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Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Here's the balance dataslate.
The Warhammer 40,000 studio explains:

“This Balance Dataslate is a fairly light touch in comparison to the previous iteration, as the points changes in this season’s Munitorum Field Manual address the more general outliers in balance. As the Nachmund season gets underway, changes to the Grand Tournament Mission Pack, coupled with these points updates, should provide an exciting new state of play. It should take a little bit of time for a new meta-game to emerge.

“That said, we recognise both from our playtesting and from community feedback that points drops to certain Drukhari units, notably Haemonculus Covens, have put them out of sync with the most other units in the codex and game.”

“We thought it appropriate to limit the power of the synergies and combos available to certain Haemonculus Covens units. Removing the <CORE> keyword from both varieties of Pain Engine (the Talos and the Cronos) is intended to reduce their efficiency and provide a more balanced field of compelling options within the Drukhari codex. They remain terrifying units on the tabletop – as they rightly should be – but they should feel a little less oppressive this season.

“We also tweaked the Artists of the Flesh Obsession so that it only applies to weaponry below Strength 8. This small tweak should reduce its utility while maintaining its efficacy in most situations and bring it more in line with the other available Obsessions.”

There is also a bundle of FAQs for more or less every Warhammer 40,000 release to date, from the Core Book to the Imperial Armour Compendium, and everything in between. Check them all out here, to see all the nitty-gritty changes for your faction.


Most of the changes are already known, but there's a lot of Power Rating updates in that document too.

This message was edited 1 time. Last update was at 2022/02/04 13:18:30


 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

They've also updated a bunch of the FAQs today.
   
Made in gb
Decrepit Dakkanaut







beast_gts wrote:
They've also updated a bunch of the FAQs today.

Though in a few of them there doesn't seem to be any clear sign of what has been changed, which is helpful...

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

I'm not going through all of these. Nothing has changed for CSM or our fw units. I'm sure everyone will be along to celebrate/complain about any changes to their factions soon enough.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Dysartes wrote:
beast_gts wrote:
They've also updated a bunch of the FAQs today.

Though in a few of them there doesn't seem to be any clear sign of what has been changed, which is helpful...


Nice of them to have the blue/magenta text to call out the changes, but have nothing highlighted. I checked a few, they had new version numbers, but nothing colored. I don’t care enough to sift through them looking for changes. Hopefully they will update the downloads with copies correctly marked up.

   
Made in us
Longtime Dakkanaut




Let’s screw orks again and just remove the entire point of trukk boys while lightly adjusting drukari.

Wtf is wrong with Gw and thier playtesters. Still bitchin about orks after a dozen serious nerfs to units even though they only have a 55% win rate the entire time and isnt even placing in tournaments pre chapter approved gutting.
   
Made in ca
Secretive Dark Angels Veteran



Canada

So they clearly define Table Quarters now. It also looks like you can Auspex Scan (or its equivalent from a different faction) units that disembark from a Drop Pod.

All you have to do is fire three rounds a minute, and stand 
   
Made in ch
The Dread Evil Lord Varlak





Truckboyzs are no more, because of course.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

They killed the only good way to run Boyz? Yeeesh. Guess they finally got tired of kicking CSM's rotting corpse and moved to Orks. Ouch.
   
Made in fi
Locked in the Tower of Amareo





gungo wrote:
Let’s screw orks again and just remove the entire point of trukk boys while lightly adjusting drukari.

Wtf is wrong with Gw and thier playtesters. Still bitchin about orks after a dozen serious nerfs to units even though they only have a 55% win rate the entire time and isnt even placing in tournaments pre chapter approved gutting.


Well 55% is 5% higher than any faction should have.

2024 painted/bought: 109/109 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Not knowing truckboyz, what did they lose exactly?
   
Made in us
Terrifying Doombull




 bullyboy wrote:
Not knowing truckboyz, what did they lose exactly?

Good question. They're not mentioned in the 'dataslate' and their FAQ didn't get updated.


Ooo. They did finally clarify that flyers actually can charge aircraft. (Core rulebook errata). And that additional attacks for a pair of weapons is _1 attack_, not 1 attack for each weapon.

This message was edited 1 time. Last update was at 2022/02/04 14:39:07


Efficiency is the highest virtue. 
   
Made in us
Stealthy Warhound Titan Princeps






Trukk Boyz lost charging after disembark after moving.

Core rules update.

This message was edited 2 times. Last update was at 2022/02/04 14:41:01


I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in us
Ork Boy Hangin' off a Trukk





Was there a combo to allow trukkboyz to disembark after the trukk moved?
   
