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2024/02/11 16:06:12
Subject: Re:is it just me or is 10th edition heavily sanitized?
It's interesting to see the stark difference in how rules were written then (where you'd have notes on flavour/story baked in) as compared to now.
I think that has much more to do with the difference between those who created the universe and the game and those who just inherited the IP with a company that has moved from "we design wargames" to "we sell models that happen to have a game attached to them".
If instead, GW had led by creating dexes and unique units for Biel Tan, Saim-Hann and Ultwe and left marines as generic army, maybe we'd have Eldar in every release box and a whole side game about the fall of the Eldar, where every faction is a flavour of Eldar with chaos Daemons as the antagonists and no support for other factions.
They actually did, but in a subtle way, instead of making them separate codexes like GW would do now to make you buy more books. the 4th ed eldar codex allowed you to build the core of your army around each craft world or your own generic one. As every craftworld had access to all the aspect warriors(while some favored heavy on one aspect or another). the core and the characters associated with them defined the army direction. there are 5 core troops-
.dire avengers-uthwe
.rangers-alaitoc
.guardian jet bikes-saim hann
.10 man wraithguard units with spirit seers-iyanden
.guardians-generic
GAMES-DUST1947/infinity/B5 wars/epic 40K/5th ed 40K/victory at sea/warmachine/battle tactics/monpoc/battletech/battlefleet gothic/castles in the sky,/heavy gear/MCP
2024/02/11 16:09:25
Subject: is it just me or is 10th edition heavily sanitized?
The 8th-9th Ed subfaction approach flanderized factions into doing one thing and one thing only, and directly penalized taking any army composition beyond that two-dimensional, one-note caricature. Oh, you've got a White Scars tank company? Something that exists in the fluff, because White Scars actually do more than just spam bikes? Sucks to suck, enjoy your handicap- should have taken mass biker spam like everybody else, dumbass.
The subfaction approach might have flanderized the factions, but the lore did it as early as 4th-5th. Pre-Ward.
2024/02/11 16:23:28
Subject: Re:is it just me or is 10th edition heavily sanitized?
Realistically anyone running Stormlance will likely think of their army as White Scars. It doesn't diminish what White Scars are if someone else uses them as Imperial Fists. In reality I don't think anyone will do this. People will look at units and perhaps they really like bikes. So they pick Stormlance. And then they read about marines and here are these guys who love bikes, too...and a WS player is born.
Stormlance is a bad example. Because no one is running. It is suppose to be White Scars, but because GW removed all the bike characters and units from the codex, it rules don't even support a potential army build. I don't think that a WS player or the WS community care, if some crazy IH player switches to play a bike army as a meme. Maybe they could be a little bit unhappy that after doing that he can go back to play a regular IH build, and they can't, because their regular sucks/is bad.
A better example of how this "a free option for all" is the Venguard list. The RG detachment, doesn't do much to build an efficient RG list. Or even play venguard units. But take them instead as ultramarines, with ultramarine special characters, load up on centurions and aggressors. And suddenly a RG player may start thinking, why are ultramarine players give a better RG? And it can go cross factions too. My dudes were suppose to be the teleport army. HUGE cuts taken to balance the abilities. Damage dropped to practicaly no damage, both in shoting and melee. And then Necron get their codex and the GK army rule is suddenly just a detachment for them. And they have better units, better rules, better synergies, better damage, no where in the codex does it seem as if the designer though that in order to balance the ability to teleport, everything has to be nerfed. Ah and for some reason they can teleport vehicles and we can no. Even ones that have litteral teleport packs mounted on them.
No player of an army is happy to see his army be bad, but they get a lot more unhappy, when they see the same design team write good rules. And it really reaches new levels of unhappy, when the designers do it to a different army in the same codex.
But that isn't an RG army, is it? About half the stuff in Vanguard is keyed to only scout / phobos. It isn't a scout / phobos only detachment, because that would make diverse list building pretty difficult.
What you're describing is like an Ultramarine successor that is good at concealment, but not subterfuge or maneuvers.
To put it differently - would locking Vanguard strats and enhancements to only "scout / phobos" units make for good RG lists?
And if we think back real hard to the broken RG lists we saw late 8th / early 9th...what were people running? Centurions and agrressors...
This message was edited 5 times. Last update was at 2024/02/11 16:42:47
2024/02/11 16:36:14
Subject: Re:is it just me or is 10th edition heavily sanitized?
It's interesting to see the stark difference in how rules were written then (where you'd have notes on flavour/story baked in) as compared to now.
I think that has much more to do with the difference between those who created the universe and the game and those who just inherited the IP with a company that has moved from "we design wargames" to "we sell models that happen to have a game attached to them".
If instead, GW had led by creating dexes and unique units for Biel Tan, Saim-Hann and Ultwe and left marines as generic army, maybe we'd have Eldar in every release box and a whole side game about the fall of the Eldar, where every faction is a flavour of Eldar with chaos Daemons as the antagonists and no support for other factions.
They actually did, but in a subtle way, instead of making them separate codexes like GW would do now to make you buy more books. the 4th ed eldar codex allowed you to build the core of your army around each craft world or your own generic one. As every craftworld had access to all the aspect warriors(while some favored heavy on one aspect or another). the core and the characters associated with them defined the army direction. there are 5 core troops-
.dire avengers-uthwe
.rangers-alaitoc
.guardian jet bikes-saim hann
.10 man wraithguard units with spirit seers-iyanden
.guardians-generic
I think you are referring to Codex: Craftworlds in 3rd edition? This was an expansion to the generic Eldar army list on Codex: Eldar (3rd edition) with 5 variant lists representing the typical fighting style of each major Craftworld alongside a handful of list-specific new units.
It also came with this note, which I think summed up the 3rd edition approach:
Eldar got a 7th list in Codex: Eye of Terror (Ulthwe strike force, the second Ulthwe list) for a total of nine 3rd edition Eldar lists when including Codex: Dark Eldar and the experimental Harlequins list from Citadel Journal.
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2024/02/11 16:57:26
Subject: Re:is it just me or is 10th edition heavily sanitized?
But that isn't an RG army, is it? About half the stuff in Vanguard is keyed to only scout / phobos. It isn't a scout / phobos only detachment, because that would make diverse list building pretty difficult.
It's only difficult because they removed Infiltrators/Incursors from being "Troop" equivalents. If either of them had been left as Battleline, suddenly it is not that difficult.
The Vanguard "Spearhead" isn't sure what it wants to be. It isn't the far superior Phobos Army of Renown, and it isn't willing to commit to all Phobos. If they'd been on their game, they would have looked back to the Pinion Demi-Company of Kau'yon and done it so that Phobos and Scouts acted as "wayfinders" for teleporting/deep striking troops.
What you're describing is like an Ultramarine successor that is good at concealment, but not subterfuge or maneuvers.
What Karol's describing is not that. It literally was the case that people were doing crap like Marneus, RG, and other Ultras characters in there.
2024/02/11 17:18:10
Subject: Re:is it just me or is 10th edition heavily sanitized?
The Vanguard "Spearhead" isn't sure what it wants to be. It isn't the far superior Phobos Army of Renown, and it isn't willing to commit to all Phobos. If they'd been on their game, they would have looked back to the Pinion Demi-Company of Kau'yon and done it so that Phobos and Scouts acted as "wayfinders" for teleporting/deep striking troops.
That sounds like a great supplement.... $$$
I do wonder if GW will try detachments that are more restrictive, but also more unique.
What Karol's describing is not that. It literally was the case that people were doing crap like Marneus, RG, and other Ultras characters in there.
Well, Bobby took some pointers from his waifu on subtlety, I guess.
2024/02/11 17:53:13
Subject: is it just me or is 10th edition heavily sanitized?
