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Have any of the collectors edition codecies been worth the extra cash? I like Necrons a lot but I’m not sure if the collectors edition codex will be worth literally double the price of the regular one.
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# ? Mar 24, 2018 17:59 |
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# ? May 17, 2024 00:20 |
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SRM posted:I think an easy fix to some of the spammier lists is to limit one of each HQ choice per detachment. My Tempestus Command Squads! 😭
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# ? Mar 24, 2018 18:03 |
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Xenomrph posted:Have any of the collectors edition codecies been worth the extra cash? I like Necrons a lot but I’m not sure if the collectors edition codex will be worth literally double the price of the regular one. Having done it for a few, no not really. Some of the extras are neat, but literally the moment the next codex comes out you’ll regret having shelled out the extra.
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# ? Mar 24, 2018 18:03 |
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make. guard. squads. platoons. again.
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# ? Mar 24, 2018 18:17 |
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Just got back from Adepticon. Played in the gentlemans tourney and the friendly. It was a lot of fun besides the last game of the friendly against a dude that had played in the championship the day before and who got super mad when I started to beat him. I saw he marked me a 3 out of 10 for sportsmanship and when I asked him about it he got all flustered and said he was mad at the format and extra stratagems we had to use and it wasn't me, even though he was rating me, so whatever. My cousin played him the game before and had a similar experience. My guard rolling out in the 2nd round of the gentleman's tourney Pro level army display boards noted community personality and 40k badcast bad boi sexcannon visibly enjoying slamming hams!
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# ? Mar 24, 2018 18:18 |
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TheChirurgeon posted:They turned out amazing! Good luck at the tournament. Corrode posted:This looks great dude, that board really came together. Ilor posted:You girlfriend's legs aren't photobombing the final product. Harkano posted:Hey Boon, looks like Spikey likes you - https://spikeybits.com/2018/03/best-40k-armies-from-adepticon-2018-day-1.html Thanks guys! I had a good showing overall in the GT and it was a lot of fun, was flying high going into the fourth game of the first night with a 3-0 record and 93 battle points which put me in the top 16 going into the final round. I ran the following all-Craftworld list that I tried to keep relatively balanced and not spammy: quote:Aliatoc Battalion Detachment In the first three games I faced: Game One - Hammer-and-Anvil deployment - Mortarian-led, Four Plagueburst Death Guard army: 32-8 victory. He went first and made the classic mistake of launching his Mortarian ahead of the rest of the army to get in my face turn 1. On my turn I brought everything in, unloaded my transports, and poured the entire army into it leaving him without much in the way of mobility. It was progressive scoring with most of the objectives on my side of the board (he planned to Death Guard his way across and take them rather than sit back on his side) so I snagged objectives where I could and picked apart his characters with Mind War and the Warlord. The Plaguebursts are nasty with those flamers. I REALLY misplayed my Shining Spears putting them both out of my Quicken Spiritseer range as well as rolling very, very badly with their charge off of the deep-strike. I used the +2 stratagem so I needed a 7, but I rolled a 1 and a 3, re-rolled a the 1 and still missed the charge leaving them exposed, doing nothing, and which they were promptly shot apart the next turn. Had I not misplaced them I'd probably have cleared full 40 points for the battle. Game Two - Vanguard deployment - Epidemus-led Poxwalker/Cultist bomb with twin Fire Raptors, Bloodletter and Tzangor bomb: 40-0 victory. I lost the roll but seized. His massive lines of cultists and some Nurglings prevented me from deploying outside of my deployment zone and he controlled 4 of 5 objectives right out but his characters and the Fire Raptors were the only things that could really do damage outright until his Tzangors or Bloodletters came in. I maxed my spacing in my zone, kept a couple of Dire Avenger units out front to push back any pile-in/consolidations from the Bloodletters coming in and then brought my Crimson Hunter in on turn 1. He kept his Raptors out of the max range of my Reapers (in a Wave Serpent) so I kept them inside, killed 23 of 31 cultists in a large blob, cleared a couple of Nurgling bases, and did 10 damage to one of the Raptors from the Crimson Hunter. On his turn he launched his Raptors deep in my lines since he wasn't going to be able to keep them alive through the next turn and tried to dish out damage on my Shining Spears hanging out in the back corner and my Crimson Hunter, but I popped the -1 stratagem for a total of -3 to hit which meant nothing