" for marine specific problems? I still like the idea of core. Just don't know how well they will execute on it as we're already seeing signs of significant inconsistencies.

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Tycho wrote:
Spoiler:
Isn't the new Death Guard character gw previewed supposed to buff daemon engines? If so I'd say they won't be CORE, you'd need him if you want to buff your daemon engines, similar to how loyalists need a techmarine to buff their vehicles. I could see them doing the same for the Undivided Legions with disco lords and maybe MoPs, with our infantry, bikes and dreadnoughts being CORE just like loyalists. It's not what I'd prefer though. I'd rather they return to how it was in previous editions, where loyalists needed their leaders for support, while csm didn't, because they had better base stats, and our characters were mostly just tough beat sticks.


Yeah, far as I know, he is suppose to buff the engines. That's why I mentioned them "finding a way around it". I'm nervous about that character in particular because most of our DG demon engines are fast and want to go FORWARD. Looks like (form viewing the model itself - this just conjecture based on that image and GW's past history), in classic Gdubs fashion, we're getting a guy who probably only moves 4" and halves his advance rolls but will still need to be with 7" to buff anything. All for our demon engines that move 10+ inches a turn ... hopefully we get access to some kind of native warp time ....

IDK - this and the Ork things I mentioned are why I'm skeptical of "core" in general. It almost seems like maybe it was better off just being a "fix" for marine specific problems? I still like the idea of core. Just don't know how well they will execute on it as we're already seeing signs of significant inconsistencies.

He's in terminator armor isn't he? I'm guessing he can deep strike in once the fast movers are in position in order to buff them, or hang back with the PBCs. Not saying that'll be good, but it sounds like what gw would expect. Personally I'm wondering if they'll actually make warp smiths useful by giving them an ability to buff our tanks. And a new model, the current one is showing its age.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Regarding the whole 'Core' debate, I think the real issue is that 'Core' is such a meaningless term.

With keywords like 'Destroyer' or 'Canoptek', you have a key theme to work with. Keywords like 'Terminator' give you not only a theme but also a distinct aesthetic, so that it's pretty obvious whether a given model belongs to that theme or not.

But what is Core supposed to mean?

"Well obviously it's units that form the core of any army!" I imagine many of you saying.

Well this explains why troops are core, but it fails to explain why HQs aren't core. Is leadership not also the core of any army? That's certainly what the detachment system seems to be based around. I could maybe understand special characters not being core, but generic HQs also not being core seems completely out of whack with everything else. And with Necrons it's even stranger as Lychguard are core. So it's vitally important that every Necron army has a faithful core of royal guard, but irrelevant whether those guards have anyone to protect?

And if it's because HQs aren't numerous enough, then you're going to have to explain to me why Scarabs aren't core - when they're as numerous and ubiquitous as it gets.

I suppose what I'm saying is that 'Core' seems like a misleading term, when many units that fall under that umbrella are not actually core units (either in fluff terms or in list-building), whilst units that would seem to be core are nevertheless excluded from the 'Core' keyword.

I get what they were trying to do. Kind of. But it just seems like such a messy and illogical way of going about it, and all to preserve a mechanic that really should have died off in 9th anyway.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut




Salt donkey wrote:


I don’t exactly get what your argument here is. Plenty of melee beatstick a are seeing play right now. Greater demons, custode terminators, space marine smash characters, deathshroud terminators, oh and Ghaz, are all popular meta choices. Also the reason why most melee beatsticks fail is because of fragility, which the nightbringer is not. You make it sound like he will fold like wet tissue paper against most armies, but I have a hard time seeing this. What lists are necrons struggling with? We where talking about the marine matchup in this thread, and he seems great there as marines don’t have many great ways to do wounds to him outside of melee and shooting (most marine lists use minimal pyskers, and many of these exist to buff). Custodes are absolutely terrified of him. Same thing with sisters of battle (which got a lot better with the melta rules change). Honestly it’s seems to me he’ll struggle more aginst lower tier armies, like Tyranids, craftworlds, and thousands sons. Demons would be bad if they had any shooting.

Also you are right that the mortal wound output he brings is a big selling point. Kills a lot of meta threats quite well.


My point is the C'tan aren't actually very effective as melee beatsticks. Even Nightbringer (a) doesn't hit very hard for his points except against high invuln/FNP targets, and (b) has no good delivery mechanism for getting into combat in the first place. A model that only moves 8" and can't advance and charge or deep strike is pretty limited as a melee threat because it has very limited ability to choose its target. Nightbringer is only actually effective in combat if he can choose his target, because the only things he is actually good at killing for his points are stuff with high invulns or FNPs that he can negate. But if a smart opponent can just lead him on a merry chase while wearing him down over a couple turns, it doesn't really mater how good he is at killing high invuln high FNP targets, because he'll never get to.

