Switch Theme:

How is GW going to fix Eldar?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Swift Swooping Hawk




UK

Sarigar wrote:
I think it will be a real shame if terrain and the Towering keyword interactaction is not addressed. Wraithknights shooting is really what has a lot of folks upset: it is not just about Fate Dice. I haven't seen Fate Dice be the issue except when combined with the above mentioned interaction.

I'm 2-4 so far in my games using Wraithknights. Fate Dice certainly dish out the damage with their Wraithcannons, but I've had players who can play around it. However, there was the initial shock of the amount of damage they inflict on the opening turn, which is where I suspect most of the drama comes from.

The bigger issue is that our terrain is designed for 9th edition. In 10th, those Wraithknights are cracking vehicles and Knights as there is no place to hide them (aside from Strategic Reserve, hint, hint).

Infantry can hide from Wraithknights on our 9th edition terrain and units such as Desolators and Hellblasters cripple or outright destroy a Wraithknight in one round of shooting as the Wraithknight can be seen and likely do not have an invulnerable save (I wanted 2 Wraithcannons for each one, for example).

There are armies out there that can even shrug off a Wraithknight shooting. Necrons have scarily resilient builds even against Mortal Wounds.

People quickly figure out to kill the Guardians to mitigate more Fate Dice. It took all of one game for opponents to see that.

But I suspect GW will take a sledgehammer to Fate Dice immediately and not allow the community time to adjust to 10th edition and cool models will go back on the shelf and watch something else become the new bogeyman. Then we get to see the internet complain about the new bogeyman and GW will come in and gimp it. Kind of like playing whack a mole.

Personally, GW should never put aircraft and super heavy models into the game. They are yet to get rules properly in place that interacts well within the game. But, here we are.


Saying boards are designed for 9th right now and not 10th is kind of nonsense sorry.

We now actually have recommended GW terrain layouts and they have no mention or support for GIANT true-LOS blocking terrain pieces. Towering is apparently very much intended, for the moment at least.

The lack of invun on a WK is also not super relevant either. It will have an effective 1+ save because of easy access to cover in almost all situations and AP is generally lower across the board.

I do agree that GW will probably take a sledgehammer to fate dice though. And WK's and D-cannons. All the while leaving the actual core rules unaddressed so the next mortal wound spam problem the next rung down on the ladder will oppress people for however long it takes GW to realise the core rules are the main issue.

Nazi punks feth off 
   
Made in us
Longtime Dakkanaut




Breton wrote:
Tyel wrote:
shortymcnostrill wrote:
What exactly are you calculating here?

Also, how does this relate to other anti-tank weapons/upgrades available to the same or similar units?


The fact that in 9th MMs were massively better than say lascannons - and a major feature of why vehicles/monsters died when any unit equipped with them looked at them.
There's this strange idea on Dakka (less elsewhere tbh) that the issue was "plasma spam" - but that wasn't really a thing after 8th edition.

As it stands, shooting into say a toughness 10 3+ unit at BS4+.
Lascannon: 1*1/2*2/3*5/6*4.5=1.25.
MM: 2*1/2*1/3*1*3.5=1.16. Rising in 9" to 1.83.

Its a bit worse if the unit has say a 5++ or something - but so what.

Sisters have lots of problems. The fact they only have MMs isn't one of them. The fact Retributors are more expensive than Devs is a reasonable complaint.
Sure - if you make MMs sufficiently broken they will act as a crutch for the rest of the Sisters list. The problem however is that Space Marines can - and have done in 9th - happily spam Melta too.

If GW made an MM Anti-Vehicle 3+ then it expects to do double the damage in the above. That's double the damage in 18" to a Lascannon - and triple in short range. This is not reasonable.


How much damage does it do outside of 18 inches where the Knight can't charge you when/if it lives?

Range is worth something, but on the smaller boards it's worth considerably less, and that's not accounting any high movement or deep strike shenanigans (which GW never priced fairly)
   
Made in us
Agile Revenant Titan




Florida

 Bosskelot wrote:
Sarigar wrote:
I think it will be a real shame if terrain and the Towering keyword interactaction is not addressed. Wraithknights shooting is really what has a lot of folks upset: it is not just about Fate Dice. I haven't seen Fate Dice be the issue except when combined with the above mentioned interaction.