was really effective. He brought his Tzangors in, used the endless tide strategem to refresh all 31 cultists, and generally marched 70 models my way further restricting my zone. My front line of infantry mostly disappeared. On my turn two I brought in the Hemlock and took down both Raptors, quickened the Shining Spears, and brought down a bunch of Tzangors, some backfield Cultists (smaller squads of 10 that I didn't think he'd refresh). This is where I learned the Poxwalkers grow in number and became a problem. So with 31 cultists marching into my corner, stretched out almost fully across the board and backed by Poxwalkers, I shifted to character hunting, shooting Poxwalkers, and killing Tzangors where possible while trying to prevent the Bloodletters from getting into my Reapers for one more turn using the Hunter and Hemlock to space. As the turns ticked by we exchanged a couple of characters, I kept his Bloodletters mostly out of the Reapers which managed to tie up the squad of 3, but when they came in I forewarned and managed to take down 13 between shooting and morale so my Farseer/Spiritseer was able to finish them off with smites/executioner and then a combat. His changecasters were tough to take down at 3++ so instead if focused my jets on the backfield cultists and poxwalkers while moving my Wave Serpents around into his backfield. In the last turns I unloaded my last two Avenger squads into the center objective, overwhelmed his models with shooting and then an assault which lowered the cultists and poxwalkers enough for me to claim superiority on that objective. My Farseer's sat on two other objectives, and his stretched line of cultists held one and just failed the charge in order to take the second from my Farseer (using obj secured). My Hemlock cleared the remaining cultists off his back objective in the last round. This game came down to whether we'd get a turn 5 or not - with 13+ minutes to go I gave him bottom of turn 4. We both looked at the clock and we both knew that if he slow played his turn with nothing but cultists, poxwalkers, and two characters that he'd win because his back objectives wasn't cleared and he held 3 to my 2. He started and began futzing with exact placement of his poxwalkers at which point I looked at him and said "Look man, we both know the time, we both know the turn rules (no turns begun after <5 minutes), please don't slow play me" to which he acknowledged it and we finished the game. I gave him the top-sportsmanship score on the sheet for it. Game Three - Hammer-and-Anvil deployment - Celestine-led Imperial Guard army with three Custode Bike Captains - 21-19 victory The second game was a tough match that came to the wire - this is the one that I figured I'd lose. Bike Captains do well against Eldar and Imperial Guard are always a tough fight, especially across the board in this deployment type. It actually worked out in my favor. This time he seized on me which was rough, but it turned out fortuitous. His Bike Captains shot forward along with some Sentinels and Celestine to close the gap, his shooting was largely ineffective since I turtled in the Serpents and kept my stuff at max range in the back of my zone - the Hunter and the Hemlock took most of the attention from the Basilisks and Tank Commander but using the -1 stratagem, most of his shots were hitting on 6's or not at all. On my turn I rocketed both jets forward 60" to hit at his Basalisks and brought my Shining Spears in at mid-field. At first I was thinking I needed to try and hold off the bike captains as best as I could, but then I realized how soft his backfield was and Quickened the Spears right into the heart of his Infantry, and Heavy Weapon teams which were spaced into two groups on either side of his Tank Commander. The jets brought one of the Basalisks into the bottom tier (meaning it couldn't hit anything due to my Aliatoc trait) and damaged the second and third into the second tier (needing 6's). The Spears cleared two of the infantry squads and damaged heavy weapons team and tied up the Tank Commander and HWT in assault. I cleared out the lone Sisters squad and Celestine's bodyguard but didn't quite take down Celestine. On his turn he was torn between moving into me or coming back to protect his Imperial Guard base. All of his Bike Captains fell back while the Sentinels and Celestine moved forward. His tied up units fell back and my Shining Spears got cleaned out by the combined Bike Captains and other fire + assaults. My jet's took some damage, dropping the Hemlock a tier (not that it matters for that jet) but otherwise I was in a good spot. Celestine did assault into my Reapers where all of my characters were who all intervened. She killed a bunch of Reapers then died, came back. On my turn she got put down for good by a bunch of psychic MW. Meanwhile I cleared out the Sentinels, advanced the Serpents to midfield, and bottom-tiered the remaining Basalisks. Nothing in his army ever made it back to midfield as I kept his Bike Captains lurching back and forth after the jets while my Serpents advanced. However, despite being solidly in control of the game flow, I wasn't able to rack up the primary objectives as much as I would have liked (I made mistakes in my movement - going for the kills rather than the objective points). So when it was all said and done, it was me exploding his tank commander on the last turn which put me over the top for a 29-28 victory. Extremely close game where I won Primary by 1 point, Secondary by 4 points (VPs), and lost Tertiary by 4 points. I'm gonna go take care of some homework, but I'll post about a heart-breaking fourth-round loss which kept me out of the championship games later Apologies if that reads poorly, it's all stream of consciousness. Boon fucked around with this message at 18:41 on Mar 24, 2018 |