The C'tan powers end up being a big selling point because it at least allows him to do *something* while he's getting moveblocked and screened and otherwise neutralized.
   
Made in us
Shadowy Grot Kommittee Memba






yep. it's a lot like Doctrines (and now, their equivalents sent in to help other factions Keep Up With The Joneses) and like Formations in previous editions.

What...exactly, are these rules in place to actually convey? Why does a space marine devastator with a lascannon shoot his first shot really good, and then the...laser...gets less...penetrating?

Sisters' prayers have always been represented through acts of faith, through their invuln save, etc, but now it's also like...."oh, and we also get +1" to advance and charges. Because we did pray for that too. We prayed to run good."

These are the kinds of pointless, bloaty fat rules that just get carved out of the game with every new edition shift. And nobody misses them. Remember when "free transports' was core to marines' identity? Remember when there was that dumb, bizarre drop pod+devastators+assault marines formation that did like 60 trillion different little special bonuses because GW made totally unnecessary replacements for those kits and they sold so good that they decided they had to reboot marines completely next time or they wouldn't make any money?


"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
Decrepit Dakkanaut




yukishiro1 wrote:
Salt donkey wrote:


I don’t exactly get what your argument here is. Plenty of melee beatstick a are seeing play right now. Greater demons, custode terminators, space marine smash characters, deathshroud terminators, oh and Ghaz, are all popular meta choices. Also the reason why most melee beatsticks fail is because of fragility, which the nightbringer is not. You make it sound like he will fold like wet tissue paper against most armies, but I have a hard time seeing this. What lists are necrons struggling with? We where talking about the marine matchup in this thread, and he seems great there as marines don’t have many great ways to do wounds to him outside of melee and shooting (most marine lists use minimal pyskers, and many of these exist to buff). Custodes are absolutely terrified of him. Same thing with sisters of battle (which got a lot better with the melta rules change). Honestly it’s seems to me he’ll struggle more aginst lower tier armies, like Tyranids, craftworlds, and thousands sons. Demons would be bad if they had any shooting.

Also you are right that the mortal wound output he brings is a big selling point. Kills a lot of meta threats quite well.


My point is the C'tan aren't actually very effective as melee beatsticks. Even Nightbringer (a) doesn't hit very hard for his points except against high invuln/FNP targets, and (b) has no good delivery mechanism for getting into combat in the first place. A model that only moves 8" and can't advance and charge or deep strike is pretty limited as a melee threat because it has very limited ability to choose its target. Nightbringer is only actually effective in combat if he can choose his target, because the only things he is actually good at killing for his points are stuff with high invulns or FNPs that he can negate. But if a smart opponent can just lead him on a merry chase while wearing him down over a couple turns, it doesn't really mater how good he is at killing high invuln high FNP targets, because he'll never get to.

The C'tan powers end up being a big selling point because it at least allows him to do *something* while he's getting moveblocked and screened and otherwise neutralized.

The generic outflank Strat fixes a lot of mobility issues and with that you can avoid potential mortal wound sources to avoid dying in one turn.

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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Rules on top of rules is the new 40k paradigm though, isn't it? They've seen how successful it is with Magic and are going for the same thing.

The fact that none of these rules serve much purpose is besides the point - the rules themselves *are* the purpose.


Automatically Appended Next Post:
Slayer-Fan123 wrote:

The generic outflank Strat fixes a lot of mobility issues and with that you can avoid potential mortal wound sources to avoid dying in one turn.


Ok, so now you're paying 350 points and 2CP for a single model that doesn't appear until T2 at the earliest, can be easily screened out, and realistically will not make combat the turn it comes in because it has no way to boost its charge from reserves, meaning it has a better than 50% chance of just sitting there where it came in.

Reserving a c'tan would be a massive trap in most games, it makes it even *harder* to choose your target and leaves him swinging in the wind just as much. The issue with the C'tan isn't mobility per se in terms of getting across the board - 8" + an advance role on a FLY model will get you to the enemy's deployment zone on T2 - the issue is in getting the C'tan into the target you want. And putting the C'tan into reserves makes that even harder.

The basic problem is that once a C'tan gets into combat with something it doesn't want to, it has no way to get out. It has to just sit there fighting away, because it can't fall back and charge, and it can't even fall back and cast powers. So they are prime targets for being tarpitted.