I'm 2-4 so far in my games using Wraithknights. Fate Dice certainly dish out the damage with their Wraithcannons, but I've had players who can play around it. However, there was the initial shock of the amount of damage they inflict on the opening turn, which is where I suspect most of the drama comes from.

The bigger issue is that our terrain is designed for 9th edition. In 10th, those Wraithknights are cracking vehicles and Knights as there is no place to hide them (aside from Strategic Reserve, hint, hint).

Infantry can hide from Wraithknights on our 9th edition terrain and units such as Desolators and Hellblasters cripple or outright destroy a Wraithknight in one round of shooting as the Wraithknight can be seen and likely do not have an invulnerable save (I wanted 2 Wraithcannons for each one, for example).

There are armies out there that can even shrug off a Wraithknight shooting. Necrons have scarily resilient builds even against Mortal Wounds.

People quickly figure out to kill the Guardians to mitigate more Fate Dice. It took all of one game for opponents to see that.

But I suspect GW will take a sledgehammer to Fate Dice immediately and not allow the community time to adjust to 10th edition and cool models will go back on the shelf and watch something else become the new bogeyman. Then we get to see the internet complain about the new bogeyman and GW will come in and gimp it. Kind of like playing whack a mole.

Personally, GW should never put aircraft and super heavy models into the game. They are yet to get rules properly in place that interacts well within the game. But, here we are.


Saying boards are designed for 9th right now and not 10th is kind of nonsense sorry.

We now actually have recommended GW terrain layouts and they have no mention or support for GIANT true-LOS blocking terrain pieces. Towering is apparently very much intended, for the moment at least.

The lack of invun on a WK is also not super relevant either. It will have an effective 1+ save because of easy access to cover in almost all situations and AP is generally lower across the board.

I do agree that GW will probably take a sledgehammer to fate dice though. And WK's and D-cannons. All the while leaving the actual core rules unaddressed so the next mortal wound spam problem the next rung down on the ladder will oppress people for however long it takes GW to realise the core rules are the main issue.


Disagree and very premature to simply dismiss terrain. Many players and tourney organizers are running the same terrain they had a week prior in 9th edition. Now, models with Towering simply shoot right through that existing terrain where in 9th they were simply unable to in many cases (Area Terrain specifically). Locally, we immediately felt the difference in game mechanics and we play using GW GT Tournament terrain placement/rules. Towering models ability to shoot vastly improved.

I'm perplexed why you think example battlefields demonstrates GW intention. They even state on p.51 of the Core Rules under the 'Matched Play Focused' board: "but they have been set up more evenly across the battlefield, and the middle contains terrain features that block visibility from one side of the battlefield to the other". That is factually incorrect when it comes to the Towering keyword. Towering models are shooting across the table because none of the terrain in the middle blocks LOS. If terrain where that height AND had solid walls, then the statement by GW could be considered more accurate. I'd argue it is more a product placement advertisement of their terrain kits and card tiles.

I do think GW intended for the game to dish out this many Mortal Wounds. I think GW is backpedaling now because of the public outcry over it. Fate Dice will get drastically mitigated, Desolators get a points increase (as Mike Brandt indicated in the interview) and then we wait for the next army to rise to the crop with Aeldari Mortal wound capability mitigated. And even now, there are Necron builds that can withstand the amount of Mortal Wounds Aeldari are able to put out.

I simply think adjusting terrain keeping the Towering keyword in mind will mitigate the issue rather than GW stating they are changing the rules one week after official Leviathan boxset release.









No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Loyal Necron Lychguard





I don't think windows should matter for terrain. It's a serious issue for a few different reasons that the pretty ruins terrain features that GW tries to sell create a worse gameplay experience than styrofoam blocks.
   
Made in gb
Swift Swooping Hawk




UK

Sarigar wrote:
 Bosskelot wrote:
Sarigar wrote:
I think it will be a real shame if terrain and the Towering keyword interactaction is not addressed. Wraithknights shooting is really what has a lot of folks upset: it is not just about Fate Dice. I haven't seen Fate Dice be the issue except when combined with the above mentioned interaction.

I'm 2-4 so far in my games using Wraithknights. Fate Dice certainly dish out the damage with their Wraithcannons, but I've had players who can play around it. However, there was the initial shock of the amount of damage they inflict on the opening turn, which is where I suspect most of the drama comes from.