# ? Mar 24, 2018 18:22 |
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Beast Pussy posted:Serious question, how much do the shield captains and others need to shift before they're fair? Try not smoking, you literal heap of trash?
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# ? Mar 24, 2018 18:24 |
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kommisar posted:It was a lot of fun besides the last game of the friendly against a dude that had played in the championship the day before and who got super mad when I started to beat him. I saw he marked me a 3 out of 10 for sportsmanship and when I asked him about it he got all flustered and said he was mad at the format and extra stratagems we had to use and it wasn't me, even though he was rating me This has always been by biggest issue with sportsmanship score, it's nice in theory but sometimes just turns into a saltmanship score, it's not like you can control yours or your opponents dice, or their mistakes, or that you can actually play the game.
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# ? Mar 24, 2018 18:32 |
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I legit want to run a Custodes vexilla.
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# ? Mar 24, 2018 18:34 |
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Hencoe posted:This has always been by biggest issue with sportsmanship score, it's nice in theory but sometimes just turns into a saltmanship score, it's not like you can control yours or your opponents dice, or their mistakes, or that you can actually play the game. This is why it's nice when events are small enough that organizers can follow up when people get abnormally low sports scores to identify problem players.
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# ? Mar 24, 2018 18:34 |
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Booley posted:None of these are a problem in and of themselves. The problem comes when you start mashing things together. A guard army is strong, yes, but perfectly fine to play against (even if kurov + grand strategist needs a nerf). Jetbike captains are fine - as part of a custodes army. Nid armies are strong, but also fine to play against, unless you do dumb poo poo like run nothing but 7 flyrants. Isn't that the game though? I'm not being funny, like, the game is about putting together combos of dudes which work well together, and making them punch the other guy, right? If I'm playing expensive Custodes, and I need more dudes to be able to get objectives, why wouldn't I want to put some guard on the team to run and sit on objectives? Schadenboner posted:Try not smoking, you literal heap of trash?
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# ? Mar 24, 2018 18:36 |
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SteelMentor posted:I can't wait for 8th ed Horus Heresy. Post some pix Have there been in legions/warbands that switch Gods? Considering doing mine as Alpha Legion that love Papa Nurgle goodness fucked around with this message at 18:56 on Mar 24, 2018 |
# ? Mar 24, 2018 18:44 |
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Beast Pussy posted:Isn't that the game though? I'm not being funny, like, the game is about putting together combos of dudes which work well together, and making them punch the other guy, right? If I'm playing expensive Custodes, and I need more dudes to be able to get objectives, why wouldn't I want to put some guard on the team to run and sit on objectives? Sort of not really? That's something that's really only come up in 7th (with formation fuckery) and 8th editions. For pretty much the rest of the game its been about how to use the strengths of your codex to overcome the weaknesses of your codex, and then how to exploit the weaknesses of your opponents codex. With your example of filling guard into a custodes list its more patching over and avoiding a weakness rather than actually dealing with it. And even that, putting a few squads of guard into an army of custodes, isn't really much of an issue. The issue is more that you can pick and choose the best things from all the books. So you bring a guard army with numbers for objective control and tanks to blow poo poo up, and then fill the mobility hole with a few shield captains (and oh, gain a bonus CP for doing so!). The shield captains aren't really a part of the army, they're just tacked on. Or you've got a tyranid list of a bunch of flyrants. But you want a little more anti tank. And you know you'll use lots of CP so need a way to recycle them. So you tack on a handful of genestealer cult to allow you to add the imperium keyword, and throw in a warlord to recycle CP and a shadowsword for antitank. You're not building an interesting list with GSC infiltrating a guard regiment to help the tyranids, you're just tacking the best things from a couple different books together.