If C'tan could charge and cast after falling back I would feel totally differently about them. But they can't, and that makes them of pretty limited value against a good opponent.

This message was edited 2 times. Last update was at 2020/10/14 16:25:09


 
   
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Voss wrote:
None of that requires Core:
Archon adds 'infantry' tag to the text of his buff.
Drazhar buff would be non character Incubi units
Haemonculus would just be <coven>


DE sub factions are a mess, but they can be worked around, if GW really wants to pursue that madnes. Daemons really have the same problem, where subfactions matter a lot more than what gets the theoretical Core tag.


I guess they can stick with the subfaction thing and skip CORE altogether, if they want. We don't have a CORE of the army anyway...

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yukishiro1 wrote:
The basic problem is that once a C'tan gets into combat with something it doesn't want to, it has no way to get out. It has to just sit there fighting away, because it can't fall back and charge, and it can't even fall back and cast powers. So they are prime targets for being tarpitted.


By what though?

I mean sure, the Nightbringer can be tarpitted by 30 boyz. He just doesn't have the swings to chop them all up.
But as Ork players will bemoan - 30 boyz isn't a trivial sum of points.
What sort of unit are you thinking of? If someone tags you with a 100 point unit, odds are you just up and kill it.
   
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You don't need 30 boyz, he won't even kill 10 grots in a round of combat on average. And 10 boyz will do the 3 wounds to him on average, and also not typically die, though you'll have to spend the 2CP to auto-pass morale. Nurglings will make him just break down and cry tears of frustration, and spawn will do the same while actually hurting him back. He literally kills 2.5 nurgling bases or spawn a round. It's pretty bad.

He's good against marines, but necrons are already strong against marines. And if they have something like primaris bikers, those are pretty good at tarpitting him too. Anything 4W or more that's cheap is a problem for him, those 1d6 strikes are so unreliable. And he doesn't cut through transhuman, so even a 5-man intercessor squad can tarpit him for 1CP.

This message was edited 2 times. Last update was at 2020/10/14 17:30:41


 
   
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Voss wrote:
 Denegaar wrote:
Voss wrote:

That said, dark eldar (as they're currently organized) might be a messy exception to that, simply because GW has made such as mess of the 'subfactions.'
Though equally likely, I could see dark eldar having NO Core at all, just characters and strats that only affect Kabals, Cults OR Covens, but never more than one.

But I still hope that DE (and CE) just get massive overhauls to drag them out of the pits of neglect they've been summarily tossed into, making that sort of speculation moot.


I hope GW listens to you on the last part.

But we are going to have CORE in our army. Out of the 3 buffs we are using in our lists right now (we have a couple more, but can be neglected), two of them enter into the category of "no no" for GW.

- Archon buffing Ravagers (no no)
- Drazhar buffing himself (no no) and Incubi (that's fine)
- Haemonculous buffing Covens (I guess that's going to stay)

So I guess everything can get CORE (inside the subfaction restriction) but vehicles. I hope Pain and Parasite Engines get it, at least.


None of that requires Core:
Archon adds 'infantry' tag to the text of his buff.
Drazhar buff would be non character Incubi units
Haemonculus would just be <coven>

DE sub factions are a mess, but they can be worked around, if GW really wants to pursue that madnes. Daemons really have the same problem, where subfactions matter a lot more than what gets the theoretical Core tag.


At this point the DE really should have three books.

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yukishiro1 wrote:
You don't need 30 boyz, he won't even kill 10 grots in a round of combat on average. And 10 boyz will do the 3 wounds to him on average, and also not typically die, though you'll have to spend the 2CP to auto-pass morale. Nurglings will make him just break down and cry tears of frustration, and spawn will do the same while actually hurting him back. He literally kills 2.5 nurgling bases or spawn a round. It's pretty bad.

He's good against marines, but necrons are already strong against marines. And if they have something like primaris bikers, those are pretty good at tarpitting him too. Anything 4W or more that's cheap is a problem for him, those 1d6 strikes are so unreliable. And he doesn't cut through transhuman, so even a 5-man intercessor squad can tarpit him for 1CP.


I will acknowledge that there are a few bad tarpits out there for him. He does at least still get to use his powers while he is in CC, so you are still quite possible dealing a large amount amount of damage at the targets you need to. I'd also like to point out that if an opponent is able to tarpit you with Nurglings or Intercessors, then this is probably more due to a mistake on your part than a brilliant play on theirs.