In WoW, Humans (even before adding half human Worgen, and the Human but different Kul'Tiran) are the most common race at about 15% for the Alliance side, while Blood Elves being the most human-like option on the Horde side filled with orcs and anthropomorphic cows at 15.2% so yeah, I'd say people tend to play Humans and Superhumans over non-humans.
My point wasn't that more people wanted to play any one alien species than humans. My point was that that there are a lot of people who don't want to play humans. Looking at the numbers you've provided, it seems I'm right.
Most played custom characters are Half-Elf / Human / Elf Paladins. All races that are closest to a regular human (aka the player) in looks.
People are "boring" like that and want to identify themselves with the character they are playing.
I would say this is even a little tiny bit more representative than WoW, as humans had one of the best racials for a long long time, so numbers are a bit skewed on Alliance side.
Again, probably more humans than any other single faction, but not more humans than all other factions combined- which was my point. If a D&D party has two humans, an elf, a dwarf, a half-orc and a gnome, sure humans were the most popular faction, but the majority of players did not choose humans.
And you bring up a great point too- people don't always pick their faction based on their actual level of personal interest in it; they often consider additional motives... Which was my point. Sure ONE of the reasons that people pick Marines is that marines ARE cool, and people do like them. But another reason, the one I was drawing attention to, is that marines have more kits, more subfactions and therefore more options than any other faction in the game, and from second ed onward, that has ALWAYS been the case. Another reason is that they're in all the starter sets, so you are guaranteed to have an army of them if you buy the starter box, and the more editions that go by, the larger your collection gets, while the antagonists rotate from edition to edition, meaning you never accumulate as many of any other faction.
I mean, I say I don't like Space Marines, but even I got so many of them in boxed sets it was impractical to not make an army, so I picked Deathwatch, since I think of them more as the Chamber Militant of the Ordo Xenos than a Marine Chapter.
But let's continue the train of thought from my post: If people do want subfactions to be unique, which it seems many do as it gives them a sense of being different, should it follow then that these subfactions should be something that is intrinsic to the player's decision, and not be something that gets changed on a whim based on which way the meta pendulum swings?
We are currently seeing exactly this, and detachment choice is more or less a set of tactics you want to use, not something key to your army's identity: Take the current Marine detachments, for example. They exist as options, that might lend themselves to a particular chapter, but they aren't tied to a particular chapter. Anyone can take a Gladius Task Force, it has nothing about it that is tied to Ultramarines. The Vanguard Spearhead, which nominally would lean into the "stealthy" chapters like Ravenguard or Raptors, doesn't require having an army selected from those Chapters. Nor does the Anvil Siege Force, which seems fluffwise to be for Imperial Fists and their less radical successors, have anything actually tying them to those chapters since anyone can select to use it.
This makes the most sense for Space Marines because Space Marine doctrine is 90% the same in the lore anyway, being laid out in the Codex Astartes which basically all of them follow in at least some ways, if not others. So it's rational to think of these detachments as being much closer to the formations in Jomini's Art of War than being distinct army styles based on heritage and doctrines (e.g. the difference between how the French, Prussian, and Austrian armies approached battle in the 18th and 19th century).
The ultimate question then becomes, should all detachments behave in that way and be more of a set of formations/tactics that the faction is known for, but without any requirement or specific tie to the subfactions best known for that mode of warfare? That seems to be the approach GW wants to go with 10th, in that for example with Eldar one might have a construct-focused army but not having to be Iyanden, or a Swordwind aspect-themed army that doesn't force Biel-tan. Similar to the Space Marine approach, this is understandable as Craftworlds are vast with vast resources, so even Iyanden which is said to have "few" Aspect Warriors surely would have enough to mobilize in a Swordwind-esque formation given the standard scale of a typical Warhammer 40,000 battle on the tabletop, whilst Biel-tan, despite being known for its Aspect shrines would certainly have enough construct units to field them en masse if the Autarchs and Farseers felt that was an appropriate response.
But, the question remains, does this hold true for everyone? And should it hold true at all? As mentioned previously SHOULD choice of subfaction be key to your identity, or something that you change on a whim based on how you want the army to play? If the latter, then what's the point of specifically choosing a subfaction that you identify with at all if you're going to ignore it whenever the winds of change (read: meta) shifts away from them?
Well, okay- let's take player preferences out of the conversation and just talk about whether it's "objectively better" to do it one way versus the other. That seems to be what you were more interested in talking about in the post I replied to, and perhaps I didn't see it.
Objectively? It might be better for subfaction to not be linked to play style- I mean, I've got to concede that right? I mean, since 10th is the only game that even tried to decouple fighting style from subfaction across the board since rogue trader, we'd just veer into a contest between hypotheticals, which is something that can't really be well argued anyway.
I think what I'm really looking for is a system that makes other factions FEEL as close as possible to parity with marines, and they've had strong subfaction identities reflected in rules and ranges since second. The 9th edition is the one that feels to me like it came closest to doing that- largely because of subfactions, but also because of things like all factions getting the equivalent of a Chapter Master upgrade.
And on a side note, GW didn't achieve parity in 10th, because even though specialization is not tied to subfaction, Marines and CSM still have supplement/ dexes for some of their subfactions, which in the current edition means more detachment choice than anyone else. If you play DA, you can use any detachment in the DA book, OR any detachment in the Marine book. If I remember correctly, DA could even take a detachment from the BA book if they want to, they just can't use the BA's bespoke units. Now I could be wrong about this because it comes from a statement made on Warcom prior to the release of any dexes, and Warcom's track record isn't perfect on describing how rules work, but that's what Warcom claimed.
But even if they can't, some Marine subfactions are still privileged- they get two books of detachments to choose from.
It's unclear that CSM will have the same degree of privilege with their cult-armies; GW has tended historically to avoid giving the same advantages to CSM as they do Loyalists, and I wouldn't be surprise if the Death Guard dex specifically says "DG MUST use these detachments and not the ones in Codex CSM.
Wayniac wrote: whilst Imperial Fists might "specialize" in sieges, they are still a Codex-compliant chapter and have access to everything that entails, and their specific tactics might change depending on the circumstances on which they've been deployed, whether or not it's the sieges they are best equipped to handle.
Yes, but "specialize" does mean that IF siege units are somehow better or different than the siege units of other Chapters. If they aren't, you can't actually claim that the "fluff" of "this Chapter specializes in siege" is supported by rules.
Whether the way you denote this is by making siege units battle line, or giving IF some bespoke units which happen to fall into the siege category, or special rules that apply to siege units or tactics- irrelevant. The point is, if you're going to say it in the fluff, find a way (whatever that may be) to reflect it on the table.
And truth be told, I might rather have it reflected in a different way than a special rule. Like if Bloody Rose armies made Repentia battle line? Hell yeah! Or if GW finished what they started with Junith Eurita and made the Cannoness Superior models for the other five Orders, plus, say a single bespoke unit for each? Again hell yeah! I'd probably take either of those types of options over a mere special rule.
But those options are probably a bit more difficult for GW to accommodate than adding a special rule, so that's what we get.
Again, it depends on what you want out of the game, and clearly, I want different things from the game than most people who post here. Funny thing is though, even though you and I disagree about what we want from the game, and perhaps about how best to achieve it, I think both of us agree that 10th doesn't quite give either of us what we want... Which I think is the larger point.
This message was edited 4 times. Last update was at 2024/02/11 18:18:12
2024/02/11 20:50:52
Subject: is it just me or is 10th edition heavily sanitized?
PenitentJake wrote: Yes, but "specialize" does mean that IF siege units are somehow better or different than the siege units of other Chapters. If they aren't, you can't actually claim that the "fluff" of "this Chapter specializes in siege" is supported by rules.