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# ? Mar 24, 2018 18:49 |
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Beast Pussy posted:Isn't that the game though? I'm not being funny, like, the game is about putting together combos of dudes which work well together, and making them punch the other guy, right? If I'm playing expensive Custodes, and I need more dudes to be able to get objectives, why wouldn't I want to put some guard on the team to run and sit on objectives? The problem isn't that players do it, the problem is that the rules make it all upside. Picking units from different armies is going to naturally be more powerful than a single codex just because you wouldn't pick the extra unit if it wasn't better. The game should compensate for this by giving drawbacks to cherry picking. This forces you to consider opportunity cost. Building armies shouldn't be purely an exercise in mathematical optimization.
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# ? Mar 24, 2018 18:52 |
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Hencoe posted:This has always been by biggest issue with sportsmanship score, it's nice in theory but sometimes just turns into a saltmanship score, it's not like you can control yours or your opponents dice, or their mistakes, or that you can actually play the game. It was my first time playing in the friendly. I brought a pretty pillow fisted guard list. I did have a brigade so tons of cp to use the extra stratagems they gave us to shut down units for a turn and to stop them from charging or shooting. Of course I'm going to use them to stop your giant bloodletter mob from charging my beloved guardsmen.
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# ? Mar 24, 2018 18:56 |
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I think Matt Root's GT winning list is a good example of breaking the game, he even used an all-codex list (though some FW is included). - 7 Flying Hive Tyrants - 4 Mawlocs - A bunch of 20 point, single-model, spore mines to fill out troop requirements. The fact that, that list can be built with a bunch of HQ units single-handedly rolling into a battle like some kind of 40k seven samurai means something is wrong with the structure of the game or the codex (It's the Supreme Command detachment). In my opinion, the Supreme Command detachment just doesn't make sense. Why would three commanders all be together as one group anyway? At the very least they'd be accompanied by a grouping of elite troops? I think it's something that would be corrected by levying 1-2 Elite choice requirements on the detachment in order to use it. Boon fucked around with this message at 19:05 on Mar 24, 2018 |
# ? Mar 24, 2018 18:59 |
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Booley posted:Battlescribe is a bit awkward for setting up detachments that include units from multiple books. If you add the FW astartes entry as a sub-entry to your normal BA battalion or whatever you can take both as part of the same detachment. Dude, trap sprung. Im joking about the libby dred I managed to figure it out on the phone, once.
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# ? Mar 24, 2018 19:04 |
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kommisar posted:It was my first time playing in the friendly. I brought a pretty pillow fisted guard list. I did have a brigade so tons of cp to use the extra stratagems they gave us to shut down units for a turn and to stop them from charging or shooting. Of course I'm going to use them to stop your giant bloodletter mob from charging my beloved guardsmen. Denial abilities are generally considered the most anti-fun category of thing you can do in most multiplayer games, what a weird inclusion.