The bigger issue is that our terrain is designed for 9th edition. In 10th, those Wraithknights are cracking vehicles and Knights as there is no place to hide them (aside from Strategic Reserve, hint, hint).

Infantry can hide from Wraithknights on our 9th edition terrain and units such as Desolators and Hellblasters cripple or outright destroy a Wraithknight in one round of shooting as the Wraithknight can be seen and likely do not have an invulnerable save (I wanted 2 Wraithcannons for each one, for example).

There are armies out there that can even shrug off a Wraithknight shooting. Necrons have scarily resilient builds even against Mortal Wounds.

People quickly figure out to kill the Guardians to mitigate more Fate Dice. It took all of one game for opponents to see that.

But I suspect GW will take a sledgehammer to Fate Dice immediately and not allow the community time to adjust to 10th edition and cool models will go back on the shelf and watch something else become the new bogeyman. Then we get to see the internet complain about the new bogeyman and GW will come in and gimp it. Kind of like playing whack a mole.

Personally, GW should never put aircraft and super heavy models into the game. They are yet to get rules properly in place that interacts well within the game. But, here we are.


Saying boards are designed for 9th right now and not 10th is kind of nonsense sorry.

We now actually have recommended GW terrain layouts and they have no mention or support for GIANT true-LOS blocking terrain pieces. Towering is apparently very much intended, for the moment at least.

The lack of invun on a WK is also not super relevant either. It will have an effective 1+ save because of easy access to cover in almost all situations and AP is generally lower across the board.

I do agree that GW will probably take a sledgehammer to fate dice though. And WK's and D-cannons. All the while leaving the actual core rules unaddressed so the next mortal wound spam problem the next rung down on the ladder will oppress people for however long it takes GW to realise the core rules are the main issue.


Disagree and very premature to simply dismiss terrain. Many players and tourney organizers are running the same terrain they had a week prior in 9th edition. Now, models with Towering simply shoot right through that existing terrain where in 9th they were simply unable to in many cases (Area Terrain specifically). Locally, we immediately felt the difference in game mechanics and we play using GW GT Tournament terrain placement/rules. Towering models ability to shoot vastly improved.

I'm perplexed why you think example battlefields demonstrates GW intention. They even state on p.51 of the Core Rules under the 'Matched Play Focused' board: "but they have been set up more evenly across the battlefield, and the middle contains terrain features that block visibility from one side of the battlefield to the other". That is factually incorrect when it comes to the Towering keyword. Towering models are shooting across the table because none of the terrain in the middle blocks LOS. If terrain where that height AND had solid walls, then the statement by GW could be considered more accurate. I'd argue it is more a product placement advertisement of their terrain kits and card tiles.

I do think GW intended for the game to dish out this many Mortal Wounds. I think GW is backpedaling now because of the public outcry over it. Fate Dice will get drastically mitigated, Desolators get a points increase (as Mike Brandt indicated in the interview) and then we wait for the next army to rise to the crop with Aeldari Mortal wound capability mitigated. And even now, there are Necron builds that can withstand the amount of Mortal Wounds Aeldari are able to put out.

I simply think adjusting terrain keeping the Towering keyword in mind will mitigate the issue rather than GW stating they are changing the rules one week after official Leviathan boxset release.


I'd recommend you read GW's actual tournament pack with terrain guidelines.

It does mention providing some true LOS blocking, but gives no indication of how much should be used, or how it should be placed, and the terrain maps themselves very much do not support it. Even on current terrain maps that have some LOS blocking pieces, like UKTC, what happens is everything gets piled into the big square windowless ruin and whatevers left over, infantry especially, gets stuffed into the small windowless rectangle in our dzone. The rest of the terrain on the map may as well not exist and it makes it practically impossible to move out or play any objectives vs Towering models.

Nazi punks feth off 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Arachnofiend wrote:
I don't think windows should matter for terrain. It's a serious issue for a few different reasons that the pretty ruins terrain features that GW tries to sell create a worse gameplay experience than styrofoam blocks.


If only there was an alternative to TLoS.

 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
Agile Revenant Titan




Florida

 Bosskelot wrote:
Sarigar wrote:
 Bosskelot wrote:
Sarigar wrote:
I think it will be a real shame if terrain and the Towering keyword interactaction is not addressed. Wraithknights shooting is really what has a lot of folks upset: it is not just about Fate Dice. I haven't seen Fate Dice be the issue except when combined with the above mentioned interaction.