'This chapter specializes in [x]' does not in any way, shape, or form mean 'this chapter alone is capable of [x] or is the best at [x] and nobody else can compete'. It just means they do [x] more often, or more capably, but in no way implies other chapters can't do [x] too when the situation requires.
I have very little sympathy for players who want the game to be railroaded into flanderized archetypes, who only feel like their army is interesting if nobody else is allowed to do what they do. The setting was more interesting when it was an open-ended sandbox with a few exemplars, not this prescriptive regime where Yellow Marines get pissy because other people are allowed to be siege specialists too.
This message was edited 3 times. Last update was at 2024/02/11 20:58:28
catbarf wrote: 'This chapter specializes in [x]' does not in any way, shape, or form mean 'this chapter alone is capable of [x] or is the best at [x] and nobody else can compete'. It just means they do [x] more often, or more capably, but in no way implies other chapters can't do [x] too when the situation requires.
I have very little sympathy for players who want the game to be railroaded into flanderized archetypes, who only feel like their army is interesting if nobody else is allowed to do what they do. The setting was more interesting when it was an open-ended sandbox with a few exemplars, not this prescriptive regime where Yellow Marines get pissy because other people are allowed to be siege specialists too.
While you're not wrong, does that also mean that "This chapter specializes in [x]" should just be fluff? Because that's what we have now. Nothing about Imperial Fists makes them better at sieges nor reflects how that's their specialty; they are, in effect, just yellow Marines with one or two special characters (I don't recall if Lysander got sent to Legends) that don't add anything of note to make a fists army feel different than Ultramarines. Is that something we should want? Should the only reason someone looks at Imperial Fists be that they like the fluff, like yellow, or really like Tor Garadon or (if not Legends) Lysander and want to use them? Should Imperial Fists be nothing but Ultramarines in yellow armor, or something more to set them apart?
In effect, we have what, in the lore, Gabriel Seth mentioned when he learned about primaris being sent to replenish the Blood Angels and their successors:
‘You are too noble to understand.’ Seth rounded on Dante. ‘That is not salvation, that is replacement. These new warriors will bear the colours of Flesh Tearers, but without Sanguinius’ fury they will be Flesh Tearers in name only.
All my time as Chapter Master I have waged war on our rage, to wrestle it into submission and use its strength to slay our foes. We are fury! From the time of Amit, the savage lord, to this day, we have carried the white heat of Sanguinius’ anger in us.
That was our gift and our burden. The flaw is what makes us what we are.’
‘We are nothing without the struggle against it. He would make us all Ultramarines in red armour.'
Is that good or bad? I can't say, as there are reasons for and against.
This message was edited 5 times. Last update was at 2024/02/11 21:41:38
- Wayne
Formerly WayneTheGame
2024/02/11 22:06:40
Subject: is it just me or is 10th edition heavily sanitized?
I think there are three different positions here, using the example of siege masters:
1) This list exclusively represents Imperial Fists (+/- similar successors depending on how hardline you want to be) and they are the only Marines this good at siegecraft
2) This list represents all Chapters skilled in siegecraft, whatever their primogenitor, but doesn't represent those Chapters who are less skilled in this field (such as White Scars or Ultramarines)
3) This list represents a Space Marine force from any Chapter set up for sieges, and all Chapters are equally capable of being siege masters with a bit of force reorganisation
Personally, I think option 2 is my preferred. Lorewise, an Ultramarines force shouldn't be as good at sieges as an Imperial Fist force, because the Ultramarines pursue a balanced doctrine. However, I think it is entirely possible for an Ultramarines successor to be very capable siege masters if their specific circumstances and doctrines lead them to that mastery over siege warfare. Imperial Fist successors are simply more likely to be siege masters as a result of their heritage.
This can be extrapolated to any specialisation associated with a specific Chapter.
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2024/02/11 22:20:54
Subject: Re:is it just me or is 10th edition heavily sanitized?
So I think the real underlying issue here is going to be flavour vs. game balance. We've seen what happens already where a specific subfaction gets "better" bonuses than the other. Without hardline enforcing color schemes, which itself causes issues, you have the previous situation where Iron Hands had the "best" bonuses so you saw every Space Marine army (obviously I mean that loosely) playing as Iron Hands, even if they were all painted as Ultramarines or Blood Angels or Homebrew Chapter #42, simply for the mechanical benefits. That, to me, is the worst situation because people ignore and fight against the aesthetic in the name of "balance" and argue that it's okay to have Ultramarines count as whatever is the cheese du jour.
I'd argue in this case, the current approach is better, but only marginally, as everyone has the same options of detachments. Yes, there's nothing to really represent Imperial Fists as being better at siegecraft, but ultimately that's a small price to pay for not having the "Oh my Imperial Fists are all Raven Guard because of totally not powergaming reasons" kind of crap that we saw before. At least it's not punishing you for liking X chapter of Y chapter or being labelled a powergaming weasel for using counts-as.
Maybe someday GW will have a good in between where you can be rewarded for picking a subfaction beyond just "I like the fluff" or "I like the colours" and not have it turn into everyone counts-as the meta choice.
This message was edited 2 times. Last update was at 2024/02/11 22:22:40
- Wayne
Formerly WayneTheGame
2024/02/11 22:28:46
Subject: is it just me or is 10th edition heavily sanitized?
Imperial Fists can be the best chapter in the galaxy at sieges without that translating into a myopic +1 to hit with bolt weapons or whatever. I reject the implication that if the rules of a company-level skirmish wargame aren't giving some bespoke bonus to a particular subfaction, then it means they aren't any better at that capability than anyone else in the background.
'Ultramarines shouldn't be as good at sieges as Imperial Fists' reflects differences in organizational expertise manifesting way beyond the scope of this tiny little back alley brawl of a battle. You don't see WW2 gamers complaining that Bolt Action isn't adequately reflecting the prevalence of Soviet artillery by not giving every conscript a +1 to throwing grenades or some other quasi-irrelevant bonus.
It can be the case that Fists are the best at sieges and that this does not manifest as tangible advantages over other chapters' siege formations at the small scale of 40K.
And again: Unless your view on the lore is that Fists do nothing but siege formations, or that any Fist player who doesn't want to play a siege formation should be at a handicap, the 8th/9th Ed approach to subfactions is not a good system.
This message was edited 1 time. Last update was at 2024/02/11 22:30:03
Haighus wrote: I think there are three different positions here, using the example of siege masters: 1) This list exclusively represents Imperial Fists (+/- similar successors depending on how hardline you want to be) and they are the only Marines this good at siegecraft 2) This list represents all Chapters skilled in siegecraft, whatever their primogenitor, but doesn't represent those Chapters who are less skilled in this field (such as White Scars or Ultramarines) 3) This list represents a Space Marine force from any Chapter set up for sieges, and all Chapters are equally capable of being siege masters with a bit of force reorganisation
Personally, I think option 2 is my preferred. Lorewise, an Ultramarines force shouldn't be as good at sieges as an Imperial Fist force, because the Ultramarines pursue a balanced doctrine. However, I think it is entirely possible for an Ultramarines successor to be very capable siege masters if their specific circumstances and doctrines lead them to that mastery over siege warfare. Imperial Fist successors are simply more likely to be siege masters as a result of their heritage.
This can be extrapolated to any specialisation associated with a specific Chapter.