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# ? Mar 24, 2018 19:06 |
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NovemberMike posted:The problem isn't that players do it, the problem is that the rules make it all upside. Picking units from different armies is going to naturally be more powerful than a single codex just because you wouldn't pick the extra unit if it wasn't better. The game should compensate for this by giving drawbacks to cherry picking. This forces you to consider opportunity cost. Yea you can't be mad at players doing what the rules allow, but the system itself is pretty absurd and really gives you no reason not to just tack whatever you can on to negate army weaknesses. At that point it's pretty radically different from how 40k has been for ages before 7th ed where the point of playing, say, IG was that you had to balance the 'I have literally hordes of bodies to throw at things and tanks that hit like...tanks...' and the 'I also have problems with mobility and squishiness that can be exploited if I go too heavy on either'. With the rules now why would you ever not just grab any rando troop you can find that fixes that? Again, can't really blame the players themselves, it's not like they're cheating or even cheesing the rules in a shady way. The issue is the rules give you literally no reason to not grab units from other armies and typically the game's strategy component has been about managing trade-offs all the while before this.
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# ? Mar 24, 2018 19:07 |
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sexpig by night posted:Yea you can't be mad at players doing what the rules allow, but the system itself is pretty absurd and really gives you no reason not to just tack whatever you can on to negate army weaknesses. At that point it's pretty radically different from how 40k has been for ages before 7th ed where the point of playing, say, IG was that you had to balance the 'I have literally hordes of bodies to throw at things and tanks that hit like...tanks...' and the 'I also have problems with mobility and squishiness that can be exploited if I go too heavy on either'. With the rules now why would you ever not just grab any rando troop you can find that fixes that? Yeah, all Smarties and no vegetables.
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# ? Mar 24, 2018 19:11 |
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See, I like that you can mix factions of the same alliance to cover weaknesses, that makes fluff sense in a way that "why did this army of shooty sisters decide to take on a teleporting wave of khorne punchers" doesn't. Really, I think limiting relics & stratagems to one codex + axing supreme command would fix a lot of problems
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# ? Mar 24, 2018 19:16 |
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Neurolimal posted:See, I like that you can mix factions of the same alliance to cover weaknesses, that makes fluff sense in a way that "why did this army of shooty sisters decide to take on a teleporting wave of khorne punchers" doesn't. There's two parts to this. First, it is cool when people take fluffy combined arms lists. Space Marines drop podding in to help an IG brigade take an objective is fluffy and cool. Second, it's also cool when an army comes entirely from one codex. Right now, the game doesn't give you an incentive for the second.
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# ? Mar 24, 2018 19:25 |
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Booley posted:Sort of not really? That's something that's really only come up in 7th (with formation fuckery) and 8th editions. For pretty much the rest of the game its been about how to use the strengths of your codex to overcome the weaknesses of your codex, and then how to exploit the weaknesses of your opponents codex. With your example of filling guard into a custodes list its more patching over and avoiding a weakness rather than actually dealing with it. NovemberMike posted:The problem isn't that players do it, the problem is that the rules make it all upside. Picking units from different armies is going to naturally be more powerful than a single codex just because you wouldn't pick the extra unit if it wasn't better. The game should compensate for this by giving drawbacks to cherry picking. This forces you to consider opportunity cost.
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# ? Mar 24, 2018 19:39 |
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The introduction of allies ruined things. It stopped being optimization within a codex to optimization math.
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# ? Mar 24, 2018 19:39 |
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For_Great_Justice posted:The introduction of allies ruined things. It stopped being optimization within a codex to optimization math. I think the way it was done back in 2E was a p. deece approach, you were limited to a certain percentage of certain armies.
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# ? Mar 24, 2018 19:41 |
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For_Great_Justice posted:The introduction of allies ruined things. It stopped being optimization within a codex to optimization math. Agreed. Im cool with allies, but only as a super limited, more "making this list for fun and fluff reasons" than "lemme break out my spreadsheets and optimize everything to death" option. 7th started the problem, and 8th made it 10x worse.
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# ? Mar 24, 2018 19:43 |
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I remember the allies matrix being a thing in 5e and I honestly don't remember the big difference between that implementation and 7e's implementation.
