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Made in us
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 Backspacehacker wrote:
In my personal opinion, so take this as you will, on making not just marine tanks, but all tanks not suck, should be this.

Any model that has the vehicle and tank key word should ignore the AP of weapons whos S > the vehicles toughness.



That's greater than. You want T7 Vehicles to ignore AP on Melta, Lascannons, Volcano cannons?

This message was edited 1 time. Last update was at 2022/06/08 19:01:22



 
   
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ERJAK wrote:
 Backspacehacker wrote:
In my personal opinion, so take this as you will, on making not just marine tanks, but all tanks not suck, should be this.

Any model that has the vehicle and tank key word should ignore the AP of weapons whos S > the vehicles toughness.



That's greater than. You want T7 Vehicles to ignore AP on Melta, Lascannons, Volcano cannons?


you understood what he obviously meant.
   
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The dark hollows of Kentucky

tneva82 wrote:
 Gadzilla666 wrote:
 Dysartes wrote:
So, Gad, what do you think of the Kratos datasheet?

I'd say many others have already covered most of what I think already. It's quite odd that so many of its options are the same price, and overall, it's a bit "meh".

One thing, however, that I think people are forgetting when comparing the Kratos to an Achilles, or any other HS unit with <18W (other Land Raiders, Kill Rigs, Tyranofexes, etc), is that because of those 18W, the Kratos can not benefit from Obscurring and Dense cover. So it effectively can't hide, which is a problem in 9th. And since it isn't TITANIC, despite being the size of a Spartan, it doesn't even get the benefits that most 18+ wound models get, like being able to fallback + shoot/charge and ignoring Difficult Terrain of less than 3". In effect, you're getting some of the worst parts of a LoW, without any of the benefits. All you're really dodging is the 1CP you'd end up paying for the SHAD.

So yeah "meh".


Well here knights were hiding in 8e and are still hiding.

Just because you are 18W doesn't mean you are seen through solid wall.

Solid walls? No. Any windows, cracks, etc in Obscurring terrain? Yes. I guess I should have said that it can't hide as easily as a unit with less than 18W. Is that better?
   
Made in au
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Versteckt in den Schatten deines Geistes.

I want the points for a unit to reflect its abilities.

I don't want to be handed a unit that costs X points and told "You can have anything, so might as well take the best stuff as it's no more expensive than the worst stuff!".

I certainly don't want to be handed a unit that costs X points no matter what it's equipped with, but then has add on (ie. pintle) options that do cost points. So those are worth paying more for, but the better guns over the worse guns aren't? That's inconsistent.


This message was edited 2 times. Last update was at 2022/06/09 05:32:51


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

 
   
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Longtime Dakkanaut




 Ordana wrote:
Yes the move away from different points for different options is very concerning. A Nid warrior with Devourer and Scything talon should not be the same cost as one with a Deathspitter and dual boneswords, and based on the points cost it would appear GW is putting the price for both at the cheap end, rather then assuming the most expensive.


Whereas for other factions they get priced on the most expensive (like Orks). Obvious favoritism there.


Automatically Appended Next Post:
chaos0xomega wrote:
Anyway, there is a reality in which the Devourer + scytal warrior is better than the Deathspitter Dual Bonesword warrior - a reality in which more than 50% of likely opponents have toughness 2, 1 wound, and no armor save (so basically somewhere between a grot and a nurgling). Its just that thats a generally unrealistic expectation of the game and the limited corner case scenarios in which the devourer + scytal warrior works out to being matehmatically superior are extremely extremely rare - rare enough that given the option between the two loadouts you would hedge your bets and go for the deathspitter dual bonesword loadout 100% of the time.


That just makes you look like an idiot for suggesting they be the same points then.

This message was edited 1 time. Last update was at 2022/06/09 07:19:45


 
   
Made in fi
Locked in the Tower of Amareo





 Gadzilla666 wrote:
Solid walls? No. Any windows, cracks, etc in Obscurring terrain? Yes. I guess I should have said that it can't hide as easily as a unit with less than 18W. Is that better?


Well that's why people in 8e made already terrain like that...

In practice 9e obscuring hasn't changed that much in los blocking. Solid wall blocked back then, solid wall blocks now.

2024 painted/bought: 109/109 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

I think most people agree that one of the main problems with vehicles in 9th is their survivability, they just don't last against any sort of decent firepower directed their way.

The basic rules of the game (I'm a big proponent of just using the basic rules as I think they are really good - we don't need loads of unique special rules!) have three statistics to represent survivability of a unit.