I recall some discussions in the past regarding Guard subfaction bonii where the suggestion came up to split the bonus between the homeworld and the regimental type (after all, Armageddon isn't the only world to make Mechanized Infantry regiments, even if they might be more skilled at it for institutional/cultural reasons). Granted, this would mean a lot more moving parts for GW to feth up, but I like the idea of non-Tallarn Raiding/Recon playing differently (if only slightly worse) to Tallarn Raiding/Recon, while Tallarn Heavy Infantry plays differently (if only slightly worse) to to non-Tallarn Heavy Infantry. I'm not sure how 10e Detachments work, but it sounds like the "regiment" half of the suggestion here whereas 8e (and possibly 9e) were the "homeworld" half. I'd be curious to see how GW would do merging the two together. Poorly, of course, but having a base to work from might help any of the alternative rulesets who haven't already included such a system.
This message was edited 1 time. Last update was at 2024/02/11 22:39:36
2024/02/11 23:19:39
Subject: is it just me or is 10th edition heavily sanitized?
PenitentJake wrote: Yes, but "specialize" does mean that IF siege units are somehow better or different than the siege units of other Chapters. If they aren't, you can't actually claim that the "fluff" of "this Chapter specializes in siege" is supported by rules.
'This chapter specializes in [x]' does not in any way, shape, or form mean 'this chapter alone is capable of [x] or is the best at [x] and nobody else can compete'. It just means they do [x] more often, or more capably, but in no way implies other chapters can't do [x] too when the situation requires.
I have very little sympathy for players who want the game to be railroaded into flanderized archetypes, who only feel like their army is interesting if nobody else is allowed to do what they do. The setting was more interesting when it was an open-ended sandbox with a few exemplars, not this prescriptive regime where Yellow Marines get pissy because other people are allowed to be siege specialists too.
Yes of course and thanks to that lack of "flandrisation". Instead of multiple lists for multiple chapters we suddenly find out that DA, IF, CF, WS, RG are just bad versions of Ultramarines, and that the Ultramarines are the only workable way to play marines. WITH ONE EXEPTION and it being, drum rules, the ultra fladrised Black Templar with their own units, extra rules on top of the marine ones, extra weapon on tanks no one else gets etc. What a suprise the speciality chapter somehow makes it to the top of marines. Meanwhile playing something like Crimson Fists or White Scars is like shoting yourself in the foot.
Also what we have right now is not the other marines can have siege focused centurions (would be cool if IF could take more of those or have them cheaper, or something). But rather stuff like the RG "venguard" detachment being the best for ultramarines, because nothing says scouting force like 9 centurions, hordes of aggresors and dudes in terminator sized armour infiltrating.
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.
2024/02/11 23:58:51
Subject: is it just me or is 10th edition heavily sanitized?
I suppose I will be labeled a heretic for wanting to abolish some 40K ‘traditions’ that are holding the game back. It is still largely based on a design that was already stale in 1987 - IGO/UGO mechanics. And with the plethora of races, vehicles ,weapons, and equipment, reliance on the D6 really hurts the game. When the basic stats are based on a D6, it is inevitable that the multiplicity of units feel alike, with very little to differentiate them, but for boatloads of arbitrary special rules. Which only serve to make the game even clunkier.
Until 40K fully steps out of 1987, it’s only going to continue to be as bland and obtuse as it is now. They don’t have the weight of market share or nearly 40 years of history behind them, but I would argue that there are many better [i]games than 40K out there. But people cling to the familiar, and if you want to find a pickup game somewhere, it pretty much has to be 40K. Everybody plays 40K, because everybody 40K. Not, unfortunately, because of it being a good game. It’s just become the standard based on other factors, like marketing, background, and having a ‘relatively’ large company behind it in years there was little other competition to it in the marketplace.
This message was edited 1 time. Last update was at 2024/02/12 00:00:27
2024/02/12 01:28:52
Subject: Re:is it just me or is 10th edition heavily sanitized?
Objectively? It might be better for subfaction to not be linked to play style- I mean, I've got to concede that right? I mean, since 10th is the only game that even tried to decouple fighting style from subfaction across the board since rogue trader, we'd just veer into a contest between hypotheticals, which is something that can't really be well argued anyway.
I think what I'm really looking for is a system that makes other factions FEEL as close as possible to parity with marines, and they've had strong subfaction identities reflected in rules and ranges since second. The 9th edition is the one that feels to me like it came closest to doing that- largely because of subfactions, but also because of things like all factions getting the equivalent of a Chapter Master upgrade.
I think this attitude is the biggest rub for me with what 40K has turned into. i am drawn to the game for the lore i want to game to reflect the factions in the lore i don't give a GAK about how close each faction is to parity with marines. i want them to all reflect their unique fighting style. i play the game for epic battles in the 40K setting. i expect each faction to have weaknesses or be "imbalanced" as it is your job as the general to make up for these by what you do on the table top aside from just list building or popping gotcha card/stratagems. without it the game is sanitized, bland, or otherwise lost it's soul as the other topic on this was titled.. the setting and the devotion players have to various factions is what keeps them interested and drawn to the game. you might as well play a generic battlegame named "x" without that.
As somebody who was there through the development from 3rd onward where there was clear observed progressive improvement in the mechanics and a setting of the lore before it all went sideways when the original team started jumping ship (6th ed). what i see now is a game that is not 40K. i do not fault new players who do not know anything better.
I am going to re-post this from the other topic that pretty well sums up everything we discussed in both.
I would like to take a crack at this. I think it is a layered discussion that combines aspects of the lore, the game, GW, and the community.
I was not an Oldhammer player. While I've enjoyed 40k for a fair bit of time, I didn't start into the hobby proper until a year or two ago. That being said, I certainly feel some dissatisfaction going from my brief encounter in 8th to 9th edition codex and now to the least satisfying 10th. This prompted me to go back and take a look at the old editions of 40k. I do not have any rose tinted goggles for them because I am a newcomer, thus I had no experience with them prior.
I will be making comparisons between Oldhammer, Modernhammer (9th & 10th), and the MESBG.
From a lore standpoint, I think it is entirely fair to say that the Gathering Storm, the introduction of Primaris, the Indomitus, and the return of the Primarchs have considerably been at odds with the tone of the 41st Millennium. The lore books of the grinding, grimdark battlefields on countless worlds and billions of lives whose names shall not be remembered shifted suddenly to a focus upon a handful of characters. Introducing Guilliman was like adding Superman to WW1. Don't get me wrong, a Primarch's return is absolutely a massive event - but then the writers proceeded to have Guilliman go on to invade Nurgle's Garden, beat Mortarian, fight Magnus on the moon, and suddenly give the Imperium Space Marine Legion-level reinforcements after the loss of a single planet.
I think we can both agree this wildly changes the setting, if not from a perspective of scale or tone, at least from a perspective of.. well.. perspective. Individual battles or campaigns like Vraks are still there, but they are considerably dwarfed compared to what the new Regent of the Imperium is up to. Even as more Primarchs are added, the focus will just be upon these superhuman demigods that move and shake the entire setting. As far as I can tell, and at least certainly for myself, its a jarring change in the direction compared to what came before. Personally, I would much rather have had 100 stories like Dawn of War & Winter Assault than a single Gathering Storm that springboards changes to the entire setting.
From a gameplay standpoint, I believe that 40k as a tabletop game has lost its "soul" to some because it has shifted its focus and attention away from simulation of a battle and more towards being a game.
You might raise the counterpoint that 40k was never a good nor realistic depiction of a battle. I would agree with you, but I do not think the quality of that simulation detracts from the fact that this was the intent.
As I have read the older editions (3rd, 5th, 6th, and even a fan edition of Oldhammer), the consistent thing that I have noticed between those editions which is absent from newer editions of 40k is what I would like to dub "Fumbly Nerdstuff".
To define the term: Fumbly Nerdstuff is when a game takes a considerable amount of time to account for various factors and consequences of an action taken in a nerdy game (ie D&D or Warhammer) for the purposes of simulating a narrative of what happens before, during, and as a result of that action.