Made in se
Bonkers Buggy Driver with Rockets





Stockholm, Sweden

Hahaha, then all Ork troop units are completely useless.

Oguhmek paints Orks (and Necrons): 'Ere we go!
 
   
Made in us
Terrifying Doombull




Rihgu wrote:
Trukk Boyz lost charging after disembark after moving.

Core rules update.


So, not so much a nerf as much as they explicitly have to follow basic game rules?

Efficiency is the highest virtue. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Nevelon wrote:
 Dysartes wrote:
beast_gts wrote:
They've also updated a bunch of the FAQs today.

Though in a few of them there doesn't seem to be any clear sign of what has been changed, which is helpful...


Nice of them to have the blue/magenta text to call out the changes, but have nothing highlighted. I checked a few, they had new version numbers, but nothing colored. I don’t care enough to sift through them looking for changes. Hopefully they will update the downloads with copies correctly marked up.
I compared each one before overriding the file. Most of the changes you aren't seeing are removing points changes from previous versions of the FAQ, or questions related to deployment/reinforcements/etc. that are covered by general rule changes so shouldn't be in specific FAQs.

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

 
   
Made in us
Longtime Dakkanaut




Ork-en Man wrote:
Was there a combo to allow trukkboyz to disembark after the trukk moved?

Orks had something called specialist mobs that removed all klan buffs but instead allowed one 10x ork boy unit per detachment to disembark after a trukk moves…

Orks are an assault army and boys have no relevant shooting so essentially trukk boys are useless and boys were already avoided in every other iteration for being just extremely poor.


Automatically Appended Next Post:
Voss wrote:
Rihgu wrote:
Trukk Boyz lost charging after disembark after moving.

Core rules update.


So, not so much a nerf as much as they explicitly have to follow basic game rules?


I mean losing your entire klan/kultur just for the ability to disembark after your transport moves was the entire point of the ability. Normal disembarking allowed you to charge. this nerf just adds a new limitation.

This message was edited 1 time. Last update was at 2022/02/04 14:57:17


 
   
Made in us
Ork Boy Hangin' off a Trukk





After looking into it a little more, I don't see how Trukkboyz are affected. The rule only applies to TRANSPORT models that "Count as Stationary" and the Trukk does not. It relies on the Specialist Mob rule to allow the Trukkboyz to Disembark after the Trukk moves.
   
Made in us
Longtime Dakkanaut




Ork-en Man wrote:
After looking into it a little more, I don't see how Trukkboyz are affected. The rule only applies to TRANSPORT models that "Count as Stationary" and the Trukk does not. It relies on the Specialist Mob rule to allow the Trukkboyz to Disembark after the Trukk moves.

That’s a different nerf… although that’s just a clarification. I don’t know anyone who played that one that way.

The new added rule is the last line in 7.

This message was edited 1 time. Last update was at 2022/02/04 15:02:25


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





Voss wrote:
 bullyboy wrote:
Not knowing truckboyz, what did they lose exactly?

Good question. They're not mentioned in the 'dataslate' and their FAQ didn't get updated.


Ooo. They did finally clarify that flyers actually can charge aircraft. (Core rulebook errata). And that additional attacks for a pair of weapons is _1 attack_, not 1 attack for each weapon.


Wait, does that apply yo Lightning Claws too? So there is absolutely zero reason to not go claw/storm shield instead of dual claw which I did not want to do with my Ravenguard vanvets.
   
Made in us
Ork Boy Hangin' off a Trukk





gungo wrote:
Ork-en Man wrote:
After looking into it a little more, I don't see how Trukkboyz are affected. The rule only applies to TRANSPORT models that "Count as Stationary" and the Trukk does not. It relies on the Specialist Mob rule to allow the Trukkboyz to Disembark after the Trukk moves.

That’s a different nerf… although that’s just a clarification. I don’t know anyone who played that one that way.

The new added rule is the last line in 7.


Which document nerfed Trukkboyz? ETA: Nevermind this question.

Number 7 is about the transport that has, say Inexorable Advance.
Number 8 is about the embarked units that have Inexorable Advance

ETA2: I can see how #7 sounds like it applies more broadly. Not sure anymore.

This message was edited 2 times. Last update was at 2022/02/04 15:12:59


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 bullyboy wrote:
Voss wrote:
 bullyboy wrote:
Not knowing truckboyz, what did they lose exactly?

Good question. They're not mentioned in the 'dataslate' and their FAQ didn't get updated.