Toughness, Wounds, Save

The simplest to understand is Save, it represents the armour a unit has. Issues have arisen as GW has upped the AP on loads of weapons this edition whilst Save values have remained the same - they have tried to fix this with AoC and to some degree it has has the desired effect by making things with good saves more survivable.

Wounds, whilst its not stated anywhere that I know of I've always considered wounds to represent the general size of the model (height, width, volumes etc..) the bigger you are the more you have. This seems to hold up in general but GW seems to have forgotten vehicles when they upped the W of many units in 9th edition. A rhino used to have the same wounds as 10 space marines, now it has the same wounds as 5 for instance.

Toughness is a little harder to quantify but seems to represent the general hardyness, durability and sturdyness of a target.
The problem here is that even though the rules are made to cover any value for Toughness in 9th GW have put an artificial cap of T8 on all units it seems (some titans may have T9) this limits design space alot, making things like a landraider T9 would be a great way to up their durability.

To fix vehicle durability in the context of the modern game I think giving alot of them more wounds would be a good fix and giving some of them extra T including utilising T9 or maybe more in certain cases.
Save is ok with AoC but I would prefer reducing all the extra AP and removing Aoc but that's not really viable.

This message was edited 1 time. Last update was at 2022/06/09 09:33:35


40,000pts
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Made in nl
Longtime Dakkanaut





Doubling vehicles wounds (for example) and doubling AT weapon damage so their relative power stays similar also has the advantage of reducing just how good the 'anti elite' weapons are that often now run double duty since their 2-3D combined with a decent RoF is also great against vehicles.

AoC sounds like a solution to run away AP values but only if you pretend all the other armies that didn't get AoC were somehow ok. (hint, they were not).

What 40k needs more then anything else right now is a complete rebalance of all weapons to reduce lethality.
   
Made in gb
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Luton, England

 Ordana wrote:
Doubling vehicles wounds (for example) and doubling AT weapon damage so their relative power stays similar also has the advantage of reducing just how good the 'anti elite' weapons are that often now run double duty since their 2-3D combined with a decent RoF is also great against vehicles.

AoC sounds like a solution to run away AP values but only if you pretend all the other armies that didn't get AoC were somehow ok. (hint, they were not).

What 40k needs more then anything else right now is a complete rebalance of all weapons to reduce lethality.


I completely agree on the complete rebalancing but thats a few years off I fear.

This edition they have massively upped the damage done by anti-tank weapons but forgot to up the wounds on vehicles along with it

There are some armies that do really suffer from not having AoC in a world of increased AP but not that many. Alot of the armies that didn't get it have near army wide invuln saves or don't really rely on saves at all. The proliferation on invulnerable saves is a big part of the larger armour/AP problem as GW have let it completely run away from them. If they had stuck to the basics of AP then they would have been fine.

AP:0 Most basic anti infantry weapons.
AP:1 Heavy or very good anti infantry weapons.
AP:2 Light anti tank weapons and anti heavyinfantry weapons
AP:3 Anti Tank weapons or very good anti heavy infantry weapons
AP:4 Very good anti tank weapons
AP:5 extremely rare super heavy or esoteric weapons.

Instead of that we have basic anti infantry guns with AP:3 and knives can get similar.

This message was edited 1 time. Last update was at 2022/06/09 12:33:55


40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
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EviscerationPlague wrote:
chaos0xomega wrote:
 H.B.M.C. wrote:
 Gadzilla666 wrote:
It's quite odd that so many of its options are the same price, and overall, it's a bit
It's not odd. It's the current paradigm among the design team. I expect we'll see it more and more over the next few Codices.

Why even have points if you're going to cost everything's options the same. They're not the same.


Not the same doesn't automatically mean they have different value. There are times you want a heavy bolter

Okay, so name the times you want the Heavy Bolter over the Volkite.

I'm still waiting for an answer to this, chaos0xomega
   
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 Ordana wrote:
Yes the move away from different points for different options is very concerning. A Nid warrior with Devourer and Scything talon should not be the same cost as one with a Deathspitter and dual boneswords, and based on the points cost it would appear GW is putting the price for both at the cheap end, rather then assuming the most expensive.


I think that matters when the price of the weapon has a big effect on the model. Raveners getting a gun with practically no downside for no points is a bit silly. Whether or not people will care about saving 10 to 20 points on a 320 point model is debatable.

I'd rather just see all the main gun weapons be useful.


Automatically Appended Next Post:
EviscerationPlague wrote:
Okay, so name the times you want the Heavy Bolter over the Volkite.