As an example: If I swing a sword and hit an Orc in an RPG, adding modifiers of my relative position to the Orc from heightened terrain to the location which I hit the Orc on his body to rolling a result on a table of what happens to the Orc when I hit him with my sword is an example of "Fumbly Nerdstuff". You can absolutely have way too much Fumbly Nerdstuff in a game, and I think everyone's tolerance level for Fumbly Nerdstuff is different.
Older editions of 40k definitely seem to be more interested in the battle you are playing be more of a battle than a game. There are numerous rules differentiating a walker from a tank to a biker and how they interact with movement or attacking. Vehicles react differently to being wounded than an infantry unit and a destroyed vehicle can become another piece of terrain on the map. Melee combat is described in terms of advancing or retreating lines. Movement and shooting has more direct interaction.
And I would not say this is unique to 40k, because I will draw upon what most consider to be GW's best game: MESBG. MESBG's entire rulebook is written in a way where the designers clearly want the player to be approaching the game as a simulated battle or a relived moment from the movies involving characters rather than just "minis on a board". The rules account for being knocked prone, being pushed and falling off ledges, jumping chasms. Combats are written in terms of duelists having a cinematic clash where one assumes parries and strikes. Arrows have to account for terrain and blocking enemy models getting in the way of the shot. There's a fair bit of this Fumbly Nerdstuff written for the intent of a simulated clash between two forces in Middle-Earth.
9th edition introduced, imo, one of the better ideas GW has had in 40k, the Crusade gameplay mode. The most fun I've had with 40k is writing up a story with a bunch of characters matched against an army that my friend made, tweaking the lists to give every unit a personality and a particular role in the army, and then simulating those engagements against my friend who has done the same, then the various post-game Crusade mechanics and written battle reports which followed - along with the story that created. However, Crusade is merely one aspect and largely handled outside of the actual battles.
10th edition by far has the least amount of this trait than any previous edition in 40k. Morale is barely considered beyond Battleshock, and Battleshock serves no real purpose in terms of storytelling but rather is a purely gameplay mechanic revolving around standing on objective circles. The objective circles themselves are largely interacted with in two ways: Standing on them or standing on them and doing "an action". Armies are not constructed by any real logical structure that would be sensible in a battle; you simply grab what you minis you want and put them on the table. Army loadouts are internally balanced and limited to what comes in the packaged GW box rather than encouraging players to kitbash, to build their particular squad in a different manner to alter what role they play on a battlefield, or other opportunities of creative expression. Yes, there is still some of that where I give a unit of Rubrics flamers or bolters or equip Legionnaires with boltguns or chainswords, but you have to admit that those options have been considerably reduced as editions have progressed and it is only getting more and more homogenized. A unit's role is largely predetermined and GW is doing more and more to reduce any potential deviation from that predetermined role.
All of that makes for a perfectly fine tournament game, but the heart of 40k was not as a tournament game. Tournaments always existed, sure, but you can't deny they have become more and more a central focus of the game's community. Tournament performance is more of a determining factor for an army's rules than it used to be. How much of a factor it is can be debated, but you cannot deny that this difference exists.
The game is moving further away from simulation and more into the realm of being purely a marketed game for wider accessibility. It is no longer about "a battle between the Red Corsairs and the Craftworld Drehanon over the fate of the planet Moreldain" and more so about "2k points CSM raider detachment vs Aeldari wraith detachment". The community itself has changed as well reflecting this change in focus.
That is what makes 40k40k and why the game has felt like it has less soul than it used to.
This message was edited 1 time. Last update was at 2024/02/12 01:30:42
GAMES-DUST1947/infinity/B5 wars/epic 40K/5th ed 40K/victory at sea/warmachine/battle tactics/monpoc/battletech/battlefleet gothic/castles in the sky,/heavy gear/MCP
2024/02/12 03:01:24
Subject: Re:is it just me or is 10th edition heavily sanitized?
I think this attitude is the biggest rub for me with what 40K has turned into. i am drawn to the game for the lore i want to game to reflect the factions in the lore i don't give a GAK about how close each faction is to parity with marines. i want them to all reflect their unique fighting style. i play the game for epic battles in the 40K setting. i expect each faction to have weaknesses or be "imbalanced" as it is your job as the general to make up for these by what you do on the table top aside from just list building or popping gotcha card/stratagems. without it the game is sanitized, bland, or otherwise lost it's soul as the other topic on this was titled.. the setting and the devotion players have to various factions is what keeps them interested and drawn to the game. you might as well play a generic battlegame named "x" without that.
Sorry Aphyon, I don't think I was clear in my post.
What I meant by parity with marines was not parity in terms of power on the table- it was more about the amount of options that only marines get- specifically the fact that marines have rules to reflect subfactions where a lot of other factions do not. I don't mean messing with fluff to balance armies- I'm absolutely okay with armies having strengths and weaknesses, and in fact what I mean by parity INCREASES that potential, rather than decreasing it.
Basically it comes down to this: in the fluff, there are subfactions for most if not all factions. That being the case, if one faction gets rules for their subfactions, other armies that have subfactions should also get rules for theirs. Notice here that the parity I speak of can be achieved either by giving subfaction rules to the factions that don't get them, or taking them away from the faction or two that are lucky enough to have them.
It's not about making my faction stronger so that they are the equal of the marines in performance, it's about subfactions either making a difference to both of us or neither of us. Either way, parity.
Also, this parity is system agnostic- I don't care if subfaction identity manifest as which units count as troops, or whether it's through the existence of bespoke subfaction units (ie Death Company), or whether it's through a special rule.
Now 10th's system ALMOST has parity: every faction is the same in that any of their subfactions can do everything just as well as any of their other subfactions. But Marines do have more choices than other armies, because as I understand it, Blood Angels can use either Space Marine Detachments or Blood Angels Detachments, while Order of Our Martyred Lady can only choose Sisters of Battle Detachments, since OoOML detachments don't exist.
Anyway, hope that clarifies.
This message was edited 1 time. Last update was at 2024/02/12 03:05:04
2024/02/12 05:10:23
Subject: is it just me or is 10th edition heavily sanitized?
Wayniac wrote: The big reason the Chaos 3.5 codex, to this day, is considered the best codex GW ever wrote is because every legion played differently.
Didn't you really just answer your own question right there?
Perhaps I did
But let's continue the train of thought from my post: If people do want subfactions to be unique, which it seems many do as it gives them a sense of being different, should it follow then that these subfactions should be something that is intrinsic to the player's decision, and not be something that gets changed on a whim based on which way the meta pendulum swings?
The same could be said of the top level faction choice. Meta often lends itself to a main faction - There's currently about a 15% swing on the tournament tracker. This is a balance failure of GW not an inherent flaw of the system.
We are currently seeing exactly this, and detachment choice is more or less a set of tactics you want to use, not something key to your army's identity: Take the current Marine detachments, for example. They exist as options, that might lend themselves to a particular chapter, but they aren't tied to a particular chapter. Anyone can take a Gladius Task Force, it has nothing about it that is tied to Ultramarines. The Vanguard Spearhead, which nominally would lean into the "stealthy" chapters like Ravenguard or Raptors, doesn't require having an army selected from those Chapters. Nor does the Anvil Siege Force, which seems fluffwise to be for Imperial Fists and their less radical successors, have anything actually tying them to those chapters since anyone can select to use it.
This makes the most sense for Space Marines because Space Marine doctrine is 90% the same in the lore anyway, being laid out in the Codex Astartes which basically all of them follow in at least some ways, if not others. So it's rational to think of these detachments as being much closer to the formations in Jomini's Art of War than being distinct army styles based on heritage and doctrines (e.g. the difference between how the French, Prussian, and Austrian armies approached battle in the 18th and 19th century).