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# ? Mar 24, 2018 19:52 |
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There hasn't been nearly enough talk about how baller the big knight looks
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# ? Mar 24, 2018 20:12 |
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Nah
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# ? Mar 24, 2018 20:14 |
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NovemberMike posted:Space Marines drop podding in to help an IG brigade take an objective is fluffy and cool having just wrapped a 1k game where i did something like this, it is indeed both fluffy and cool. 21 mortal guardsmen went into the fight, 8 made it out. a good day
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# ? Mar 24, 2018 20:18 |
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Booyah- posted:There hasn't been nearly enough talk about how baller the big knight looks It should lose at least the missiles and the small shoulder turrets
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# ? Mar 24, 2018 20:23 |
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All this allies hate makes me nervous about the army I'm currently working on. I'm worried people will get huffy at it being "soup". Basically it's going to be 50/50 Sisters and Scions. Scions I'm fluffing as ecclesiarchy stormtroopers. Main reason I'm doing it is because I don't want to have to buy another 40 or so metal sisters, especially with plastic ones announced.
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# ? Mar 24, 2018 20:31 |
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I'm going to be surprised and disappointed if AdMech aligned houses get boned in the knight codex.
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# ? Mar 24, 2018 20:32 |
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# ? Mar 24, 2018 20:41 |
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Ayn Marx posted:It should lose at least the missiles and the small shoulder turrets You should lose
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# ? Mar 24, 2018 20:41 |
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Here's a suggestion I don't think I've seen posted: dial back the standard game size. 1.5k instead of 2k makes it harder to cram in as many detachments, and also helps ameliorate the problem of 2k being an absurd target for a lot of people, as well as with the problem of some of the armies that need to ally in support units. If you were to remove allies/detachment mixing completely I think it's telling that (at least where I play) you'd probably lose 50-75% of the players that came back specifically because 8th made the game playable again.
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# ? Mar 24, 2018 20:50 |
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Final Adepticon GT trip report. Game Four - Dawn-of-War deployment. Winning this game sends me to the championship bracket. Guilliman-led Ultramarines with a Venator, two Relic Leviathan Dreads, Three Dev squads, a couple of scout squads, a Techmarine, Tigerius, and a LT with a Banner that let's dead guys do alive guy things. There were 3 objectives in a diagonal line down the center of the board. During deployment I packed everything into the Wave Serpents to get the +1 on the roll. He began forming his bubble on my center-left side of the board so I placed my Wave Serpents and Spears in the opposite corner out of range of his Relic dreads. I dropped my Hemlock/Hunter into deep strike and then placed three Avenger squads and the bike Farseer and Autarch behind them directly in front of his bubble but out of LoS. If he won the roll he would either waste a turn or give me the turn and if I won the roll I was going to hammer him with everything turn one by using the Phantasm stratagem to redeploy my Wave Serpents and Spears. I won the roll and used the stratagem. Placing the Spears right in front of his triple-line of Devastators I shifted the Wave Serpents to my far left them moved everything up to be within range with my Rangers deployed far right. My Reapers jumped out and lined up shots on the Relics, while my Crimson Hunter and Hemlock came in on the far left near his deployment zone. The Swooping Hawks dropped in on the scouts in his deployment zone on my right side. The Hemlock took half of the hit points off the Venator, while the Wave Serpents and Crimson Hunter combined to take the grav-toting Relic down to 7 wounds, and the Spears which I quickened to be right in front of his Devastator line, wiped all three squads out and took the banner guy down to 1 wound between shuriken shots, lances, and the charge. My Hawks dropped all but 2 scouts on my right flank, and the three advancing Avenger squads dropped the other scout squad. The Reapers were largely ineffective against the other Relic in what would become an ongoing theme. They did 3 dmg I think. The banner barely helped as he either rolled poorly to activate, failed to