I'm 2-4 so far in my games using Wraithknights. Fate Dice certainly dish out the damage with their Wraithcannons, but I've had players who can play around it. However, there was the initial shock of the amount of damage they inflict on the opening turn, which is where I suspect most of the drama comes from.

The bigger issue is that our terrain is designed for 9th edition. In 10th, those Wraithknights are cracking vehicles and Knights as there is no place to hide them (aside from Strategic Reserve, hint, hint).

Infantry can hide from Wraithknights on our 9th edition terrain and units such as Desolators and Hellblasters cripple or outright destroy a Wraithknight in one round of shooting as the Wraithknight can be seen and likely do not have an invulnerable save (I wanted 2 Wraithcannons for each one, for example).

There are armies out there that can even shrug off a Wraithknight shooting. Necrons have scarily resilient builds even against Mortal Wounds.

People quickly figure out to kill the Guardians to mitigate more Fate Dice. It took all of one game for opponents to see that.

But I suspect GW will take a sledgehammer to Fate Dice immediately and not allow the community time to adjust to 10th edition and cool models will go back on the shelf and watch something else become the new bogeyman. Then we get to see the internet complain about the new bogeyman and GW will come in and gimp it. Kind of like playing whack a mole.

Personally, GW should never put aircraft and super heavy models into the game. They are yet to get rules properly in place that interacts well within the game. But, here we are.


Saying boards are designed for 9th right now and not 10th is kind of nonsense sorry.

We now actually have recommended GW terrain layouts and they have no mention or support for GIANT true-LOS blocking terrain pieces. Towering is apparently very much intended, for the moment at least.

The lack of invun on a WK is also not super relevant either. It will have an effective 1+ save because of easy access to cover in almost all situations and AP is generally lower across the board.

I do agree that GW will probably take a sledgehammer to fate dice though. And WK's and D-cannons. All the while leaving the actual core rules unaddressed so the next mortal wound spam problem the next rung down on the ladder will oppress people for however long it takes GW to realise the core rules are the main issue.


Disagree and very premature to simply dismiss terrain. Many players and tourney organizers are running the same terrain they had a week prior in 9th edition. Now, models with Towering simply shoot right through that existing terrain where in 9th they were simply unable to in many cases (Area Terrain specifically). Locally, we immediately felt the difference in game mechanics and we play using GW GT Tournament terrain placement/rules. Towering models ability to shoot vastly improved.

I'm perplexed why you think example battlefields demonstrates GW intention. They even state on p.51 of the Core Rules under the 'Matched Play Focused' board: "but they have been set up more evenly across the battlefield, and the middle contains terrain features that block visibility from one side of the battlefield to the other". That is factually incorrect when it comes to the Towering keyword. Towering models are shooting across the table because none of the terrain in the middle blocks LOS. If terrain where that height AND had solid walls, then the statement by GW could be considered more accurate. I'd argue it is more a product placement advertisement of their terrain kits and card tiles.

I do think GW intended for the game to dish out this many Mortal Wounds. I think GW is backpedaling now because of the public outcry over it. Fate Dice will get drastically mitigated, Desolators get a points increase (as Mike Brandt indicated in the interview) and then we wait for the next army to rise to the crop with Aeldari Mortal wound capability mitigated. And even now, there are Necron builds that can withstand the amount of Mortal Wounds Aeldari are able to put out.

I simply think adjusting terrain keeping the Towering keyword in mind will mitigate the issue rather than GW stating they are changing the rules one week after official Leviathan boxset release.


I'd recommend you read GW's actual tournament pack with terrain guidelines.

It does mention providing some true LOS blocking, but gives no indication of how much should be used, or how it should be placed, and the terrain maps themselves very much do not support it. Even on current terrain maps that have some LOS blocking pieces, like UKTC, what happens is everything gets piled into the big square windowless ruin and whatevers left over, infantry especially, gets stuffed into the small windowless rectangle in our dzone. The rest of the terrain on the map may as well not exist and it makes it practically impossible to move out or play any objectives vs Towering models.


I appreciate your passive aggressiveness.

Are you stating tournament packet rules proves Towering interacting with terrain proves GW intended for it to work as written?