And In some ways this is a step forwards. Each chapter has proficiency in all methods while chapters have specialization. The Dets should have been designed a little tighter for their intended look, but they should be available to all to show the proficiency, while Chapter Tactics provided the Specialization. One of the main reasons some of these special characters had their popularity is because of how they turned a "typical" Marine army on its head making Bikes/Terminators/Jump Packers into TROOPS\BATTLELINE in the old system (Or whatever they did to make a non-standard FOC valid). I would say the ultimate goal should be moving that to the generic HQ (and filling out the generic HQ choices in all the main "armor" types - Power, Term, Grav, Phobos, Bike) Phobos HQ's turn Infil/Incursor/whatever into BATTLELINE and increase their OC by 1 for example. I generally refer to this sort of thing as a Black Sheep Captain. Ultramarines are pretty much all about the demi/company build. 3/6 Tacs, 1/2 Assaults, 1/2 Devastator. Combined Arms was sort of their raison d'être, while Blood Angels were the Death From Above army, and Space Wolves were a snarling horde (relatively speaking) of ground-pounding axe and sword smashers. But they all have their "Black Sheep" Be it Captain Yonnrim Ganico of the Imperial Fists known for heavy use of Space Marine Bikes or Khan Ishodai who never left his suit of Terminator Armor behind. All chapters should have all builds be viable - this likely means Chapter Tactics have to be more generic - it works for the IF because (Attack/ATV) Bikers who get a +1 to wound Vehicles and monsters with their Multi Meltas isn't a bad option for a bike heavy army and probably fairly balanced against a 5++ for bikers in a Ravenwing army. Their tactic was generic enough to make it work. BT Vows were much the same - and probably make a good template for this plan because they could have a BA/UM/DA/SW etc Captain at any given time.
The ultimate question then becomes, should all detachments behave in that way and be more of a set of formations/tactics that the faction is known for, but without any requirement or specific tie to the subfactions best known for that mode of warfare? That seems to be the approach GW wants to go with 10th, in that for example with Eldar one might have a construct-focused army but not having to be Iyanden, or a Swordwind aspect-themed army that doesn't force Biel-tan. Similar to the Space Marine approach, this is understandable as Craftworlds are vast with vast resources, so even Iyanden which is said to have "few" Aspect Warriors surely would have enough to mobilize in a Swordwind-esque formation given the standard scale of a typical Warhammer 40,000 battle on the tabletop, whilst Biel-tan, despite being known for its Aspect shrines would certainly have enough construct units to field them en masse if the Autarchs and Farseers felt that was an appropriate response.
But, the question remains, does this hold true for everyone? And should it hold true at all? As mentioned previously SHOULD choice of subfaction be key to your identity, or something that you change on a whim based on how you want the army to play? If the latter, then what's the point of specifically choosing a subfaction that you identify with at all if you're going to ignore it whenever the winds of change (read: meta) shifts away from them?
Absolutely, every faction should have multiple build options - horde/elite, shooty/fighty/combined, Psychic/Null, Morale/Stoic, and on and on with assorted applications of the various turn phases. Given the millennia of experience Ulthwe has had with their psyker supremacy, does anyone think they haven't planned and strategized to maximize the effect of few psykers supported by a lot of Guardian/Wraith/Aspect support? Or that Saim-Hann hasn't planned for battles where their jet bikes weren't feasible?
Choice of subfaction shouldn't be key to the identity, it should be a sharpening of that identity. Key to the identity of the Space Marines are fewer hardier units of superhumans in power armor. The sharpening of that identity is Dark Angels enhancing the bikes and terminators, while for Blood Angels it might be Dreads and Jumpers. Key to the Imperial Guard is even more of a combined arms approach than the UM, adding tanks and support vehicles much more frequently - larger numbers of lighter armored regular men, heavy weapons teams, artillery units, tanks, APCs/IFVs, etc. - Steel Legion might get rid of all the foot infantry and lean into more tanks and Platoons in IFVs. There should probably be SOME outliers like a Genestealer Infestation in its early stages having more Brood Brother Guard than hybrids and such.
In WoW, Humans (even before adding half human Worgen, and the Human but different Kul'Tiran) are the most common race at about 15% for the Alliance side, while Blood Elves being the most human-like option on the Horde side filled with orcs and anthropomorphic cows at 15.2% so yeah, I'd say people tend to play Humans and Superhumans over non-humans.
My point wasn't that more people wanted to play any one alien species than humans. My point was that that there are a lot of people who don't want to play humans. Looking at the numbers you've provided, it seems I'm right.
15% play humans. That means 85% don't, right?
Thanks for proving my point.
I'm pretty sure the point you were trying to make was that something other than humans could have been the "face of the franchise" which was DISPROVED not proved. WoW spent a lot of time and effort making Orcs and Thrall the face of the Horde franchise and people still played first expansion human like Blood Elf more than Orcs. Pointing out all the non-humans outnumber the humans isn't really proof that Dark Iron Dwarves by themselves could have been the face of the franchise. It was humans. It was humans in BG3.
But that isn't an RG army, is it? About half the stuff in Vanguard is keyed to only scout / phobos. It isn't a scout / phobos only detachment, because that would make diverse list building pretty difficult.
It's only difficult because they removed Infiltrators/Incursors from being "Troop" equivalents. If either of them had been left as Battleline, suddenly it is not that difficult.
I'm expecting Infiltrators to go back to Battleline soon enough. GW always screws this stuff up on a major change. BGV style Caps and Lieutenants aren't Deathwing anymore and can't get the enhancements. I assume GW will be FAQ'ing that pretty quickly too. When (What was it 8th?) came out they ripped the guts out of fight units by getting rid of so many of the +1A options they had (two weapons, charging, etc), and tried to put them back with +1A Chainswords, Shock Attack/Hateful Assault and so on (and even then screwed that up by leaving off units that should have been included).
This message was edited 2 times. Last update was at 2024/02/12 05:27:56
My WHFB armies were Bretonians and Tomb Kings.
2024/02/12 10:21:04
Subject: is it just me or is 10th edition heavily sanitized?
Most played custom characters are Half-Elf / Human / Elf Paladins. All races that are closest to a regular human (aka the player) in looks.
People are "boring" like that and want to identify themselves with the character they are playing.
I would say this is even a little tiny bit more representative than WoW, as humans had one of the best racials for a long long time, so numbers are a bit skewed on Alliance side.
I think in BG3 (or similar) its a bit skewed, because there's an obvious reason to make your main character a Charisma class. The rundown was Pala/Sorc/Warlock/Rogue (not Cha, but has other things that can sort of stand in for it)/Bard.
Yes, you are right about the Cha class, but there is no inherent bonus to taking any race over the other, as there are no racial modifiers to attributes (in BG3) and every race can be every class. Racial feats are such a minor bonus that they are largely irrelevant, especially for a singleplayer or co-op game. Even then, Humans are the worst race to pick from an optimisation PoV, though.
I'm not denying that other factors...factor into the popularity for Space Marines, but "looks like me" is a big plus imho.
This message was edited 2 times. Last update was at 2024/02/12 10:22:00
Designer's Note: Hardened Veterans can be represented by any Imperial Guard models, but we've really included them to allow players to practise their skills at making a really unique and individual unit. Because of this we won't be making models to represent many of the options allowed to a Veteran squad - it's up to you to convert the models. (Imperial Guard, 3rd Edition)
2024/02/12 10:53:58
Subject: is it just me or is 10th edition heavily sanitized?
Most played custom characters are Half-Elf / Human / Elf Paladins. All races that are closest to a regular human (aka the player) in looks.
People are "boring" like that and want to identify themselves with the character they are playing.
I would say this is even a little tiny bit more representative than WoW, as humans had one of the best racials for a long long time, so numbers are a bit skewed on Alliance side.