That being said, unless it starts to shift, the meta is mostly marines and very elite elite armies. The Nightbringer is excellent at dealing with Custodes, Harlequins, Marines and everything in DG bar Nurglings, and it seems like a lot of the recent Deathguard lists are only taking 6-9 nurglings. We've even started to see a resurgence Ad Mech, for which the Nightbringer is very well suited for dealing with.

The Ork Mobs lists and Slaanesh daemons list, The nightbringer is not quite as well suited for.

So, I really think right now the Nightbringer is an excellent piece of tech in lists that performs fwell or the most part well against top armies. There are some matchups where it doesn't perform as well, but even then I would not be unhappy if he tarpitted a unit of 26 Daemonettes for a few turns before wiping them out.

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 Sasori wrote:
yukishiro1 wrote:
You don't need 30 boyz, he won't even kill 10 grots in a round of combat on average. And 10 boyz will do the 3 wounds to him on average, and also not typically die, though you'll have to spend the 2CP to auto-pass morale. Nurglings will make him just break down and cry tears of frustration, and spawn will do the same while actually hurting him back. He literally kills 2.5 nurgling bases or spawn a round. It's pretty bad.

He's good against marines, but necrons are already strong against marines. And if they have something like primaris bikers, those are pretty good at tarpitting him too. Anything 4W or more that's cheap is a problem for him, those 1d6 strikes are so unreliable. And he doesn't cut through transhuman, so even a 5-man intercessor squad can tarpit him for 1CP.


I will acknowledge that there are a few bad tarpits out there for him. He does at least still get to use his powers while he is in CC, so you are still quite possible dealing a large amount amount of damage at the targets you need to. I'd also like to point out that if an opponent is able to tarpit you with Nurglings or Intercessors, then this is probably more due to a mistake on your part than a brilliant play on theirs.

That being said, unless it starts to shift, the meta is mostly marines and very elite elite armies. The Nightbringer is excellent at dealing with Custodes, Harlequins, Marines and everything in DG bar Nurglings, and it seems like a lot of the recent Deathguard lists are only taking 6-9 nurglings. We've even started to see a resurgence Ad Mech, for which the Nightbringer is very well suited for dealing with.

The Ork Mobs lists and Slaanesh daemons list, The nightbringer is not quite as well suited for.

So, I really think right now the Nightbringer is an excellent piece of tech in lists that performs fwell or the most part well against top armies. There are some matchups where it doesn't perform as well, but even then I would not be unhappy if he tarpitted a unit of 26 Daemonettes for a few turns before wiping them out.
I do imagine the void or nightbringer are going to be escorted by something like...10 wraiths...or at the very minimum - tomb blades clearing out a path. Roll out your CCB with relic staff with him and they can tag team most threats in CC and he gives shooty support. Tarpitting my 350 point destructor beast aint happening.

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the_scotsman wrote:
yep. it's a lot like Doctrines (and now, their equivalents sent in to help other factions Keep Up With The Joneses) and like Formations in previous editions.

What...exactly, are these rules in place to actually convey? Why does a space marine devastator with a lascannon shoot his first shot really good, and then the...laser...gets less...penetrating?

Sisters' prayers have always been represented through acts of faith, through their invuln save, etc, but now it's also like...."oh, and we also get +1" to advance and charges. Because we did pray for that too. We prayed to run good."

These are the kinds of pointless, bloaty fat rules that just get carved out of the game with every new edition shift. And nobody misses them. Remember when "free transports' was core to marines' identity? Remember when there was that dumb, bizarre drop pod+devastators+assault marines formation that did like 60 trillion different little special bonuses because GW made totally unnecessary replacements for those kits and they sold so good that they decided they had to reboot marines completely next time or they wouldn't make any money?



Whilst I agree in principle, the doctrines is to represent the rhythm of a marine attack, soften the big stuff up at range while moving forwards, core of the army then lays waste in bolter range followed by an assault to clear out stragglers.

The Sisters one is a little more hand wavey but its literal diving intervention iirc, loyalty (mono faction conveniently) driving them to receiving blessings for the battle via prist, holy water, golden light or w/e.

Both are nice and characterful but from a rules perspective it smacks of "we had to think of something to stop you taking allies"
   
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If they have units that can tarpit him, there's not really any way you can avoid it besides not getting engaged until they're all eliminated...in which case you're not in melee with what you want to be either. There's no way to avoid getting tarpitted once you engage, they just withdraw whatever you attacked (assuming it isn't dead) and then charge the tarpit in instead. If you can't charge anything within move + charge range of the nurglings/intercessors/etc, you aren't going to be charging anything you want to charge.