I have read the tourney rules that were JUST released. I'm attending a GT next weekend which is incorporating the Leviathan GT rules minus new GT terrain board layout as they do not have the capability to adjust all tables to the new layout in a single week's time.

I'm not sure I understand your post. I think you agree with my point that the issue is the towering keyword and how it interacts with terrain (as opposed to Fate Dice being the issue).

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Resolute Ultramarine Honor Guard





 Arachnofiend wrote:
I don't think windows should matter for terrain. It's a serious issue for a few different reasons that the pretty ruins terrain features that GW tries to sell create a worse gameplay experience than styrofoam blocks.


I'd start with the reason windows shouldn't matter is because that window is an abstract, and should be part of the "provides the benefit of cover" not the "can you see me" rules.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in au
Longtime Dakkanaut





The two biggest issues imo are:

Guaranteed dev wounds
Guaranteed damage rolls


If they remove damage rolls from the fate dice and don't let Dev wounds get activated from a fate die, then the core issue goes away.



   
Made in us
Agile Revenant Titan




Florida

That is very possible. The change will be the in the Aldari army card and nowhere else.

Feels like they can hot swap a card to make changes. Easier on their end to make changes.


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Daedalus81 wrote:
 Gadzilla666 wrote:

Hmmm......first off Breton suggested either AV3 or AV4 for melta. Would AV4 make melta the "best weapon in the game"? That's a 25% reduction in effectiveness. Also, why would making melta weapons good against vehicles (which is, y'know, what they're supposed to be), be "bad", and make them the "best weapon in the game"?


Because on the very basic math for AV4...

2 * .666 * .5 * .666 * 3.5 = 1.55 / 2.4
1 * .666 * .5 * .666 * 4.5 = 1

Then we're back to fast moving melta being the only game in town and the whole purpose of rescaling toughness is gone.



Meh? First off, why are you using something with a 5++ as your example target, when something without one would look "worse"? Second, that doesn't sound especially impressive to someone who plays a game where melta has a 50% chance to Pen AV14 (generally the toughest thing you'll see), and if it does so, a 33% chance to just "nuke" the target if it isn't a Super Heavy.

Of course, if that would make melta weapons that much better, then they could always be priced appropriately. Oh, wait.......
   
Made in us
Longtime Dakkanaut




 Gadzilla666 wrote:
Meh? First off, why are you using something with a 5++ as your example target, when something without one would look "worse"?


Daedalus is generally know for running mathhammer in ways that support his point but is deceptive or wrong, and he does it often enough that it's conscious lying on his part. I've been in threads where he's called out on it and he generally tries to avoid engaging with people who show his math is wrong.
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

Hecaton wrote:
 Gadzilla666 wrote:
Meh? First off, why are you using something with a 5++ as your example target, when something without one would look "worse"?


Daedalus is generally know for running mathhammer in ways that support his point but is deceptive or wrong, and he does it often enough that it's conscious lying on his part. I've been in threads where he's called out on it and he generally tries to avoid engaging with people who show his math is wrong.

But, using a target without an invul would actually help support Daed's point. I don't think that he’s attempting any such shenanigans here. Just seems to be an odd choice for an example.
   
Made in us
Been Around the Block




Eldar are overtuned cheese what else is new. I've played off and on since 3rd and Eldar always oscillate between above average and insufferably OP
   
Made in gb
Gore-Drenched Khorne Chaos Lord




 Gadzilla666 wrote:
Hecaton wrote:
 Gadzilla666 wrote:
Meh? First off, why are you using something with a 5++ as your example target, when something without one would look "worse"?


Daedalus is generally know for running mathhammer in ways that support his point but is deceptive or wrong, and he does it often enough that it's conscious lying on his part. I've been in threads where he's called out on it and he generally tries to avoid engaging with people who show his math is wrong.

But, using a target without an invul would actually help support Daed's point. I don't think that he’s attempting any such shenanigans here. Just seems to be an odd choice for an example.


Harkens back to a knight being the default yardstick for killing a vehicle I think.
   