wound, or I rolled to save. His turn one saw him clear my Spears and do a few points of damage to my flyers, but that was about it. On turn 1 I cleared 530 points and crippled another 500-700 drastically reducing their effectiveness against my Aliatoc Eldar. On his turn 1 he cleared my Shining Spears - I was in the driver's seat. That's when I got over-confident and careless. In the following two turns I pressed in on him trying to table him instead of backing away and playing for objectives and forcing him to move, spread out, and try to outfight me with a less mobile, less long-ranged force. What followed was a slow whittling of my army. My Reapers failed to finish off the Relics turn after turn as he either rolled really well on his 4++ or while he rolled great for his Techmarine. By turn 5 he was down to a 5 wound Relic (the one that was taken down to 7) , Gilly, and the Techmarine. My Wave Serpents were gone, the Hemlock was gone, and I was down to a Ranger squad, a damaged Crimson Hunter, my Reapers, four Avenger squads, my Rangers two turns of movement from an objective, and two Farseers and Spiritseer. I rolled poorly in the psychic phase and he again rolled incredible once again on his remaining Relic and managed to keep it alive with 1 wound remaining. His Techmarine died. On his turn, the Relic moved onto one objective, Gilly into the center and then shot one of my Avenger squads off of my objective while the the Relic wrecked a Farseer and damaged two Avenger squads taking them to 2 models a piece.. Dire, my Spiritseer finally ended the Relic with a smite and the two Dire Avenger squads moved toward the objective. However, one was kept from it by an inch due to the position of the relic. My Rangers couldn't make it to the bottom objective. I shot everything into Gilly leaving him with 1 wound remaining. On his turn he killed the two Avengers giving him sole control of one objective... worth 10 points. I never even bothered to check objectives because I knew I was tabling him after turn one. I lost, end of GT. Some unlucky rolls and over-confidence cost me. Extremely disappointing but I'd rather have lost because I hosed up than because I got slow played or played someone who skirted every line possible. It was a great game against a great opponent. Boon fucked around with this message at 21:57 on Mar 24, 2018 |
# ? Mar 24, 2018 20:55 |
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Boon posted:I think Matt Root's GT winning list is a good example of breaking the game, he even used an all-codex list (though some FW is included). Every sport we have participated in is like this at the competitive level. Guns, Cars, Motorcycles all boil down to skills + capital if you subtract one you are probably not making it to the top. I plan to avoid competitive play for exactly this reason..
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# ? Mar 24, 2018 21:25 |
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Here'd be my attempt at balancing allied codex detachments. First, give each detachment faction keywords. This is mostly done already, but you'd probably want to errata some of this to get factions to 3 keywords (so Tau might become Tau Empire/Fire Caste/Da'lyth). Your warlord's detachment is the primary. For each other detachment, check how many faction keywords match. If it's 0, you're a blue dude with poor coordination and they're a flesh devouring monster from beyond the galaxy. It's not going to work out. If it's 1, you wouldn't shoot them on sight but you also don't actually know what they do. Subtract 3 CP. If it's 2, there's a little friction but you can manage. Subtract 1 CP. If it's 3 everything's hunky dory. No change. You'd also add in wildcard keywords, so Imperium/Inquisistion*/Ordo Malleus would have the Inquisition* match with any Imperium detachment, and you'd probably have rules to replace turn IMPERIUM/ASTRA MILITARUM/<REGIMENT> with IMPERIUM/CHAPTER SERF/<CHAPTER> with some restricitons. With this, if I went with Brigade (Warlord) IMPERIUM/ASTRA MILITARUM/CADIA, Supreme Command IMPERIUM/ADEPTUS CUSTODES/X, Air Wing Detachment IMPERIUM/ADEPTUS ASTARTES/ULTRAMARINES I'd have 8 CP instead of 14. That's actually still perfectly playable.
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# ? Mar 24, 2018 21:29 |
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# ? May 17, 2024 00:20 |
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Allies as a idea isn't bad. What I mean is this. Codex space marines is elite stuff small in number. Tyranids can make unbreakable swarms to say hold objectives. The basic strengths an weakneses are there but combined they cover the other so well whats the down side. There is none. The lore is gone, the individuality is gone. Its an event list. Chaos codex 4e allowed you some IG stuff if you took Iron Warriors an only so much. You had variance that made sense an stuff to work with lore wise. Now its promoted mid maxing.
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# ? Mar 24, 2018 21:32 |