Two of the HBs are getting replaced by Calivers ( 2 shots ) - not Culverins ( 4 shots ).

Two HB cause 2.7 wounding hits to a marine. The Volkites cause 1.8 plus an additional 0.4 from the MW. So even with AoC the HB comes out on top.

You would benefit from volkite where you're hitting T3 or T6 and slightly on T5.

The full suite of volkite vs HB is 5.3 vs 5.3 + 1.33. It's not wildly out of place and I'm not sure the couple of points difference is even worth worrying about. You'll certainly feel better about volkite if you roll hot.


This message was edited 7 times. Last update was at 2022/06/09 16:30:09


 
   
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Hecaton wrote:


Automatically Appended Next Post:
chaos0xomega wrote:
Anyway, there is a reality in which the Devourer + scytal warrior is better than the Deathspitter Dual Bonesword warrior - a reality in which more than 50% of likely opponents have toughness 2, 1 wound, and no armor save (so basically somewhere between a grot and a nurgling). Its just that thats a generally unrealistic expectation of the game and the limited corner case scenarios in which the devourer + scytal warrior works out to being matehmatically superior are extremely extremely rare - rare enough that given the option between the two loadouts you would hedge your bets and go for the deathspitter dual bonesword loadout 100% of the time.


That just makes you look like an idiot for suggesting they be the same points then.


No, that makes GW idiots for not making Devourers and Scytals a reasonable equal alternative to Deathspitters and Dual Boneswords. I only delineated GWs approach and philosophy - which is a 100% valid approach - I didn't suggest that they were implementing it well.

Wounds, whilst its not stated anywhere that I know of I've always considered wounds to represent the general size of the model (height, width, volumes etc..) the bigger you are the more you have. This seems to hold up in general but GW seems to have forgotten vehicles when they upped the W of many units in 9th edition. A rhino used to have the same wounds as 10 space marines, now it has the same wounds as 5 for instance.


The same argument kinda works in reverse with weapons though. In older editions of a game a lascannon or a meltagun/multimelta, etc. could potentially destroy any vehicle in the game in a single hit (except once structure points came into play, though IIRC it was still possible with good rolls using certain weapons), and versus certain multiwound infantry models (like terminators, marines, etc.) would automatically kill them in a single hit/wound as well via the instant death rule. Back then, upgrading a weapon to a lascannon generally cost ~20 points and made a lot of sense because even though you only got *one* shot with them per shooting phase (rare shenanigans and special rules notwithstanding) they still could do a lot if that shot was successful.


Today, that same weapon will need 3-5 hits minimum (assuming they wound, etc.) to destroy those same vehicles, and has the potential of leaving the same multiwound infantry models alive even if the hit successfully wounds them... but lascannons still generally work out to a roughly 20 point upgrade on a lot of models that have the option to take them despite the fact that they are now only one-fifth to one-third as lethal as they used to be. Granted, multimeltas faired a bit better (alongside anything that used to be twin-linked) as it received a second shot, but they are still substantially less lethal than they were in their previous incarnations.


So its not the traditional anti-tank weapons which are causing the problem here - while some weapons (Hammerhead Railguns) did become more lethal, in general they overwhelmingly became less lethal and less effective at killing vehicles than they were in previous editions. Instead the problem is the fact that just about every weapon in every army now has the potential to do damage to any vehicle in the game, whereas in the past if you were armed with anything weaker than an autocannon or a plasma gun it generally wasn't worth even bothering to shoot at a vehicle because it was either impossible to harm them or the probability of doing so was so low that it would be a waste of those shots unless you were absolutely desperate and were hoping for a lucky hit.

Increasing toughness and wound counts won't (in my mind) substantially help matters, it will just further devalue the already weak and inefficient AT weapons, whereas people who use massed bolter fire and the like to chip wounds off of tanks (and many do) will be wholly unaffected as they are already rolling 6+ to wound vs a 3+ save in many cases anyway (though some who get the benefit of 5+ to wound against certain vehicles might see that degrade to 6+ in some cases, but still my point stands). Theres a danger here too, because if you up wound counts dramatically enough to fix the vehicle survivability issue and suitably devalue massed small arms as a viable anti-vehicle weapon system, you will need to increase accessibility to weapons like lascannons/meltaguns or increase their ROF/damage output to make up for it.