Ooo. They did finally clarify that flyers actually can charge aircraft. (Core rulebook errata). And that additional attacks for a pair of weapons is _1 attack_, not 1 attack for each weapon.


Wait, does that apply yo Lightning Claws too? So there is absolutely zero reason to not go claw/storm shield instead of dual claw which I did not want to do with my Ravenguard vanvets.


No, Lighting claws give now +1 attack per weapon like chaisnwords but some weapons like Ork Kill saws said that if you had two, you had an extra attack with that weapon, and many people argueed that was actually +2 attacks (One for each weapon).

TBH that sounded right to me so I played it that way but alas.

 Crimson Devil wrote:

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

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

 
   
Made in it
Longtime Dakkanaut





No, it refers only to weapons which have effects when you pair 2 of them.

Killsaws, falchions, scytals and so on.

This message was edited 1 time. Last update was at 2022/02/04 15:05:32


 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 bullyboy wrote:
Voss wrote:
 bullyboy wrote:
Not knowing truckboyz, what did they lose exactly?

Good question. They're not mentioned in the 'dataslate' and their FAQ didn't get updated.


Ooo. They did finally clarify that flyers actually can charge aircraft. (Core rulebook errata). And that additional attacks for a pair of weapons is _1 attack_, not 1 attack for each weapon.


Wait, does that apply yo Lightning Claws too? So there is absolutely zero reason to not go claw/storm shield instead of dual claw which I did not want to do with my Ravenguard vanvets.

No. It applies to things like Hellbrute Fists that say "add 1 to this model's attacks if it is armed with two of these". Double Lighting Claws are fine.

Edit: Double ninjad!

This message was edited 1 time. Last update was at 2022/02/04 15:10:51


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 H.B.M.C. wrote:
 Nevelon wrote:
 Dysartes wrote:
beast_gts wrote:
They've also updated a bunch of the FAQs today.

Though in a few of them there doesn't seem to be any clear sign of what has been changed, which is helpful...


Nice of them to have the blue/magenta text to call out the changes, but have nothing highlighted. I checked a few, they had new version numbers, but nothing colored. I don’t care enough to sift through them looking for changes. Hopefully they will update the downloads with copies correctly marked up.
I compared each one before overriding the file. Most of the changes you aren't seeing are removing points changes from previous versions of the FAQ, or questions related to deployment/reinforcements/etc. that are covered by general rule changes so shouldn't be in specific FAQs.


Thanks for doing the legwork.

   
Made in us
Stealthy Warhound Titan Princeps






RIP to drop pods, dreadclaws, and assault drills though. No more charging after they disgorge your units.

This message was edited 1 time. Last update was at 2022/02/04 15:18:24


I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Rihgu wrote:
RIP to drop pods, dreadclaws, and assault drills though. No more charging after they disgorge your units.
I gotta wonder, when they write things like this:

Even if a Transport model is subject to such a rule, embarked
models still cannot disembark from that Transport during the
Movement phase if that Transport has already moved, unless
that Transport (or the models embarked within it) have a rule
that explicitly allows them to disembark after the Transport
has moved (but if a unit does so, it cannot then charge during
the same turn).
... do they think it through? Do they realise that this totally changes how things like Drop Pods work, and, more importantly, how inconsistent it makes the rules overall (arrive on the battlefield this way - charge away, but arrive via the main method Marines are known for attacking? Nope! No charges for you!).

So confusing.

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

 
   
Made in us
Stealthy Warhound Titan Princeps






 H.B.M.C. wrote:
Rihgu wrote:
RIP to drop pods, dreadclaws, and assault drills though. No more charging after they disgorge your units.
I gotta wonder, when they write things like this:

Even if a Transport model is subject to such a rule, embarked
models still cannot disembark from that Transport during the
Movement phase if that Transport has already moved, unless
that Transport (or the models embarked within it) have a rule
that explicitly allows them to disembark after the Transport
has moved (but if a unit does so, it cannot then charge during
the same turn).
... do they think it through? Do they realise that this totally changes how things like Drop Pods work, and, more importantly, how inconsistent it makes the rules overall (arrive on the battlefield this way - charge away, but arrive via the main method Marines are known for attacking? Nope! No charges for you!).

So confusing.


Actually re-reading this, this only applies to transports that have a "counts as Remains Stationary" special rule or ability? So it doesn't apply to Drop pods, Dreadclaws, Assault Drills, or Trukks, as far as I'm aware?
I have no clue what unit/units this DOES apply to.

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Doubly confusing in the case of Dreadclaws, Assault Drills, and the Karybdis, because whatever gets out can't charge, but the pod/drill can.
   
 
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