I think in BG3 (or similar) its a bit skewed, because there's an obvious reason to make your main character a Charisma class. The rundown was Pala/Sorc/Warlock/Rogue (not Cha, but has other things that can sort of stand in for it)/Bard.
Yes, you are right about the Cha class, but there is no inherent bonus to taking any race over the other, as there are no racial modifiers to attributes (in BG3) and every race can be every class. Racial feats are such a minor bonus that they are largely irrelevant, especially for a singleplayer or co-op game. Even then, Humans are the worst race to pick from an optimisation PoV, though.
I'm not denying that other factors...factor into the popularity for Space Marines, but "looks like me" is a big plus imho.
I agree "looks like me" is a factor, but given human factions seem to be around 15% in these RPG settings and Space Marines are more like 50%... I suspect other factors are playing a bigger role. Appearing in every starter set and having much more reliable range + rules support are probably bigger factors IMO, along with some mechanical advantages in elite armies being more affordable.
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2024/02/12 11:18:43
Subject: is it just me or is 10th edition heavily sanitized?
I agree "looks like me" is a factor, but given human factions seem to be around 15% in these RPG settings and Space Marines are more like 50%... I suspect other factors are playing a bigger role. Appearing in every starter set and having much more reliable range + rules support are probably bigger factors IMO, along with some mechanical advantages in elite armies being more affordable.
BG3 etc don't work to make a Human the face of the franchise, and you don't get a free Paladin every time you buy a starter set. Both of those things happen with GW and Space Marines - in other words - When Humans aren't pushed as face of the franchise they still are. When the push does happen, it becomes even more obvious.
My WHFB armies were Bretonians and Tomb Kings.
2024/02/12 12:48:19
Subject: Re:is it just me or is 10th edition heavily sanitized?
Ignoring the humans-as-popular argument, I suppose the question then is if you have subfaction rules which encourage specific units, but not flanderizing them (e.g. you might get a bonus for X unit, but you aren't restricted to taking only X unit like a caricature), is that going to be enough? Again, I feel that faction identity should be an important choice, not one that gets used when the rule is good and ignored when the rule is not, which we too frequently see. I do not want to see an Ultramarines army suddenly played as Iron Hands because Iron Hands have the better rules at the moment, and then next dataslate they count as Raven Guard because IH got nerfed and RG is the next "best" one. Short of enforcing paint schemes though (which has its own set of problems and loopholes) I don't see a valid way to encourage people to pick a subfaction and actually stick with it through thick and thin, not change whatever subfaction they're playing to fit the "meta", without making the subfaction choice largely superfluous or generic enough (as in the current detachments which might lean to a subfaction but does nothing to enforce them) that it becomes a meaningless decision.
This message was edited 1 time. Last update was at 2024/02/12 12:49:19
- Wayne
Formerly WayneTheGame
2024/02/12 13:09:40
Subject: Re:is it just me or is 10th edition heavily sanitized?
Wayniac wrote: Ignoring the humans-as-popular argument, I suppose the question then is if you have subfaction rules which encourage specific units, but not flanderizing them (e.g. you might get a bonus for X unit, but you aren't restricted to taking only X unit like a caricature), is that going to be enough? Again, I feel that faction identity should be an important choice, not one that gets used when the rule is good and ignored when the rule is not, which we too frequently see. I do not want to see an Ultramarines army suddenly played as Iron Hands because Iron Hands have the better rules at the moment, and then next dataslate they count as Raven Guard because IH got nerfed and RG is the next "best" one. Short of enforcing paint schemes though (which has its own set of problems and loopholes) I don't see a valid way to encourage people to pick a subfaction and actually stick with it through thick and thin, not change whatever subfaction they're playing to fit the "meta", without making the subfaction choice largely superfluous or generic enough (as in the current detachments which might lean to a subfaction but does nothing to enforce them) that it becomes a meaningless decision.
This is the root of the whole thing, positive and negative. People rules hop because their collections or environments promote them using other chapters rules to avoid being a 2nd rate army for no reason other than paint job.
There is no way to do this without generalising rules to make them openly available to all, which is where we ended up. Otherwise you'll always have your Salamanders ballistus priced like it has the survivability of a stealth RG one, access to IH repair buffs or the extra offensive push of fists maybe.
These rules balance points result in none-preffered units being actively "bad" for some chapters because they're forced to be balanced around their use in "intended" chapters.
I cannot see any solutions beyond enforcing paint schemes to rules, or making them wide open to all players. 9th tiptoed around the first point and 10th, unwilling to deal with it, fell to the 2nd.
I imagine that for Breton a lot of the issue is they can't comprehend that people would be a big RG fan and still want a dread list which is naturally better suited to IH for example and doesn't want to acknowledge the internal balance issues.
2024/02/12 13:22:49
Subject: Re:is it just me or is 10th edition heavily sanitized?
Wayniac wrote: Ignoring the humans-as-popular argument, I suppose the question then is if you have subfaction rules which encourage specific units, but not flanderizing them (e.g. you might get a bonus for X unit, but you aren't restricted to taking only X unit like a caricature), is that going to be enough? Again, I feel that faction identity should be an important choice, not one that gets used when the rule is good and ignored when the rule is not, which we too frequently see. I do not want to see an Ultramarines army suddenly played as Iron Hands because Iron Hands have the better rules at the moment, and then next dataslate they count as Raven Guard because IH got nerfed and RG is the next "best" one. Short of enforcing paint schemes though (which has its own set of problems and loopholes) I don't see a valid way to encourage people to pick a subfaction and actually stick with it through thick and thin, not change whatever subfaction they're playing to fit the "meta", without making the subfaction choice largely superfluous or generic enough (as in the current detachments which might lean to a subfaction but does nothing to enforce them) that it becomes a meaningless decision.
This is the root of the whole thing, positive and negative. People rules hop because their collections or environments promote them using other chapters rules to avoid being a 2nd rate army for no reason other than paint job.
There is no way to do this without generalising rules to make them openly available to all, which is where we ended up. Otherwise you'll always have your Salamanders ballistus priced like it has the survivability of a stealth RG one, access to IH repair buffs or the extra offensive push of fists maybe.
These rules balance points result in none-preffered units being actively "bad" for some chapters because they're forced to be balanced around their use in "intended" chapters.
I cannot see any solutions beyond enforcing paint schemes to rules, or making them wide open to all players. 9th tiptoed around the first point and 10th, unwilling to deal with it, fell to the 2nd.
I imagine that for Breton a lot of the issue is they can't comprehend that people would be a big RG fan and still want a dread list which is naturally better suited to IH for example and doesn't want to acknowledge the internal balance issues.
Exactly. I think both solutions suck, because there should be a reason to pick a chapter and stick with it, not treat them as "yellow ultramarines" with no flavor of their own or, worse, treat the color as being irrelevant.
The way 10th has gone is, sadly, I think the lesser of two evils because it at least means the choice of your subfaction is more of an "I like this" choice than a "This has the best rules" choice. I'd rather have Fists be yellow ultramarines and let a "true" Fist player pick them because the background resonates with them, than a powergaming weasel who changes their subfaction like they change clothes based on whatever is the "best" option.
- Wayne
Formerly WayneTheGame
2024/02/12 13:23:24
Subject: is it just me or is 10th edition heavily sanitized?
That was less of an issue when the buffs came with a cost, either in points or rules nerfs.
In addition, internal balance just has to be decent, not perfect. To take an example, mech Guard and Drop Guard were both viable lists in the late 3rd/4th edition meta, but hardly anyone was running melee Guard because it was very expensive for little benefit (Hardened fighters cost 15pt a unit and bizarrely Warrior weapons cost a whopping 2pts/model for a laspistol and close combat weapon to replace a lasgun on a 6pt model). The internal balance was good enough for some options but not for others. That seems like a fixable issue with balance though.