If you currently need 3-5 hits (again thats a minimum assuming that you wound and bypass saves, etc.) to destroy a vehicle, by upping the wound count you push that number higher. Using your rhino wounds count as an example if currently you need 3 average damage lascannon hits to destroy a rhino, then upping the rhinos wound count to 20 in order to keep consistent with the marines would mean you would need 6 average damage hits to destroy it instead. At that point, you're essentially talking about a single lascannon, etc. per rhino firing away at it as a full time job for 6 turns straight and successfully hitting, wounding, and bypassing armor in order to destroy it by the end of the game. In reality though you need multiple lascannons (or meltaguns, etc.) per rhino or other vehicle firing away at it as a full time job, because not every shot you take is gonna hit, not every hit is gonna wound, not every wound is going to penetrate armor, etc. Likewise you have to account for attrition, a percentage of those lascannons won't survive past the first turn, a percentage won't survive past turn 2, etc. etc. Then you also have to factor in the current paradigm where most games are over by turn 3 or 4, so you need to up the number again to account for that.

Doing some quick back of the envelope math, if you made Rhinos T9 20W with a 2+ save (for example), at BS4+ you would need an average of 36 lascannon shots to destroy a single rhino. Assuming an average game length of 4 turns and 4 rhinos in the typical opposing list, you would need an average of 18 lascannons firing per turn to destroy *half* of those rhinos. Assuming an average of 12.5% of your starting lascannons are lost per turn (if we are targeting 50% destruction of enemy rhinos over the course of 4 turns then its fair to assume 50% destruction of your lascannons over the course of 4 turns), you would effectively need to start the game with about 27 lascannons to destroy just two rhinos assuming everything is average - which is a larger number of lascannons than I've ever seen fielded in any game across my 5 editions playing... just for rhinos. If your opponent focuses fire on lascannon armed models as "high value targets" then you will need even more as they will have a higher attrition rate. This doesn't even begin to account for any other vehicles your opponent might have in their list. In this scenario, its unlikely (if not impossible) that you will ever destroy all 4 rhinos (which may or may not be a problem depending on what your opinion is with regards to the possibility of tabling an opponent). So, an increase in survivability of vehicles without a commensurate increase in lethality of supposed "anti tank" weapons is a recipe for disaster and potentially breaks the game.

In reality, this is emblematic of the sort of problem that exists with the game since the switchover from 7th to 8th ed. 8th and 9th edition were built on the bones of previous editions, and while they made substantial changes in some areas of the game (for example - vehicle statlines/profiles and space marine wound counts) they left other areas of the game largely untouched or didn't adequately adjust it to reflect the "new normal" of the game in the face of other changes (for example - lascannon and melta profiles and weapon costs didn't change much, aside from the addition of d6 damage, but the d6 damage change still results in them being less lethal than they were before). This has obviously thrown a lot of internal and external balance out of whack which they are now struggling to come to grips with.

I would guess that a big part of this is the fact that the OG game designers who did all the math and number crunching in designing the basis for the older editions of the game are all gone now, and the people who are left aren't familiar enough with the underlying system logic, assumptions made, design paradigms, etc. that shaped those numbers in the first place. They have spreadsheets and calculators they can use to figure out stats, points values, and the like and have enough knowhow to calculate probabilities and points efficiencies, etc. but they don't necessarily have the designers notes that explain what the target numbers, ratios, parameters, etc. were for establishing unit survivability/resiliency or weapon lethality, etc. or why those target numbers and ratios are relevent or the mathematical paremeters within which the points system and calculators were intended to work and the necessary design limitations in order to avoid compromising the integrity of the game engine.

I think back to an excerpt from an article penned by Rick Priestly (iirc) that I once read, where he discusses the use of ratios to define movement distances in the game - he argued a normal unit should have a movement speed that corresponds to 1/8th of the table length because it should take it approximately 8 turns to go end-to-end across the table unassisted, a slow unit 1/12th, and a fast unit 1/4th. In other words, in older 40k and WHFB where the table was defined as 48" wide, normal speed units moved 6", fast units moved 12" and slow units moved 4". Weapon ranges were likewise built around this system of ratios (hence oldschool 40k weapons always being in 6" range multiples with a bias towards full 12" increments with only a rare few being at 6" intermediate steps). Unfortuately, he never really bothered to explain the basis for these ratios or why they were important or when/why they should be used or ignored - he could have sound logic and data underlying it, or it could have been something he and the design studio arrived at through trial and error and sussed out as a sort of intrinsic and instinctual truth (i.e. "this feels right" - its quite possible that the entire game was designed that way with the studio arriving at reasonable/approximate conclusions through experimentation without the studio having any understanding of the underlying dynamics that made it work), or he could have pulled it wholly out of a hat. Without the explanation of the "why" there, I can't fault the current design team for ignoring it (not only is the table size smaller but units no longer adhhere to those ratios), assuming they were even aware of it to begin with. If my systems lead handed me documentation that tells me what the design limitations or parameters of something are without any explanation as to why, I would question the validity and utility of it and would treat it with suspicion until I could get clarification on it, I expect any semi-competent game designer at GW would probably feel the same if they were handed Priestly et als design notes and saw something like that too. Anyway, fact of the matter is that this is an example of design logic that the game was quite literally built around back in the day and which was part of the underlying fundamentals around which the entire game system was built around... but its clear that they are no longer following that today, which begs the question: did they move away from it intentionally and knowingly because they disagreed with it with consideration to all the other aspects of gameplay that would be impacted by this deviation? Or did they move away from it because they looked at movement distances and ranges in the game and said "its kinda boring that everyting moves either 6" or 12" - what if these guys went 8" and those fast vehicles could move 14" instead!" without any consideration for why they were structured that way, or what else might be impacted by doing so?