Quins can mostly just avoid him and have damage potential in 3 phases, marines can tarpit him with literally any 5-man, 2W+ squad in their army for 1CP with transhuman. He's excellent against Custodes, no arguments there. DG can not only tarpit him with nurglings OR spawn, they can also easily remove 3 wounds in both shooting and combat along with probably 1d3 in the psychic if you commit him and they they want to, meaning they will reliably kill him in 2 rounds.

Don't get me wrong, he'll make your opponent pay attention to him for sure. I'm just not convinced he's actually all that effective against a good player who knows how to counter him. Like I said, if he could fall back and charge and use powers, I'd feel totally different about him, but that's a massive limitation to be exploited by someone who knows how to play the game.
   
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Dudeface wrote:
the_scotsman wrote:
yep. it's a lot like Doctrines (and now, their equivalents sent in to help other factions Keep Up With The Joneses) and like Formations in previous editions.

What...exactly, are these rules in place to actually convey? Why does a space marine devastator with a lascannon shoot his first shot really good, and then the...laser...gets less...penetrating?

Sisters' prayers have always been represented through acts of faith, through their invuln save, etc, but now it's also like...."oh, and we also get +1" to advance and charges. Because we did pray for that too. We prayed to run good."

These are the kinds of pointless, bloaty fat rules that just get carved out of the game with every new edition shift. And nobody misses them. Remember when "free transports' was core to marines' identity? Remember when there was that dumb, bizarre drop pod+devastators+assault marines formation that did like 60 trillion different little special bonuses because GW made totally unnecessary replacements for those kits and they sold so good that they decided they had to reboot marines completely next time or they wouldn't make any money?



Whilst I agree in principle, the doctrines is to represent the rhythm of a marine attack, soften the big stuff up at range while moving forwards, core of the army then lays waste in bolter range followed by an assault to clear out stragglers.

The Sisters one is a little more hand wavey but its literal diving intervention iirc, loyalty (mono faction conveniently) driving them to receiving blessings for the battle via prist, holy water, golden light or w/e.

Both are nice and characterful but from a rules perspective it smacks of "we had to think of something to stop you taking allies"


And yet, evidence shows that even among armies that don't get Doctrine-equivalent rules, just shifting from the previous CP-structure to the new one, where bringing allies brings with it a small CP price, solved that particular problem almost completely.

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"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!!"

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 Denegaar wrote:
Voss wrote:
None of that requires Core:
Archon adds 'infantry' tag to the text of his buff.
Drazhar buff would be non character Incubi units
Haemonculus would just be <coven>


DE sub factions are a mess, but they can be worked around, if GW really wants to pursue that madnes. Daemons really have the same problem, where subfactions matter a lot more than what gets the theoretical Core tag.


I guess they can stick with the subfaction thing and skip CORE altogether, if they want. We don't have a CORE of the army anyway...


watch them make our mercenaries the only non-core models "to prevent them from getting auras". I wouldnt even be surprised, clearly GW doesnt know wtf drukharis are after that PA
   
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Or the buffs are going to be locked behind covens. So a wych is going to buff core wych units. Archon kabalites etc.

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Karol wrote:
Or the buffs are going to be locked behind covens. So a wych is going to buff core wych units. Archon kabalites etc.


That's how it works now without CORE.

Archons can only buff Kabals (reroll 1s to hit), Succubus only buff Cults (reroll 1s to hit in fight phase) and Haemonculous only buff Covens (+1 thoughness). Drazhar only buffs Incubi (+1 to wound rolls).

They can add another layer with CORE, but that's only going to decrease the already low utility of our auras.

This message was edited 2 times. Last update was at 2020/10/14 19:44:51


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Could make stuff like the Archon's aura affecting Kabal and Core. Then wyches and wracks get Core. So buffs affect everyone from the sub-army plus the basic troops from the other two.

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Necron's Core units are those who have a relationship with the Noble. The canopteks don't have core because they are ruled by Crypteks. Destroyers don't have core because they are machines who focus soley on the destruction of their enemies.

The Necron player who claims that they lost so much because of the core rule is false. Almost every unit has an HQ choice that provides synergy with each unit. Nobles for core units, crypteks for canopteks, and Skorpekh or lokhust lords for destroyers. Vehicles, Flayed Ones, and Triarch Praetorians are the only units in the codex that don't receive a buff from ICs.

Almost every unit received a buff the unit may be different but the new Necron codex is better.

   
 
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