Made in nl
Sneaky Lictor




redboi wrote:
Eldar are overtuned cheese what else is new. I've played off and on since 3rd and Eldar always oscillate between above average and insufferably OP

I hope they fix the obvious overperformers, that'll allow us to judge the balance of the rest of the units in the dex. I don't want to powergame the combo of the month, I just want to play fluffy aspects and not get obliterated *cries in howling banshee*
   
Made in se
Boom! Leman Russ Commander






Oslo Norway

Fate dice is such an obvious overpowered, terribly scaled and abusive mechanic that it is hard to believe the rules writers have played a single game. Guaranteeing results, being able to frontload all damage, nothing the person on the receiving end can do about it... immediately obvious for anyone that it is a terrible mechanic




Automatically Appended Next Post:
shortymcnostrill wrote:
redboi wrote:
Eldar are overtuned cheese what else is new. I've played off and on since 3rd and Eldar always oscillate between above average and insufferably OP

I hope they fix the obvious overperformers, that'll allow us to judge the balance of the rest of the units in the dex. I don't want to powergame the combo of the month, I just want to play fluffy aspects and not get obliterated *cries in howling banshee*


Howling banshees, like all close ranged glass cannons, are screwed in this edition unless they get "no overwatch allowed" special rule.

This message was edited 1 time. Last update was at 2023/07/03 13:58:27


   
Made in us
Arch Magos w/ 4 Meg of RAM






2 changes :

Make fate dice count as modified dice rolls .

Remove the ability to use fate dice on damage rolls.

That way, Eldar keep their "all as planned" army rule but lose the forced spike devastating wounds. Either you make sure you wound OR you fish for a 1/6 chance to do mortals




   
Made in gb
Esteemed Veteran Space Marine




UK

 VladimirHerzog wrote:
2 changes :

Make fate dice count as modified dice rolls .

Remove the ability to use fate dice on damage rolls.

That way, Eldar keep their "all as planned" army rule but lose the forced spike devastating wounds. Either you make sure you wound OR you fish for a 1/6 chance to do mortals






This is far too sensible and easy a change for them to actually do it.

 
   
Made in us
Pious Palatine




 General Kroll wrote:
 VladimirHerzog wrote:
2 changes :

Make fate dice count as modified dice rolls .

Remove the ability to use fate dice on damage rolls.

That way, Eldar keep their "all as planned" army rule but lose the forced spike devastating wounds. Either you make sure you wound OR you fish for a 1/6 chance to do mortals






This is far too sensible and easy a change for them to actually do it.


It makes their damage a lot worse, but ultimately just means they'll use the dice to tank your first 15 meaningful shots instead.

It's worse, but I'm not sure it's ENOUGH worse.


 
   
Made in us
Arch Magos w/ 4 Meg of RAM






ERJAK wrote:

It makes their damage a lot worse, but ultimately just means they'll use the dice to tank your first 15 meaningful shots instead.

It's worse, but I'm not sure it's ENOUGH worse.


Lethality is a much bigger problem than tankyness, my suggestion was a "first pass" at it, then if they were to implement that, wait a bit to see if their resilience becomes overwhelming.

I'm pretty sure a wraithknight being hard to kill is much less a problem than it dumping 20 mortals in one attack
   
Made in gb
Regular Dakkanaut




Norway.

Only one fate dice pr throw (same as sisters).
Using them count as a modified dice/fate dice can't trigger DW.
No characters changing dice into 6, let them reroll one dice from the pool instead.

This message was edited 1 time. Last update was at 2023/07/04 12:10:08


-Wibe. 
   
Made in pl
Fixture of Dakka




 VladimirHerzog wrote:
ERJAK wrote:

It makes their damage a lot worse, but ultimately just means they'll use the dice to tank your first 15 meaningful shots instead.

It's worse, but I'm not sure it's ENOUGH worse.


Lethality is a much bigger problem than tankyness, my suggestion was a "first pass" at it, then if they were to implement that, wait a bit to see if their resilience becomes overwhelming.

I'm pretty sure a wraithknight being hard to kill is much less a problem than it dumping 20 mortals in one attack


if he was easy to kill by lets say drop poding 2x5 devastators on top of him and lighting him up, then at least there would be the "fix" to the problem in the form of just get first turn bro. WK problem is tha the combines both things, same as regular imperial knights. Super resilient and with strong offensive ability. On top of that both are fast, and towering helps with LoS.

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Shadowy Grot Kommittee Memba






tbh the whole eldar fiasco is exactly what comes from relying on competitive players to come up with the mechanics for an army. Theyve got 0 interest in what the "Spirit" of the army is supposed to be - they want the things that make it competitive to stay.