Personally, I think the latter is more likely than the former, purely on the basis that when looking at things like changes to marine wound counts, the shift from vehicle armor profiles to using the standard model profile, etc. there is insufficient evidence that these changes were made with any amount of consideration to the impact they have on broader gameplay or balance, etc. as evidenced by the fact that points values didn't change much (if at all) even as the established ratios and parameters of survivability vs lethality were effectively turned on their head and thrown out the window.

Doubling vehicles wounds (for example) and doubling AT weapon damage so their relative power stays similar also has the advantage of reducing just how good the 'anti elite' weapons are that often now run double duty since their 2-3D combined with a decent RoF is also great against vehicles.

AoC sounds like a solution to run away AP values but only if you pretend all the other armies that didn't get AoC were somehow ok. (hint, they were not).

What 40k needs more then anything else right now is a complete rebalance of all weapons to reduce lethality.


Doubling both is better than only doubling one but not the other, but I think you still run into trouble with "intermediate" weapons that are intended to hunt both light vehicles and heavy infantry. They exist at a sort of crossover point where improving their lethality vs vehicles makes them too lethal vs heavy infantry, but leaving them as is kinda makes them useless as they are already sort of ineffective in their intended role - having insufficient damage output to address vehicles and insufficient rate of fire to address heavy infantry.

EviscerationPlague wrote:
EviscerationPlague wrote:
chaos0xomega wrote:
 H.B.M.C. wrote:
 Gadzilla666 wrote:
It's quite odd that so many of its options are the same price, and overall, it's a bit
It's not odd. It's the current paradigm among the design team. I expect we'll see it more and more over the next few Codices.
Why even have points if you're going to cost everything's options the same. They're not the same.

Not the same doesn't automatically mean they have different value. There are times you want a heavy bolter

Okay, so name the times you want the Heavy Bolter over the Volkite.

I'm still waiting for an answer to this, chaos0xomega


Its embarrassing for you to try to be a tough guy and call me out when I answered that exact question in pretty simple terms on the previous page. Go look for it - hint: ctrl + f "volkite" (no quotes) - its the last hit you'll get on page 4.

This message was edited 3 times. Last update was at 2022/06/09 17:02:02


CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
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chaos0xomega wrote:
No, that makes GW idiots for not making Devourers and Scytals a reasonable equal alternative to Deathspitters and Dual Boneswords.


Why should they have to?
   
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The Great State of New Jersey

Hecaton wrote:
chaos0xomega wrote:
No, that makes GW idiots for not making Devourers and Scytals a reasonable equal alternative to Deathspitters and Dual Boneswords.


Why should they have to?


Because thats the concept around which they are attempting to balance those weapons and why those weapons have no points costs associated with them. If they want those weapons to be equally viable (which is a prerequisite for those weapons all having an equal cost of 0 pts) then they need to make them equal alternatives.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
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NE Ohio, USA

EviscerationPlague wrote:
EviscerationPlague wrote:
chaos0xomega wrote:
 H.B.M.C. wrote:
 Gadzilla666 wrote:
It's quite odd that so many of its options are the same price, and overall, it's a bit
It's not odd. It's the current paradigm among the design team. I expect we'll see it more and more over the next few Codices.

Why even have points if you're going to cost everything's options the same. They're not the same.


Not the same doesn't automatically mean they have different value. There are times you want a heavy bolter

Okay, so name the times you want the Heavy Bolter over the Volkite.

I'm still waiting for an answer to this, chaos0xomega


Do narrative reasons count?
What about modeling reasons? Ex; I simply like the look of the HB option better vs the Volkite.
   
 
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