I think a better solution is free rules PDFs that get tweaked over time to improve balance, rather than a rolling wave of new books and editions, but that isn't happening any time soon...
This message was edited 1 time. Last update was at 2024/02/12 13:25:20
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2024/02/12 13:54:01
Subject: is it just me or is 10th edition heavily sanitized?
Regarding subfactions, not everyone is Marines. Marines in particular have been developed with heavy emphasis on their subfactions.
But everyone else? maybe Guard and Sisters also have a somewhat strong subfaction theme, but I doubt Orks, Eldars and Necrons players started their armies by choosing a subfaction.
I know for a fact I didn't start my Tyranids as Leviathan, Behemoth or Kraken, and it was a standard and very accepted practice among Tyranid players to disregard paint and play as whatever hive fleet supported their preferred playstyle and/or was meta.
I definitely did it and would do so again if I'm forced to pick a subfaction, because I like playing Tyranids as a whole and experimenting with the different playstyles the faction as a whole supports, not only one.
This message was edited 2 times. Last update was at 2024/02/12 14:52:16
2024/02/12 14:03:45
Subject: is it just me or is 10th edition heavily sanitized?
Tyranids admittedly have the most flexible lore and least sense having subfactions.
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Tyran wrote: Regarding subfactions, not everyone is Marines. Marines in particular have been developed with heavy emphasis on their subfactions.
But everyone else? maybe Guard and Sisters also have a somewhat strong subfaction theme, but I doubt Orks, Eldars and Necrons players started their armies by choosing a subfaction.
I know for a fact I didn't start my Tyranids as Leviathan, Behemoth or Kraken, and it was a standard and very accepted practice among Tyranid players to disregard paint and play as whatever hive fleet supported their preferred playstyle and/or was meta.
I definitely did it and would do so again if I'm forced to pick a subfaction, because I like playing Tyranids as a whole and experimenting with the different playstyles the faction as a whole supports, not only one.
To expand moreso on this. Tyranids are all about adaptation and shifting tactics, and the Hive Mind is (probably) linked across fleets, so subfactions don't make a lot of sense.
I liked the 3rd edition mutable genus rules for local adaptations to specific problems, but I can see that being tough to balance.
Orks do have very distinct subfactions, both clan kultures and different stages of development and specialisation. That is somewhat complex to model well with the recent methods of distinguishing subfactions but it does exist. Again, I like the 3rd edition approach, which had feral Orks, the standard Ork list for warbands without a strong clan culture or with mixed cultures (freebooterz), 6 distinct clan lists for the clan fanatics, and speed freeks for the speed addicts (which could be any clan). Artillery warbands and an early iteration of dreadmobz were mentioned in the lore as big gun and walker addicts, but never got 40k rules in 3rd (dreadmobz did later in 5th). We now have another Ork specialisation in beast snaggas. Those factions have been around with rules impacts since 2nd, so I think they are pretty well established.
This message was edited 2 times. Last update was at 2024/02/12 15:23:19
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2024/02/12 15:27:24
Subject: is it just me or is 10th edition heavily sanitized?
Tyran wrote: Regarding subfactions, not everyone is Marines. Marines in particular have been developed with heavy emphasis on their subfactions.
But everyone else? maybe Guard and Sisters also have a somewhat strong subfaction theme, but I doubt Orks, Eldars and Necrons players started their armies by choosing a subfaction.
I know for a fact I didn't start my Tyranids as Leviathan, Behemoth or Kraken, and it was a standard and very accepted practice among Tyranid players to disregard paint and play as whatever hive fleet supported their preferred playstyle and/or was meta.
I definitely did it and would do so again if I'm forced to pick a subfaction, because I like playing Tyranids as a whole and experimenting with the different playstyles the faction as a whole supports, not only one.
Back in 2nd / 3rd when I was totally a Bad Moons fan. Orks detachments will fall into ranged ( Deathskulls, Bad Moons), mounted ( Evil Sunz ), mixed ( Freebooterz, Snakebites ), melee ( Goffs ), sneaky ( Blood Axes ).It's quite likely you won't have anything that screams Deathskulls over Bad Moons unless they have like a Mek detachment.
Aside from Goffs all the Ork factions are pretty comfortable being mixed and just usually lean one way.
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Dudeface wrote: This is the root of the whole thing, positive and negative. People rules hop because their collections or environments promote them using other chapters rules to avoid being a 2nd rate army for no reason other than paint job.
There is no way to do this without generalising rules to make them openly available to all, which is where we ended up. Otherwise you'll always have your Salamanders ballistus priced like it has the survivability of a stealth RG one, access to IH repair buffs or the extra offensive push of fists maybe.
These rules balance points result in none-preffered units being actively "bad" for some chapters because they're forced to be balanced around their use in "intended" chapters.
I cannot see any solutions beyond enforcing paint schemes to rules, or making them wide open to all players. 9th tiptoed around the first point and 10th, unwilling to deal with it, fell to the 2nd.
I imagine that for Breton a lot of the issue is they can't comprehend that people would be a big RG fan and still want a dread list which is naturally better suited to IH for example and doesn't want to acknowledge the internal balance issues.
There's clear evidence that GW is pricing based on the army rule, but not the detachment rule.
e.g. Forgefiend
CSM - 200
TS - 135
( World Eaters pay a 10 point shooting tax it seems )
Really the dynamic is discouragement from leaning too heavy into units that don't benefit. Rubric Flamers have literally no interaction with any army rules and rely on their own datasheet and Ahriman to get boosted. As such it's quite hard to run multiple "effective" units of flamers. People still do it, because they prefer the utility and dynamics.
People will still run a Ballistus in non-favorable detachments if that's the unit they think best supports the gap they need to cover while the rest of their units benefit and do more work.
This message was edited 1 time. Last update was at 2024/02/12 15:31:12
2024/02/12 15:33:31
Subject: is it just me or is 10th edition heavily sanitized?
Tyran wrote: Regarding subfactions, not everyone is Marines. Marines in particular have been developed with heavy emphasis on their subfactions.
But everyone else? maybe Guard and Sisters also have a somewhat strong subfaction theme, but I doubt Orks, Eldars and Necrons players started their armies by choosing a subfaction.
I know for a fact I didn't start my Tyranids as Leviathan, Behemoth or Kraken, and it was a standard and very accepted practice among Tyranid players to disregard paint and play as whatever hive fleet supported their preferred playstyle and/or was meta.
I definitely did it and would do so again if I'm forced to pick a subfaction, because I like playing Tyranids as a whole and experimenting with the different playstyles the faction as a whole supports, not only one.
Right, I agree with most of what you said but I loved the subfactions for my bugs. Gorgon let me play my toxic dream out when I had the chance and that was completely removed without any sort of replacement; hell I can't even take toxin sacs anymore because of how bland 10th has become.
I think it ridiculous that people tie color scheme to rules but at the same time I have absolutely no problem with someone playing blue Blood Angels.
Also, I totally started Orks with Snakebites in mind! I miss Old Zogwort and turning enemies into squigs. But I went all in and own a gargantuan squiggoth and multiple regular squiggoths from before we got the Beast Snaggas.
2024/02/12 15:53:52
Subject: is it just me or is 10th edition heavily sanitized?
Thanks Daed, I was more referencing back to late 8th/parts of 9th, when some units were almost certainly rebalanced because of specific interactions locked behind chapter rules/relics/traits. They do seem to by army now, but as we've seen if a unit is overly good in one detachment they seem to target the unit, not the detachment, which then impacts the others even more so.
This message was edited 1 time. Last update was at 2024/02/12 15:54:00