We could have had some kind of cool Battlefocus capability - maybe buffed from its 9th ed incarnation but with a limited range so it's not just "The thing where you pop your war walker out and crack off a couple shots then pop back behind LOS blocking cover". But they asked a comp player what the core of eldar was and they said

'fate dice and expert crafters.'

"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 pl
Fixture of Dakka




There would be no problems if either eldar were costed the right way, considering they get the rolls they want and/or other factions had comperable rules. For some reason, I like to think, one person designed the eldar rules or changed them prior index release and another did the points. One wanted eldar to be characterful and powerful, the other wanted to sell maximum number of possible models. Potentialy both thought that other people were doing the same for other factions. Maybe now they are doing the suprise pikatchu face. Or maybe they only "tested" index eldar vs late 2024 codex, and in comperation to the eldar codex, the index rules "aren't that powerful".

If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

 the_scotsman wrote:
tbh the whole eldar fiasco is exactly what comes from relying on competitive players to come up with the mechanics for an army. Theyve got 0 interest in what the "Spirit" of the army is supposed to be - they want the things that make it competitive to stay.

We could have had some kind of cool Battlefocus capability - maybe buffed from its 9th ed incarnation but with a limited range so it's not just "The thing where you pop your war walker out and crack off a couple shots then pop back behind LOS blocking cover". But they asked a comp player what the core of eldar was and they said

'fate dice and expert crafters.'


Most competitive players I know wants the game to be as balanced as possible. This is the result of rules writers on tight deadlines who don't play their own game enough IMO. It should have been painfully obvious that fate dice as written is a totally broken mechanic. They didn't even figure out that it should scale.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 the_scotsman wrote:
tbh the whole eldar fiasco is exactly what comes from relying on competitive players to come up with the mechanics for an army. Theyve got 0 interest in what the "Spirit" of the army is supposed to be - they want the things that make it competitive to stay.

We could have had some kind of cool Battlefocus capability - maybe buffed from its 9th ed incarnation but with a limited range so it's not just "The thing where you pop your war walker out and crack off a couple shots then pop back behind LOS blocking cover". But they asked a comp player what the core of eldar was and they said

'fate dice and expert crafters.'


This is a good point, sadly.

 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
Ancient Venerable Dark Angels Dreadnought





Hey let’s take this good system from 9th and completely butcher it for 10th!!
I have no idea why GW constantly has to reinvent the wheel, and often learn nothing. They are so incompetent with the game mechanics, it’s scary.
Take Fate Dice back to 9th edition and just substitute psychic for a Ld dice (again, only allowing one for each test just like charging). Yes, your sixes will still trigger nasty effects but you won’t have many of them and they need to change the Farseer ability so they can’t swap out rolls, just allow them to reroll one dice at beginning of each battle round (if they go back to rolling 6 dice per battle round, which also stunts any front loaded alpha strikes.
   
Made in gb
Longtime Dakkanaut




 the_scotsman wrote:
tbh the whole eldar fiasco is exactly what comes from relying on competitive players to come up with the mechanics for an army. Theyve got 0 interest in what the "Spirit" of the army is supposed to be - they want the things that make it competitive to stay.

We could have had some kind of cool Battlefocus capability - maybe buffed from its 9th ed incarnation but with a limited range so it's not just "The thing where you pop your war walker out and crack off a couple shots then pop back behind LOS blocking cover". But they asked a comp player what the core of eldar was and they said

'fate dice and expert crafters.'

There's no evidence this is what happened at all. Most competitive players would have been able to tell GW Fate Dice were a stupid mechanic without playing a single game. It would seem the biggest problem with 10th's rollout is the lack of external playtesting.
   
Made in us
Ancient Venerable Dark Angels Dreadnought





They also need to do something with the wraith knight to balance its options. It’s on this scale where free equipment is glaringly the wrong direction. The suncannon doesn’t come close to the wraith cannon and the shield is worthless. There needs to be a way to bring down the power of the wraithcannon while also bumping the suncannon and shield. Perhaps suncannon should keep 2D6 but gain Sustained 1.
Shield needs to reflect MW as it’s defensive profile on a 2+ save platform, especially with the way cover works, is a waste of a weapon position.
   
 
Forum Index » 40K General Discussion
Go to: