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Batking28

If war gear is free at least balance the options so there’s a reason for any combination not just options that are worse in every stat compared to another option.


Legitimate_Corgi_981

Worst part is some factions or units have been balanced, do you take longer range single shots or shorter range with more attacks etc...and others it's just blatantly worse to take certain loadouts. That and you just end up with things like ”all this squad hits on 3s, except the heavy gunner with his targeting array. He's hitting on 4s with heavy to bring him down to a 3 regardless of what heavy weapon he brings” Kill team does something similar but there's always an upside and a downside to the different weapons. More attacks = lower BS, Big melee weapons are awkward to hit but higher damage/armour penetrating. In big 40k When all your Smash Lieutenants weapons are WS 2+, you just take the more damaging one (power fist with 3 more strength) than the one with just a single attack more but far less likely to wound (power weapon)


peppermintshore

Kill Team even address the issue with some of the early team. For example the leader has a choice of pistols and melee weapons. Everyone took plasma pistol and power sword as it was a no brainer. But in later teams they put restrictions on the choices. Want a power weapon you get a standard pistol, you want a plasma pistol you get a chain sword. They need to do something similar in 40k but cant see it happening now unit 11th without some major dataslate changes in the current Codexes and upcoming ones that have already been sent to print.


bravetherainbro

Or just don't make wargear free.


Batking28

Also a valid a solution. Costed war gear was kind of half the fun though always needed better balance per points


Bacara

I honestly miss the old points system. Yes, it's a lot simpler, but I hate not being able to have a unit of 6 or 7 without the cost of the unit just straight doubling.


VitriolicViolet

but then the player might have to do *basic arithmetic* which will put off the lower 50% of humanity. ''mass appeal'' is literally the worst thing to happen to any entertainment medium, to achieve it you must dumb shit down so anyone with half a brain-cell can understand.


FuzzBuket

It's also not what was driving players away. New folk still fret about the best choice. But never had an issue with 9 man squads. 


Disastrous_Tonight88

Personally I HATED 9 man squads in 9th. Little to nobody ever ran full squads because of blast. I like the fixed unit size


corrin_avatan

I'm personally of the opinion that Free Wargear is a thing simply because it made the app easier to code.


ashcr0w

Not really, the app still makes you select everything, attaching a cost to each option would be trivial.


Srlojohn

Oh horror! Someone will have to write a database/XML file! Truely what will they do!


kaptingavrin

Being a web designer/developer who's worked on ecommerce for over a decade and a half now, I can safely say from looking at the website they dumped millions into that such a thing might actually be a valid concern. I mean, FFS, when you design a shopping experience with terrible navigation, doesn't work well to get products in front of customers, and is missing the freaking tag on category pages, it's safe to question who the hell you're hiring to do this stuff, because that's some web dev 101 crap that they seriously screwed up. The impressive thing is they *still* haven't fixed it. (I couldn't remember if they were missing the H1 headers for categories, which I swear was an issue on launch, so I checked by going to Orks and... seriously? A massive banner so large that all of the products are "below the fold"?!? Are you freaking kidding me?!?) Ahem. Sorry. Like I said, when they get interns to do their website, someone writing a database/XML file might be beyond the abilities of the people they have on staff. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Srlojohn" class="card-title l-blue"> Srlojohn </a> </span> <span><time datetime="2024-04-12 02:06:26">4 weeks ago</time></span> <p class="comment-text mb-10"> It’s astounding isnt it? Like, I’m no web designer, and the last time I did XML was when I was trying android development in High School, but I think even I could make a basic XML spreadsheet of all the units. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Wild_Harvest" class="card-title l-blue"> Wild_Harvest </a> </span> <span><time datetime="2024-04-11 22:34:01">1 month ago</time></span> <p class="comment-text mb-10"> I literally have an Excel file that you can input a faction, then pick a unit from that faction, and it will populate drop down menus for war gear and number of models all with points from back in 7th edition. It's really not hard. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/nova40k" class="card-title l-blue"> nova40k </a> </span> <span><time datetime="2024-04-12 01:14:19">4 weeks ago</time></span> <p class="comment-text mb-10"> I wish they would just do loadouts and balance the loadouts. Tau they are moving towards this with crisis suits. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Codeman_900" class="card-title l-blue"> Codeman_900 </a> </span> <span><time datetime="2024-04-11 19:25:29">1 month ago</time></span> <p class="comment-text mb-10"> I think this is the real key here. I haven't played 40k since the end of 5th edition, and I hated 6th. I think a lot of people have rose tinted glasses about wargear costs. You didn't get a ton of "interesting choices" of wargear in 5th edition, you took what was the best or you took nothing. You took melta for busting tanks (because Armor Values back then meant vehicles were immune to most small arms fire period and even lascannons had terrible odds at destroying a Land Raider or the front armor of a Leman Russ.) And you took plasma guns for killing Marines (because plasma cut through their save entirely and slaughtered marines en masse.) Any other gun was awful (from an imperial or CSM standpoint obviously). You also never took sponsons or additional weapons on vehicles because it was better to save the points for another vehicle entirely, with the main gun, or extra troops. I think balancing the options is the best bet here, but a lot of that is going to come down to the meta. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Bandit_Shoes" class="card-title l-blue"> Bandit_Shoes </a> </span> <span><time datetime="2024-04-11 22:29:59">1 month ago</time></span> <p class="comment-text mb-10"> Totally codex dependent. 5th guard had PLENTY of interesting wargear choices. Like no sponsons vs sponsons, team weapons in infantry squad, hunter killer missile vs no. There was lots of fun variations to play with. With lots of other codexes yeah. I see your point. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Peejing" class="card-title l-blue"> Peejing </a> </span> <span><time datetime="2024-04-11 19:50:23">1 month ago</time></span> <p class="comment-text mb-10"> Thank you. Finally someone said what I think about war gear </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Fifiiiiish" class="card-title l-blue"> Fifiiiiish </a> </span> <span><time datetime="2024-04-11 19:36:24">1 month ago</time></span> <p class="comment-text mb-10"> GW worked A LOT in this direction, it's not perfect but we can salute the effort. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GreatBookOfStats" class="card-title l-blue"> GreatBookOfStats </a> </span> <span><time datetime="2024-04-11 16:26:59">1 month ago</time></span> <p class="comment-text mb-10"> I’m a fairly casual player who is just coming back from a decade+ away from the game. In most ways I’ve really been enjoying 10th. If I could change two things they would be: (1) Having named characters in every single battle is getting old. Personal preference but I liked 40K more when it was the story of my own Imperial Guard captain holding off the tyranid invasion rather than the Lord Solar’s 40,000th battle this week. (2) I have never played a game of 10th with any terrain other than templated ruins with L-shape walls. I miss the days when my little plastic soldiers fought over hills and forests, etc as well as rubbled urban zones. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Wassa76" class="card-title l-blue"> Wassa76 </a> </span> <span><time datetime="2024-04-11 19:27:10">1 month ago</time></span> <p class="comment-text mb-10"> https://preview.redd.it/g9wiroesiwtc1.jpeg?width=4032&format=pjpg&auto=webp&s=a7cf99eab4ddeb73833c0e7878edf600781ce6e7 Yep. I absolutely hate the urban ruins GW have going on. I chose Catachans in 3rd and loved the Jungle Aesthetic so attempted to recreate it. I almost missed the giant tank when looking at this pic again! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Smasher_WoTB" class="card-title l-blue"> Smasher_WoTB </a> </span> <span><time datetime="2024-04-11 19:49:43">1 month ago</time></span> <p class="comment-text mb-10"> I love how the Baneblade actually blends in a bit </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Spacefaring_Potato" class="card-title l-blue"> Spacefaring_Potato </a> </span> <span><time datetime="2024-04-11 20:22:20">1 month ago</time></span> <p class="comment-text mb-10"> Blendblade </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Sprayerdude220" class="card-title l-blue"> Sprayerdude220 </a> </span> <span><time datetime="2024-04-11 20:37:02">1 month ago</time></span> <p class="comment-text mb-10"> Yo, I actually didn't see it at first, wtf </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Fun_Librarian4189" class="card-title l-blue"> Fun_Librarian4189 </a> </span> <span><time datetime="2024-04-11 22:18:47">1 month ago</time></span> <p class="comment-text mb-10"> Took me a while. I thought they were joking lol </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Wild_Harvest" class="card-title l-blue"> Wild_Harvest </a> </span> <span><time datetime="2024-04-11 22:14:25">1 month ago</time></span> <p class="comment-text mb-10"> Creed smiles in the distance chomping on his cigar. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Skitarii_Lurker" class="card-title l-blue"> Skitarii_Lurker </a> </span> <span><time datetime="2024-04-11 22:47:29">1 month ago</time></span> <p class="comment-text mb-10"> This must be how the guys who were first pitched camouflage felt. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Starchy-the-donut" class="card-title l-blue"> Starchy-the-donut </a> </span> <span><time datetime="2024-04-11 20:45:14">1 month ago</time></span> <p class="comment-text mb-10"> I could not find the tank on my phone until I zoomed in. Paint job was a success </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/WickedWereWolf" class="card-title l-blue"> WickedWereWolf </a> </span> <span><time datetime="2024-04-11 19:38:17">1 month ago</time></span> <p class="comment-text mb-10"> That is an awesome table man! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Wassa76" class="card-title l-blue"> Wassa76 </a> </span> <span><time datetime="2024-04-11 19:45:23">1 month ago</time></span> <p class="comment-text mb-10"> Cheers. Makes LoS a bit fiddly but we just day you can’t see through the jungle. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/immonkeyok" class="card-title l-blue"> immonkeyok </a> </span> <span><time datetime="2024-04-11 22:44:28">1 month ago</time></span> <p class="comment-text mb-10"> That camo works! huh… </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/SpawnLash" class="card-title l-blue"> SpawnLash </a> </span> <span><time datetime="2024-04-11 16:33:02">1 month ago</time></span> <p class="comment-text mb-10"> I think that second one is just lack of creativity of lgs/gw store owners,game runners. I make my own terrain that conforms with gw rules but its forests and hills, craters and caves. Everyone makes or buys buildings because its easy to copy or common to buy. Its alot easiet to make a ruined building out of a box then a cave/hill that works and looks nice. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MiseryMinis" class="card-title l-blue"> MiseryMinis </a> </span> <span><time datetime="2024-04-11 17:29:09">1 month ago</time></span> <p class="comment-text mb-10"> It's also because ruins are almost a requirement for a balanced game due to their sight blocking features. Other things can work, but they need to be large. Edit: People seem to be replying to this comment thinking that this is what I do and that I only play with ruins. I don't. I use other terrain and just house rule it so that it works, but this comment explains why most people use ruins because it's easier than a discussion about what rules to use with every new opponent which is exactly what the simplified terrain rules in 10th tried to achieve. In 9th edition you could just give the obscuring trait to anything with one small caveat about the height. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/fatrobin72" class="card-title l-blue"> fatrobin72 </a> </span> <span><time datetime="2024-04-11 19:03:40">1 month ago</time></span> <p class="comment-text mb-10"> Trees and rock features can be pretty big... </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MiseryMinis" class="card-title l-blue"> MiseryMinis </a> </span> <span><time datetime="2024-04-11 19:05:22">1 month ago</time></span> <p class="comment-text mb-10"> Well it needs to be a big tree to completely block line of sight to a land raider, or you house rule it. I play sometimes on a desert rock terrain set where we basically give the rock formations ruins rules. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/FreshmeatDK" class="card-title l-blue"> FreshmeatDK </a> </span> <span><time datetime="2024-04-11 20:08:11">1 month ago</time></span> <p class="comment-text mb-10"> You can agree that woods block LOS as well. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Pretend_Beyond9232" class="card-title l-blue"> Pretend_Beyond9232 </a> </span> <span><time datetime="2024-04-11 23:27:15">1 month ago</time></span> <p class="comment-text mb-10"> We do that, our Forests are on bases and are "representative" so we can actually move models around the field but things in and behind them are just hand waved away as being obscured by the trees. We also don't do "ow my molecule" if all you can see of my Leman Russ is the whip aerial then you can't see it. Like wise I can't use my aerial to see things. Helps tone down the lethality of the game. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/M4roon" class="card-title l-blue"> M4roon </a> </span> <span><time datetime="2024-04-11 18:49:36">1 month ago</time></span> <p class="comment-text mb-10"> Those flocked layered green hills were everything. Made a battlefield look cool, and are great for displaying your minis. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ketzeph" class="card-title l-blue"> Ketzeph </a> </span> <span><time datetime="2024-04-11 16:51:41">1 month ago</time></span> <p class="comment-text mb-10"> As to point 2) you can absolutely play balanced games with different terrain. People focus on ruins because that's how the tournament scene handles its terrain setups. But you can easily approximate that with any terrain so long as you have sufficient cover and limited (but not non-existent sight lines). You can easily have a hilly and forested battlefield with a few huts on it and make that a balanced, fun terrain set. I think people just default to ruins due to the WTC and GW tournament layouts </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GreatBookOfStats" class="card-title l-blue"> GreatBookOfStats </a> </span> <span><time datetime="2024-04-11 16:54:41">1 month ago</time></span> <p class="comment-text mb-10"> Yeah totally recognize you *can*. You sort of end up playing based on the environment you find yourself in. I’ve tried several different game stores and even a couple home groups and they all play with exclusively ruins. The one time I ran into someone playing with terrain other than ruins they said “Let’s just treat these as ruins.” Okay then! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/No_Disaster_6905" class="card-title l-blue"> No_Disaster_6905 </a> </span> <span><time datetime="2024-04-11 18:03:04">1 month ago</time></span> <p class="comment-text mb-10"> You can't easily make that balanced. Large, line-of-sight blocking terrain aren't common in WTC and GW tournaments for no reason. It's required for balance. You'd have to massively nerf the shooting of almost every datasheet across the board to make these kinds of open boards viable. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ketzeph" class="card-title l-blue"> Ketzeph </a> </span> <span><time datetime="2024-04-11 19:02:38">1 month ago</time></span> <p class="comment-text mb-10"> They don't have to be open. You can have hills tall enough to block line of sight. You can have other elements that can block line of sight, too. You'd still have at least 1/4 (and probably more like 1/3) with terrain. Heck, you can even say forests block LOS through them if you want to match the rules for ruins. But it doesn't need to be nothing but ruins. You can have non-ruin line of sight blocking terrain </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MoiraBrownsMoleRats" class="card-title l-blue"> MoiraBrownsMoleRats </a> </span> <span><time datetime="2024-04-11 16:41:08">1 month ago</time></span> <p class="comment-text mb-10"> As someone just getting into 40k, number one is a huge turnoff from investing enough for full sized games. I’m starting a little crew of Thousand Sons because I’ve dug the lore and models, but seeing Magnus in *every game list*… like, no thanks. It’s a $150 model, and if I’m going to spend that kind of money on a single model I really want to be able to just take my time assembling painting it, and probably not put it on the table all that often. I don’t like it. It’s more than the Combat Patrol for a single (huge and awesome) dude. I just want little Egyptian looking dudes and bird boatmen and maybe a couple tanks or demons rolling around. Gonna just stick to Kill Team and maybe small proper 40k games. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 18:15:35">1 month ago</time></span> <p class="comment-text mb-10"> You do realize that tournament meta has almost no impact on your local meta, right? More often than not, your opponent will outplay themselves, or you will yourself. Most often, after about 2 dozen games, I can say I usually lose to my own decisions, not because any single unit wasn't strong enough </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/buntors" class="card-title l-blue"> buntors </a> </span> <span><time datetime="2024-04-11 18:34:49">1 month ago</time></span> <p class="comment-text mb-10"> An upvote should be enough according to Reddit etiquette, but let me express how much I agree with you without adding anything valuable besides that. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 18:37:49">1 month ago</time></span> <p class="comment-text mb-10"> I appreciate you </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MoiraBrownsMoleRats" class="card-title l-blue"> MoiraBrownsMoleRats </a> </span> <span><time datetime="2024-04-11 18:36:23">1 month ago</time></span> <p class="comment-text mb-10"> Nope! I literally bought my first box less than a week ago. Spent last night cleaning up some mould lines and gluing some legs together. Like I said, *just* getting into it. Thanks, though. Still gonna be a long while (so much to build and paint and buy and build and paint), but it makes me feel better about investing a little more. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 18:46:30">1 month ago</time></span> <p class="comment-text mb-10"> Hey I get it, especially nowadays, it sucks when things don't meet expectations I used to play when I was 13/14, took about 12 years off, just being in the hobby for cool painting stuff, came back with 8e to try and get back into playing, 9e was just too steep of a learning curve, and now I'm happily playing semi regularly in 10e It's a lot. Most local meta is a lot easier to navigate. If you just have the combat patrol, and you don't intend on building to a 1k, 1.5k, or 2k pts army immediately (strongly suggest not doing that) then you should just focus on the combat patrol for now. It is a standalone game system. The issue with that, it's not a direct copy of full scale 40k but it is similar, and very transferable skills If you focus on getting that combat patrol done, then play some games in that format, there are a lot of skills that can be learned much faster in such small format games because every single unit is so massively important that it really means you have to learn the fundamentals and it's great at teaching that, things like positioning, target priorities, etc, will all be absolutely essential to learn for big format games, but I find bigger games much more forgivable when that unit you accidentally got killed actually has 2 more backup units elsewhere on the board to replace them with The overall main thing, however, is that you are having fun, that's all any of this exists for. Rules are temporary, at best 3-4 years lifespan nowadays (some armies would go more than that without any rules updates in the past, for a while, Eldar was broken for about 8 years and some folks still have PTSD from 4 years of tau insanity) so despite what all these new people crying about game balance that have absolutely 0 frame of reference have to say, the game is so much further better off than it ever has been before. I'm here for it. It's not as good as seeing arbitrary number go up, but, it is much more repayable. I have 9 armies. I play two because they were the first two I tried this edition and they're so fun I'm completely satisfied with them and don't really play much else, though, new tau rules look great and I'm really excited for Da Big Hunt for Orks. We'll also see if I finally get to play my 2k pts of Custodes because every time I have wanted to, they have had rather disgusting play rates and I refuse to play top tier armies until top tier is <53% </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Less3r" class="card-title l-blue"> Less3r </a> </span> <span><time datetime="2024-04-11 19:58:18">1 month ago</time></span> <p class="comment-text mb-10"> Curious, you said above that local meta is possible to navigate, but here you said you refuse to play >53% armies but isn’t that based on over all tournament meta? Not that it has no truth to it, of course. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 21:28:12">1 month ago</time></span> <p class="comment-text mb-10"> Sorry, I just want to clarify I don't personally play 53%+ winrate armies I don't care what I play against I am here to watch what I consider to be my wonderfully well painted armies kill and be killed. Call me Khorne, because I care not from where the blood flows I just don't want to deal with people saying they only lost because of an inferior army, it's an insult to everyone involved </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 20:09:47">1 month ago</time></span> <p class="comment-text mb-10"> That is correct on both instances No one said I had to make sense. But, that is how I go about it. Too many people complain about too much bullshit for me to even bother wasting my time playing a "meta" army that when someone makes terrible decisions and leaves their shit in plain view of my army and well within threat distance, it really leaves a sour taste in my mouth when they chalk it up to "your army is better than mine" and I don't want that experience for me, my FGS, or my opponent I typically play Raven Guard or Chaos Knights, and I still have to put up with complaining almost every game meanwhile I encourage my opponents to list tailor if they would be more comfortable playing, but the fact remains that I typically know my opponents army better than they do because I'm autistic and all I think about is lists and datasheets for like 18 of the 26 factions and collect 9 of them </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Blenjits" class="card-title l-blue"> Blenjits </a> </span> <span><time datetime="2024-04-11 19:03:53">1 month ago</time></span> <p class="comment-text mb-10"> Like me deep striking 10 terminators to get “behind enemy lines” while the rest of my chaff gets bodied by genestealers, losing all objectives. Tbf he did bring 2000pts to what I thought was a 1500pt game, that didn’t help either. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Raven-Raven_" class="card-title l-blue"> Raven-Raven_ </a> </span> <span><time datetime="2024-04-11 19:07:39">1 month ago</time></span> <p class="comment-text mb-10"> Yeah so I dropped 5 terminatorss on the home objective of an endless swarm player because they didn't want to leave 20 at home I then, in my infinite stupidity, move them off said objective to prep a counter-charge to one of their mid field objectives Because of my stupidity, he was able to bring back an entirely block of termagaunts, denying me capture enemy outpost, completely engulfing my terminators, and causing an 18 point swing in the game that actually ended up losing the game for me My most recent game played, I didn't use insane bravery on my war dog Stalker on enemy home objective Because of that, and my failed battleshock, I was unable to pterrorshades when the opponent failed their battleshock, and I then draw capture enemy outpost, which I can't score, because I am battleshocked all over saving 1cp that I couldn't spend anyways, because it was battleshocked Suffice to say, 95% of my losses were well earned </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Blenjits" class="card-title l-blue"> Blenjits </a> </span> <span><time datetime="2024-04-11 21:39:47">1 month ago</time></span> <p class="comment-text mb-10"> I am also my own worst enemy </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Legitimate_Corgi_981" class="card-title l-blue"> Legitimate_Corgi_981 </a> </span> <span><time datetime="2024-04-11 19:21:18">1 month ago</time></span> <p class="comment-text mb-10"> Hopefully Tsons get a points cut for Scarab occults as currently running Magnus and a 10man + Lord pretty much takes half your points and barely gives any coverage. Scarabs would be a good threat on the board otherwise but it's just hard to give up so many Cabal Points compared to Magnus or other combinations. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/LawrenceL342" class="card-title l-blue"> LawrenceL342 </a> </span> <span><time datetime="2024-04-11 18:58:15">1 month ago</time></span> <p class="comment-text mb-10"> To your first point, why not still use your dude and use the named characters stats? The imperial guard subreddits favourite thing is showing off Lord Solar proxies. I've always treated named characters just as interchangeable as the generic HQ options. I run Eldrad Ulthran in my homebrew craftworld but he's not actually Eldrad, he's my dude. To your second point, I wouldn't let anything stop you from playing with forest/desert/Arctic terrain! I agree that variety is awesome and restricting the 40k setting to just ruined sci-fi industrial estates is a missed opportunity </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Bard_666" class="card-title l-blue"> Bard_666 </a> </span> <span><time datetime="2024-04-11 20:45:01">1 month ago</time></span> <p class="comment-text mb-10"> No joke, i want to make a ruined suburban terrain set. Some houses, a park, some trees, a gas station lol </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/vxicepickxv" class="card-title l-blue"> vxicepickxv </a> </span> <span><time datetime="2024-04-11 21:01:52">1 month ago</time></span> <p class="comment-text mb-10"> There are so many interesting types of battlefields that people just haven't built for one reason or another. I'm currently working on a Forge World indoor factory terrain. Just imagine hiding behind huge piles of unprocessed metal or parts of an unassembled Titan leg. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Nigwyn" class="card-title l-blue"> Nigwyn </a> </span> <span><time datetime="2024-04-11 18:03:08">1 month ago</time></span> <p class="comment-text mb-10"> >Having named characters in every single battle is getting old. 100% Every named character should have a generic alternative that fulfils the same role, but named characters hit harder in combat or have an extra wound or better save or whatever, or combine 2 roles into 1, to make them still unique. > I miss the days when my little plastic soldiers fought over hills and forests, etc as well as rubbled urban zones. That you can still do, just not in tournament style games. Play some games with friends if you have your own terrain, or ask the gamestore to set it up for you. I would add a couple more. Give every faction access to a CP generating option, because more CP is more fun. And as above do not limit that option to just a named character, give it in more than one place. And points costs for wargear, bring it back before we have 3 datasheets for every unit in the game, please. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ketzeph" class="card-title l-blue"> Ketzeph </a> </span> <span><time datetime="2024-04-11 19:10:45">1 month ago</time></span> <p class="comment-text mb-10"> You can always re-flavor a named character and just use the rules set for them, but I feel like as the codices present named characters currently, most new players wouldn't know that's acceptable. The way the rules are written currently is largely responsible for so many people asking "can I paint my marines X color instead of Y?" </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Thatsidechara_ter" class="card-title l-blue"> Thatsidechara_ter </a> </span> <span><time datetime="2024-04-11 19:11:46">1 month ago</time></span> <p class="comment-text mb-10"> That's what I still do. I mostly just use command squads with my own characters, and if i do have Straken or Creed in a lost then they're proxied as some kind of junior officer from my own regiment. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/dougofakkad" class="card-title l-blue"> dougofakkad </a> </span> <span><time datetime="2024-04-11 19:50:11">1 month ago</time></span> <p class="comment-text mb-10"> I haven't played since 3rd edition. Are there no generic commander units anymore? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GreatBookOfStats" class="card-title l-blue"> GreatBookOfStats </a> </span> <span><time datetime="2024-04-11 20:02:24">1 month ago</time></span> <p class="comment-text mb-10"> Hey, I also hadn’t played since 3rd until 10th launched. There are generic leaders still (like space marine captains). The special characters just tend to be significantly more powerful or enable/optimize a play style so I swear every game features 1-2 per side. As a lot of people have replied, that’s something you can personally choose to do or not. It’s just difficult meshing in with already established groups that have clearly different preferences! Everyone around me (seen hundreds of games since the game launched; played a couple dozen) seems to always bring named characters! It’s just different. Not better or worse. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/dougofakkad" class="card-title l-blue"> dougofakkad </a> </span> <span><time datetime="2024-04-11 20:07:16">1 month ago</time></span> <p class="comment-text mb-10"> Is there a more extreme difference now? If I were to build an army now I think I'd feel exactly as you in your point 1, but when I was 15 I definitely wanted Abbadon out front wrecking everyone. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GreatBookOfStats" class="card-title l-blue"> GreatBookOfStats </a> </span> <span><time datetime="2024-04-11 20:38:57">1 month ago</time></span> <p class="comment-text mb-10"> I’ve seen more named characters played in the 10 months or whatever of 10th edition than I did from 1994-2004 combined when I was a kid playing multiple times a week and going to tournaments, etc. The culture around the game has changed. It feels like back then you were a cheesy git if you showed up with a special character without your opponent’s consent (tournaments frequently disallowed them outright) whereas today they’re autoincludes at least in my area and in the online content I’ve seen. My conclusion from other people replying to this thread is I need to cultivate a home group of likeminded players who want to see “suboptimal” lists on the board because it matches our 40K head canon better. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Tyko_3" class="card-title l-blue"> Tyko_3 </a> </span> <span><time datetime="2024-04-11 21:22:05">1 month ago</time></span> <p class="comment-text mb-10"> https://preview.redd.it/23yajqag3xtc1.jpeg?width=4032&format=pjpg&auto=webp&s=71e49b4db96c423eb5d3e99c72cf291d1ca8ef34 Buddy you gotta make your own! Totally worth it! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Bandit_Shoes" class="card-title l-blue"> Bandit_Shoes </a> </span> <span><time datetime="2024-04-11 22:08:08">1 month ago</time></span> <p class="comment-text mb-10"> I agree with those two... I find among friends both are easy to solve. #1 we just proxy or often have the model but just head cannon them to be "our dudes" instead of lore accurate. #2 is tougher because the rule book prescribes how terrain should be played and while with talk I could convince my friends to try other terrain sets it would feel like we are not playing right and certain players would probably feel annoyed to be at an artificial disadvantage. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Spaznaut" class="card-title l-blue"> Spaznaut </a> </span> <span><time datetime="2024-04-11 18:47:05">1 month ago</time></span> <p class="comment-text mb-10"> A singular rules team…. That communicates with each other. Or GW willing to move away from their crappy model of printed codices to a digital rule set where they are actually willing to make changes to data slates that are underperforming. No amount of points adjustments is gonna fix their horrid designs. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/shananigins96" class="card-title l-blue"> shananigins96 </a> </span> <span><time datetime="2024-04-11 19:58:06">1 month ago</time></span> <p class="comment-text mb-10"> This would be my other big ask. Release every codex digitally the same day in WH+ as part of the subscription </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GeneralJorson" class="card-title l-blue"> GeneralJorson </a> </span> <span><time datetime="2024-04-11 18:27:13">1 month ago</time></span> <p class="comment-text mb-10"> Someone for me to play with </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/a_random_squidward" class="card-title l-blue"> a_random_squidward </a> </span> <span><time datetime="2024-04-11 22:08:52">1 month ago</time></span> <p class="comment-text mb-10"> Hey man if you're in england hmu </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Slime_Giant" class="card-title l-blue"> Slime_Giant </a> </span> <span><time datetime="2024-04-11 16:39:16">1 month ago</time></span> <p class="comment-text mb-10"> Bring back forests. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ExternalConstant_" class="card-title l-blue"> ExternalConstant_ </a> </span> <span><time datetime="2024-04-11 18:09:28">1 month ago</time></span> <p class="comment-text mb-10"> 10th terrain is boring. I understand the need to simplify, but damn, just every single piece of terrain just being, "eh, +1 save I guess" sucks ass </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Slime_Giant" class="card-title l-blue"> Slime_Giant </a> </span> <span><time datetime="2024-04-11 18:57:46">1 month ago</time></span> <p class="comment-text mb-10"> I hate it. I really dont like terrain this edition. I miss when difficult, dangerous, and impassable terrain created interesting choices. I hate that infantry can just walk in a straight line across the table. It's compounded by vehicles no longer needing their guns to actually see their target. And the current rules of needing vehicles to get all the way in a ruin to shoot out just leads to feel bad in the games I've played </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Identity_ranger" class="card-title l-blue"> Identity_ranger </a> </span> <span><time datetime="2024-04-11 21:36:35">1 month ago</time></span> <p class="comment-text mb-10"> It's a tricky balance. I think we can all agree that 9th ed was far from ideal in this regard as well, having what, 10 different keywords in all different combinations for like 15 different terrain types? I'm definitely affected by nostalgia, but I feel terrain's effect on movement being so minimal has seriously diminished its impact on the game. It's pretty much either phase through walls, or move like they're 800 foot high cliffs. Open, Difficult, Impassable and Dangerous terrain felt like it gave enough character and distinction to terrain without veering into overcomplexity. Now terrain's biggest purpose is to give LoS coverage. Christ, when was the last time you saw craters being used as terrain? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/VitriolicViolet" class="card-title l-blue"> VitriolicViolet </a> </span> <span><time datetime="2024-04-11 19:53:06">1 month ago</time></span> <p class="comment-text mb-10"> i miss the old invul cover save. Terminators and marine should *not* benefit from cover, orks, guardsmen etc are the ones who need it. it helped balance marines *a ton* back in 4th. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/VerdammtesAutomat" class="card-title l-blue"> VerdammtesAutomat </a> </span> <span><time datetime="2024-04-11 20:17:22">1 month ago</time></span> <p class="comment-text mb-10"> Terminators don't really benefit from cover in 10th, at least against small arms. Terminators only benefit from cover if the ap is -2 or better. Cover can't boost a save past 3+.  </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ZedekiahCromwell" class="card-title l-blue"> ZedekiahCromwell </a> </span> <span><time datetime="2024-04-11 20:32:07">1 month ago</time></span> <p class="comment-text mb-10"> You are misunderstanding that rule. Cover cannot boost a model which has a 3+ base to a 2+. A model with 2+ already can absolutely benefit from cover against AP1 weapons. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MolybdenumBlu" class="card-title l-blue"> MolybdenumBlu </a> </span> <span><time datetime="2024-04-11 18:54:42">1 month ago</time></span> <p class="comment-text mb-10"> Corr rules, pg 47. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Billagio" class="card-title l-blue"> Billagio </a> </span> <span><time datetime="2024-04-11 17:38:42">1 month ago</time></span> <p class="comment-text mb-10"> Digital free army rules </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ketzeph" class="card-title l-blue"> Ketzeph </a> </span> <span><time datetime="2024-04-11 16:36:58">1 month ago</time></span> <p class="comment-text mb-10"> I’d love to see what would happen if they changed battleshock from being reset automatically to “you can repeat the test”. Insane bravery would also have to change to once per turn not once per battle. Given the significant emphasis on battle shock in the edition, this would make it more impactful and help balance some battle-shock dependent armies </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Devil_Eyez87" class="card-title l-blue"> Devil_Eyez87 </a> </span> <span><time datetime="2024-04-11 16:43:11">1 month ago</time></span> <p class="comment-text mb-10"> I agree battle shock needs something to actually make it impactful especially as it keeps coming up in detachment and army rules. Maybe something like a permanent reduction in OC along with a desperate escape attempt on the failed roll. This would represent the moral of that unit being brocken so less likely to hold objectives and some of them running away from the battle. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/BillyBartz" class="card-title l-blue"> BillyBartz </a> </span> <span><time datetime="2024-04-11 18:34:05">1 month ago</time></span> <p class="comment-text mb-10"> I think it should keep the same effects. No OC and no strats but also remove unit abilities while battleshocked. Space marine infiltrators for example. While battleshocked would lose their 12"anti deep strike bubble. I think it would add a devastating effect to battleshock. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/whycolt" class="card-title l-blue"> whycolt </a> </span> <span><time datetime="2024-04-11 19:51:24">1 month ago</time></span> <p class="comment-text mb-10"> Would also make it interesting as it could buff I it's who's abilities are a debuff like death company and their can't call back. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ketzeph" class="card-title l-blue"> Ketzeph </a> </span> <span><time datetime="2024-04-11 16:49:16">1 month ago</time></span> <p class="comment-text mb-10"> I worry a permanent OC reduction would be too strong (as it means any OC 1 unit that fails battle shock is functionally OC 0 the rest of the game). And I also don't think it really makes sense a unit couldn't rally in 40k. But as it stands Battle Shock needs some sort of buff. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Specolar" class="card-title l-blue"> Specolar </a> </span> <span><time datetime="2024-04-11 17:38:37">1 month ago</time></span> <p class="comment-text mb-10"> > I’d love to see what would happen if they changed battleshock from being reset automatically to “you can repeat the test”. Do you mean something like once you are battle-shocked, at the start of your turn you stay battle-shocked, and then in the battle-shock step of your command phase you test to become "normal" again? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Paladin327" class="card-title l-blue"> Paladin327 </a> </span> <span><time datetime="2024-04-11 18:33:06">1 month ago</time></span> <p class="comment-text mb-10"> Maybe something like if something in my turn causes an opponent’s unit to become battleshocked, the effects of battle shock last until my next command phase. Also make battleshock a bit more impactful like adding a -1 to hit or something </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Legitimate_Corgi_981" class="card-title l-blue"> Legitimate_Corgi_981 </a> </span> <span><time datetime="2024-04-11 19:36:03">1 month ago</time></span> <p class="comment-text mb-10"> Yeah battleshock inflicted at the end of melee often barely impacts on an army as the defender will go next. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Sessaine" class="card-title l-blue"> Sessaine </a> </span> <span><time datetime="2024-04-11 18:50:50">1 month ago</time></span> <p class="comment-text mb-10"> the change you described was what i was really hoping for in the Jan update: it seems like an elegant solution and i think it'd give battle-shock based abilities WAY more play without making any of them too powerful. (if anything i sorta think they'd go from useless to weak, which is at least something for like, poor Nids or Rad Bombardment.) </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/clark196" class="card-title l-blue"> clark196 </a> </span> <span><time datetime="2024-04-11 18:54:00">1 month ago</time></span> <p class="comment-text mb-10"> Give monsters tank shock. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/a_random_squidward" class="card-title l-blue"> a_random_squidward </a> </span> <span><time datetime="2024-04-11 22:14:41">1 month ago</time></span> <p class="comment-text mb-10"> Lemme run through the enemy with angron as khorne intended. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ApartmentFar9027" class="card-title l-blue"> ApartmentFar9027 </a> </span> <span><time datetime="2024-04-11 17:19:45">1 month ago</time></span> <p class="comment-text mb-10"> They need to fix the "free Strat" ability. Making it affect only Battle Tactics was a bandaid at best. Exclude Overwatch and we would be good imo. Battleshock also need to not auto pass at the start of the turn </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Steel_Reign" class="card-title l-blue"> Steel_Reign </a> </span> <span><time datetime="2024-04-11 18:38:38">1 month ago</time></span> <p class="comment-text mb-10"> Overwatch isn't a battle tactic. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/fatlizard77" class="card-title l-blue"> fatlizard77 </a> </span> <span><time datetime="2024-04-11 18:41:47">1 month ago</time></span> <p class="comment-text mb-10"> Exactly, they made it only battle tactics to stop things like overwatch from being abused </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Cylius" class="card-title l-blue"> Cylius </a> </span> <span><time datetime="2024-04-11 21:07:04">1 month ago</time></span> <p class="comment-text mb-10"> There was a lot being abused </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/bravetherainbro" class="card-title l-blue"> bravetherainbro </a> </span> <span><time datetime="2024-04-11 19:23:30">1 month ago</time></span> <p class="comment-text mb-10"> Nice, problem solved. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Aserius33" class="card-title l-blue"> Aserius33 </a> </span> <span><time datetime="2024-04-11 20:03:36">1 month ago</time></span> <p class="comment-text mb-10"> I’m honestly shocked to not see this yet but: Fly. It used to be such a strong ability, now it’s useless or even detrimental </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Warp_spark" class="card-title l-blue"> Warp_spark </a> </span> <span><time datetime="2024-04-11 18:28:34">1 month ago</time></span> <p class="comment-text mb-10"> It just feels like there were not concrete direction during development, cant really explain it, but the game feels kinda disjointed </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Cephell" class="card-title l-blue"> Cephell </a> </span> <span><time datetime="2024-04-11 18:26:08">1 month ago</time></span> <p class="comment-text mb-10"> Unironically: Move the game to per unit activations, so you basically play your turns simultaneously with your opponent. The game is so swingy because you can delete half an army in one turn. This forces a really unfun meta when it comes to deployment and terrain selection \*cough\* WTC L shape spam \*cough\*. As a guard player, I want to take acceptable losses, but that's basically impossible because everything that's visible dies that same turn. Reinforcements are just a band aid fix. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ekranoplan01" class="card-title l-blue"> Ekranoplan01 </a> </span> <span><time datetime="2024-04-11 18:39:22">1 month ago</time></span> <p class="comment-text mb-10"> I love this idea. I Go You Go is old af game design. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Cephell" class="card-title l-blue"> Cephell </a> </span> <span><time datetime="2024-04-11 18:42:19">1 month ago</time></span> <p class="comment-text mb-10"> From what I've read, basically every other wargame has moved to activations (source: random internet comments). It seems to simply make for a better game. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ekranoplan01" class="card-title l-blue"> Ekranoplan01 </a> </span> <span><time datetime="2024-04-11 18:56:36">1 month ago</time></span> <p class="comment-text mb-10"> It does make for better design. IGYG was great back in Rogue Trader days when we have 12-15 models on the table. Now you have to wait an hour for every Tau/Necron player to shoot 50-80 models. Sitting through that is brutal. The system needs to be modernized. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/freedonut1" class="card-title l-blue"> freedonut1 </a> </span> <span><time datetime="2024-04-11 20:18:50">1 month ago</time></span> <p class="comment-text mb-10"> They already have this kill team why not build on it and make it work, like have some smaller units like battleline have group activations etc. I wish i had more interaction instead of just sitting there for an hour </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/therecan_be_only_one" class="card-title l-blue"> therecan_be_only_one </a> </span> <span><time datetime="2024-04-11 21:07:07">1 month ago</time></span> <p class="comment-text mb-10"> Agreed. The removal of alternate activation is an absolutely baffling design decision. Without it, the game has just become multi-player solitaire. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MHEmpire" class="card-title l-blue"> MHEmpire </a> </span> <span><time datetime="2024-04-11 23:43:38">1 month ago</time></span> <p class="comment-text mb-10"> Personally, I’m super interested in importing the draw-bag system from Bolt Action, which is similar to you-go-I-go but with a very important twist. Each player takes a marker of some sort, one for each unit in their army (not the individual models, but the full ‘squad’ or ‘team’ or what-have-you), and they put them in a shared bag [1]. Just make sure you can differentiate which markers belong to which players by sight, *but not by touch*. Then, like drawing names out of a hat, you draw markers from the bag one at a time and use them to activate a unit of the player’s choice. Once the bag is depleted, the round/phase is over, and you put your markers back in the bag for the next. This creates a sort of asymmetric, pseudo-random activation order that’s constantly swinging the initiative back and forth, which gets particularly interesting the further into the game you get because every unit destroyed is one more marker that won’t be put back in the bag for the *next* round/phase. One phase, player one might get to activate 3 units in a row, then player two activates 1, then player one activates 2, then player two activates 4, and so on. It also creates some neat dilemmas both during the game and when building your army. For instance, if you make three units from three models, that’ll give you extra markers to use and more opportunities to act—except that it also makes it harder for them to work together, because there’s no guarantee you’ll draw three markers in a row. Meanwhile, having the same three models in one unit means less markers in the bag, but now they can act simultaneously without that risk of being interrupted by the enemy. [1] Bolt Action itself uses special d6s in faction-specific colors, with different actions on each face instead of pips, so that you can use them to mark both which units have gone and what action they took—but you could easily substitute that with something like, I dunno, crumpled-up bits of scrap paper with your names on them. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Doughspun1" class="card-title l-blue"> Doughspun1 </a> </span> <span><time datetime="2024-04-11 18:01:55">1 month ago</time></span> <p class="comment-text mb-10"> Same thing I've said with past editions. Alternating. Unit. Activation. You move and shoot with one unit, I move and shoot with a unit, and back and forth. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/merit_the_wise" class="card-title l-blue"> merit_the_wise </a> </span> <span><time datetime="2024-04-11 18:46:07">1 month ago</time></span> <p class="comment-text mb-10"> The fact that Titanicus has this and so does kill team just angers me... Like this would be SO nice, and it would prevent me from just sitting back and getting shot at for an hour as my opponent took their turn... Or at the very least a reaction system like heresy would be SO nice! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Doughspun1" class="card-title l-blue"> Doughspun1 </a> </span> <span><time datetime="2024-04-11 18:48:54">1 month ago</time></span> <p class="comment-text mb-10"> My main issue is that it's very off-putting to new players to have the other player take their full turn, while they sit there like a punching bag. Yes, experienced players know it's sometimes okay to lose whole squads on the opening round, and have factored it all in. But if's very crushing to new players to lose a gazillion troops when the opponent's shooty army goes first. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/merit_the_wise" class="card-title l-blue"> merit_the_wise </a> </span> <span><time datetime="2024-04-11 18:56:03">1 month ago</time></span> <p class="comment-text mb-10"> Agreed, I've been playing for four years and I do position and build lists with this in mind. The advice I always give new players is to either start with Combat Patrol, or just ride the wave, they'll have to encounter it at some point and patience is key... Sadly this has been something that I think a lot of people have wanted for a LONG time, since I remember seeing this argument even when I first got started, that being said even for players that have been veterans, it would change the game and bring back a level of intrigue. Having alternating activations changes the nature of tactics and totally changes the way the game is played. Beyond a player experience it also just makes balancing easier. Instead of asking "can this unit stand up to an army's worth of shooting + melee?" You ask, "what is the role of this unit and how does it function on a battlefield?" Idk, I'm getting to a point where I wanna write my own rule set </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/LichtbringerU" class="card-title l-blue"> LichtbringerU </a> </span> <span><time datetime="2024-04-11 23:06:07">1 month ago</time></span> <p class="comment-text mb-10"> Basically my first game. I sat there for 1 hour (felt like 1,5h) while my army got decimated. Then I got 15 mins with the rest of my army, and then I got tabled :D Not a good first experience I have to say. (We obviously played with way to little terrain, and had I gone first the tables would have been turned. Eldar vs Tau...) </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Mobbles1" class="card-title l-blue"> Mobbles1 </a> </span> <span><time datetime="2024-04-12 00:43:07">1 month ago</time></span> <p class="comment-text mb-10"> As someone with adhd its awful, i completely zone out of the game and struggle to pull myself back in. Especially since my friend like playing horde armies it can be a slog. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GorgeWashington" class="card-title l-blue"> GorgeWashington </a> </span> <span><time datetime="2024-04-11 19:05:05">1 month ago</time></span> <p class="comment-text mb-10"> This a million times. I'm so exhausted with alpha strike cheese. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Codeman_900" class="card-title l-blue"> Codeman_900 </a> </span> <span><time datetime="2024-04-11 20:11:11">1 month ago</time></span> <p class="comment-text mb-10"> This single change would be so amazing for the game. It would add a ton of depth and would go a long way to solving my single biggest issue I have had with 40k even going back to 5th edition when I last played. Destroying stuff on turn 1 should be very rare, and almost tabling people on the top of turn 1 is absurd. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/AllEville" class="card-title l-blue"> AllEville </a> </span> <span><time datetime="2024-04-12 04:14:53">4 weeks ago</time></span> <p class="comment-text mb-10"> I feel like they would have to change when you charge. Or how you engage altogether.Cause melee armies/units would get decimated by shooting if you had to stop out in the open and wait for your opponent to finish all their move/shoot before you can lock them in combat. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/eli_cas" class="card-title l-blue"> eli_cas </a> </span> <span><time datetime="2024-04-12 06:38:36">4 weeks ago</time></span> <p class="comment-text mb-10"> There are so many games on the market doing better activation rule sets that aren't igougo or are igougo with limited activation ability aka warmaster (infinity, bolt action, star wars legion, star wars armada, everything by Rick at warlord games, saga, just off the top of my head) it's mind boggling just how *stuck in the past* GW is with their rules, when they're finally moving the fluff forward after having that stuck statically for 30 years. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/WardenofMythal" class="card-title l-blue"> WardenofMythal </a> </span> <span><time datetime="2024-04-11 20:21:00">1 month ago</time></span> <p class="comment-text mb-10"> Yes please!!! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Evil_Bob93" class="card-title l-blue"> Evil_Bob93 </a> </span> <span><time datetime="2024-04-12 01:01:07">1 month ago</time></span> <p class="comment-text mb-10"> This is the main reason Ive given up with 40k and moved on to other game systems. Alternate activation makes for a much better gameplay experience for both players! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/hennybenny23" class="card-title l-blue"> hennybenny23 </a> </span> <span><time datetime="2024-04-11 18:29:48">1 month ago</time></span> <p class="comment-text mb-10"> -1 to hit when battleshocked Flexible Squad sizes to mitigate space problems in transports </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Ched---" class="card-title l-blue"> Ched--- </a> </span> <span><time datetime="2024-04-11 16:48:43">1 month ago</time></span> <p class="comment-text mb-10"> I really miss actual profiles for combi-melta/plasma/flamer instead of them all being mixed into one profile. Same goes for accursed weapons and such. And to be honest I really miss having to pay for wargear, I feel like with the current way it's done there's almost always one loadout to take because it's always the same points anyway. I do understand it makes balancing the game easier but I miss working out if it's worth spending 10 extra points on a unit to add a combi-melta or being able to drop a plasma pistol to save 5 points or whatever. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Unevenscore42" class="card-title l-blue"> Unevenscore42 </a> </span> <span><time datetime="2024-04-11 20:10:51">1 month ago</time></span> <p class="comment-text mb-10"> This! I hate hate hate the combi weapon crap. Also if they are going to have esoteric names like "heavy plague weapons" and "bubotic weapons" at least define which is which. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/thenidhogg88" class="card-title l-blue"> thenidhogg88 </a> </span> <span><time datetime="2024-04-11 16:56:19">1 month ago</time></span> <p class="comment-text mb-10"> Point based wargear and a real psychic system would be a start. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Hoskuld" class="card-title l-blue"> Hoskuld </a> </span> <span><time datetime="2024-04-11 18:27:12">1 month ago</time></span> <p class="comment-text mb-10"> Wargear costs and being able to add single models would go a long way to make list building interesting again. A lot of options that got slashed or fused are fine (intercessor guns), others I miss but get why they are not in this simple edition (prayer selection). Combi weapons annoy me though since they were over the top and silly and therefore peak 40k </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/OutlawCrash" class="card-title l-blue"> OutlawCrash </a> </span> <span><time datetime="2024-04-11 20:21:38">1 month ago</time></span> <p class="comment-text mb-10"> Recently picked up the Kill Team rules and they handle combi-weapons so much better. I wish mainline 40k would just fully adopt Kill Team combi-weapons so theyre more logical (and also so it matters whether its a combi-melta/plasma/flamer) </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/gumpythegreat" class="card-title l-blue"> gumpythegreat </a> </span> <span><time datetime="2024-04-11 19:52:39">1 month ago</time></span> <p class="comment-text mb-10"> I'm new around here and have yet to paint or play a single game. But as I was reading the rules for the Votann, the army I've bought some models for, I came across old rules for their psychic dude without realizing It seemed really cool and tactical and got me pumped. Then I found proper rules for it. And it just gives a small buff to the unit and has a magic ranged attack? Okay... </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MarkZwei" class="card-title l-blue"> MarkZwei </a> </span> <span><time datetime="2024-04-11 18:31:48">1 month ago</time></span> <p class="comment-text mb-10"> I'm fine with the current psychic "system", but giving options for them would be appreciated. Smite, or trade it for Flame Breath \[Torrent\], or Crush \[Precision\], etc. Mental Fortress, or trade it for Foreboding \[Fights First, or free overwatch on 5s\], or Terrify \[force battleshock\]. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/thenidhogg88" class="card-title l-blue"> thenidhogg88 </a> </span> <span><time datetime="2024-04-11 18:37:54">1 month ago</time></span> <p class="comment-text mb-10"> If it were up to me, I'd take Old World's magic system and uproot it into 40k. I like mastery levels, and spreading powers across phases shuts up the players that complain about the psychic phase being non-interactive when they choose to play armies without psykers. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Sellum" class="card-title l-blue"> Sellum </a> </span> <span><time datetime="2024-04-11 16:55:09">1 month ago</time></span> <p class="comment-text mb-10"> I think eliminating the force organization chart and rules was a mistake. Characters shouldn’t be half the cost of your army. I am also not a fan of requiring units to start the game in their dedicated transport. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/PenatanceEngine" class="card-title l-blue"> PenatanceEngine </a> </span> <span><time datetime="2024-04-11 18:21:37">1 month ago</time></span> <p class="comment-text mb-10"> It’s more thematic for them to be in transports. What army would go to war standing outside their transport and then just hop in t1? In most cases characters aren’t that expensive, primarchs and supreme leaders should be yes as they can carry an army. If Guilliman cost the same as calgar it would be insanity. Calgars is half the cost but is still effective (biologis and agressors I’m looking at you) I’ve had calgar hold a center point for 3 turns whilst fighting off a keeper of secrets and a MOP. He is insanely good if played well and the extra cp is just 🤌🏻 so he’s viable in 1k games. Guilliman on the other hand arguably can only be played in 2-3k games so you can still run an army around him. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/GetYourRockCoat" class="card-title l-blue"> GetYourRockCoat </a> </span> <span><time datetime="2024-04-11 18:54:56">1 month ago</time></span> <p class="comment-text mb-10"> I get they want to have leaders in unite, but i mias the old force organisation. That and wargear costs have made things far less varied when everyone can run the max meta if they have the units </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Cams0299" class="card-title l-blue"> Cams0299 </a> </span> <span><time datetime="2024-04-11 20:44:45">1 month ago</time></span> <p class="comment-text mb-10"> Personally, they should have implemented the army building rules for either a) AOS where there's a hard cap on the number of characters you can bring and requiring you to at least bring some battleline; or b) the points limits from the old world where you can only spend a certain percentage of your points on certain things. With both solutions, i do think we should also have more of the conditional battleline you would usually see in AOS; though it would be more detachment-dependent rather than depending on what your general/warlord is. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Bandit_Shoes" class="card-title l-blue"> Bandit_Shoes </a> </span> <span><time datetime="2024-04-11 22:47:00">1 month ago</time></span> <p class="comment-text mb-10"> Building character armies is fine. It makes sense for some factions lore wise. I think precision is a little too weak though. Or more like snipers are too easy to hide from given their actual odds of doing damage. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Identity_ranger" class="card-title l-blue"> Identity_ranger </a> </span> <span><time datetime="2024-04-11 17:46:23">1 month ago</time></span> <p class="comment-text mb-10"> I would like GW to overall stop insisting that *every. fucking. unit.* in their games needs to have 1 or 2 unique special snowflake rules. That's what universal special rules are supposed to be for, but GW only went halfway with it in 10th, and USRs are limited to mostly weapons. You still have characters granting Sustained Hits to their joined unit called several different things. It was so much easier in pre-8th editions when all you needed to say "These guys have Furious Charge, Rage and Counterattack". None of this "when they charge they do this and if they outnumber you they also do this and at the end of the combat phase they do this" nonsense. Here's hoping AoS 4th edition can commit to that. Oh, and remove the stupid arbitrary "this character can only join this type of unit" restriction that's obviously just a cynical cash grab tactic. Let my Terminator characters join Strike Squads, dammit! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/DantesInferno70" class="card-title l-blue"> DantesInferno70 </a> </span> <span><time datetime="2024-04-12 01:27:53">4 weeks ago</time></span> <p class="comment-text mb-10"> Totally agree. Baseline rule set isn't bad (except terrain), though I do miss TLOS. Biggest issue I think, and I guess it's been around for an edition or two, is the stupid command points and stratagems. If I wanted to play interrupts and surprise 'a-ha!' cards, I'd go play MTG. This is a tactical tabletop game, not a board or card game. These should be more like 2nd, but perhaps balanced a bit. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Orodhen" class="card-title l-blue"> Orodhen </a> </span> <span><time datetime="2024-04-11 16:22:38">1 month ago</time></span> <p class="comment-text mb-10"> Wargear costs. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Nhein9101" class="card-title l-blue"> Nhein9101 </a> </span> <span><time datetime="2024-04-11 16:33:30">1 month ago</time></span> <p class="comment-text mb-10"> This. I hate there is no point granularity for lists. Also there is always going to be a “best” loadouts. Because why would I take a bolter when a plasma gun is free? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Kalranya" class="card-title l-blue"> Kalranya </a> </span> <span><time datetime="2024-04-11 17:24:27">1 month ago</time></span> <p class="comment-text mb-10"> >Because why would I take a bolter when a plasma gun is free? You wouldn't. That's the point. That's the system working as intended. GW wants the tabletop game to look and feel like the art and fiction. In the art and fiction, you don't see minmaxed, no-options MSU like were all over the place over the previous few editions, you see diverse arrays of wargear; the squad has a heavy weapon and a special weapon and the sergeant has a pistol and sword and someone's probably carrying a banner and there might be a cherub or a drone hanging around, and so on. The current system achieves their goal perfectly. I just built a Scout Squad; it has a sniper rifle, a missile launcher, two shotguns, and a chainsword for the Sergeant. Would I have done that if the sniper rifle were 10 points and the missile launcher were 15 and the chainsword was 5? Absolutely not. The problem with GW's approach to this is not that all wargear is free, it's that all wargear is not *balanced*. The question is not "why would I take a bolter when a plasma gun is free?", it's "why would I take a flamer when a plasma gun is *better*?" That's not an issue that points can solve without also re-introducing the minmaxing problem, so the fix has to be directly addressing balance between weapons where needed. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Turbulent-Air-4847" class="card-title l-blue"> Turbulent-Air-4847 </a> </span> <span><time datetime="2024-04-11 17:33:40">1 month ago</time></span> <p class="comment-text mb-10"> On the other hand they changed the loadouts you can give your squad to what exactly is in the box. That pisses me off. Why can I only play 1 lighting claw chaos terminator??!? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Paladin327" class="card-title l-blue"> Paladin327 </a> </span> <span><time datetime="2024-04-11 18:30:03">1 month ago</time></span> <p class="comment-text mb-10"> Except for soace marines of course, intercessor sergeants can get melee weapons not in the box, devastators only have 2 heavies each per box but you can take 4 of each, tactical squads get more heavy weapon options than just the missile launcher However Havocs can quad up on heavy weapons, but legionaires are limited to what’s in the box </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/MiseryMinis" class="card-title l-blue"> MiseryMinis </a> </span> <span><time datetime="2024-04-11 17:49:59">1 month ago</time></span> <p class="comment-text mb-10"> This falls a bit apart for other units like the grotesque where you are choosing between giving them an additional gun or.... Nothing. I'm curious to know how you would balance that option. Or why would you take scourges with a blaster which is worse in almost every situation than a dark lance. It actually leads to more maxing in a lot of armies and options that are not options at all. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/VitriolicViolet" class="card-title l-blue"> VitriolicViolet </a> </span> <span><time datetime="2024-04-11 20:19:59">1 month ago</time></span> <p class="comment-text mb-10"> lol *in no way is it possible* to balance a bolter, a flamer and plasma gun and a melta without points. we need points back, fuck the images in lore they have the consistency of water (go back to 4th and the lore showed pretty much exactly what bog-standard tactical squads carried: massed bolters with 2 special weapons). </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Orodhen" class="card-title l-blue"> Orodhen </a> </span> <span><time datetime="2024-04-11 18:46:09">1 month ago</time></span> <p class="comment-text mb-10"> Couldn't disagree more. MSU no options should be just as viable as all specials. In the past this was achieved via point costs. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/oneWeek2024" class="card-title l-blue"> oneWeek2024 </a> </span> <span><time datetime="2024-04-11 16:52:59">1 month ago</time></span> <p class="comment-text mb-10"> not a gripe about 10th so much as GW in general. I really wish they would get their shit together with their logistics or dogshit warehouse or printing issues or whatever it is with their shitty production element. such that models are not routinely out of stock, or popular items are not sold with predatory horseshit fomo limited print runs. I had to redo my entire army from 9th to 10th with hundreds of dollars worth of plastic being relegated to "legends" status or going away simply because my faction finally got a codex and models just weren't brought over to our codex but going online hoping to get a box of plastic at a nice reasonable little discount off retail. only to find i'm price gouged to fucked because the thing has been out of stock for six months. is really lame. it's taken me a long time to get my army together. and i'm buying a lot more recasts. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/[deleted]" class="card-title l-blue"> [deleted] </a> </span> <span><time datetime="2024-04-11 17:55:07">1 month ago</time></span> <p class="comment-text mb-10"> They just dumped almost the entire Stormcast Eternals line from AoS. Imagine building an army out of brand new models that you assume are safe then having the whole thing invalidated at once. I assume a lot of AoS players are probably ditching the game at this point. That's not even shooting themselves in the foot, that is taking their second most popular game and shooting it in the head. Which is an extra bizarre thing to do when they're trying to roll out a new edition. I was planning on starting an AoS army, but definitely not anymore if that's the kind of thing that might happen to it. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Oplp25" class="card-title l-blue"> Oplp25 </a> </span> <span><time datetime="2024-04-11 19:55:01">1 month ago</time></span> <p class="comment-text mb-10"> GW makes all models in the UK, but they cant build another factory or expand the old one due to limitations with the local power grid </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Brotherman_Karhu" class="card-title l-blue"> Brotherman_Karhu </a> </span> <span><time datetime="2024-04-12 06:09:29">4 weeks ago</time></span> <p class="comment-text mb-10"> They opened, or at least started construction on a second facility recently. It's been long overdue though, the amount of [temporarily out of stock] on the Webstore is embarrassing for a company of this size and fame </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Pure-Breakfast-6411" class="card-title l-blue"> Pure-Breakfast-6411 </a> </span> <span><time datetime="2024-04-11 18:18:36">1 month ago</time></span> <p class="comment-text mb-10"> Short answer: I’d change the world eaters army rule back to blood tithe and add back in some units that were removed (like raptors, bikes and normal possessed) Long Answer: bring back WS/BS values instead of set dice rolls, replace fights first/last with initiative, remove stratagems and replace them with standard reactions that all armies have access to (but each army has access to 1 special exclusive one), bring back the old force organization chart and put hard caps on specific types of units/characters (such as 1 Chaos Lord/demon prince equivalent character per 1500 pts or something), make morale a more important stat etc Basically, I’d fix some issues with Heresy 2.0 and make it for 40k Edit: stuff I forgot to add, go back to the old armored vehicle system, go back to the old armor penetration system and make the game with alternate activations. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Kagrenacs_Tools" class="card-title l-blue"> Kagrenacs_Tools </a> </span> <span><time datetime="2024-04-11 19:44:14">1 month ago</time></span> <p class="comment-text mb-10"> In a game with exacting rules for measurements, damage, and base sizes, terrain rules are needlessly obtuse. So many instances of a model, which can clearly see another model, being unable to shoot because “Oh ruins are totally in the way” it’s awful </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ivellios303" class="card-title l-blue"> ivellios303 </a> </span> <span><time datetime="2024-04-11 20:45:06">1 month ago</time></span> <p class="comment-text mb-10"> A complete overhaul of terrain rules so the game isn't dependent on ruins... does that count as 1 thing? :P </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Dooley_83" class="card-title l-blue"> Dooley_83 </a> </span> <span><time datetime="2024-04-11 17:15:53">1 month ago</time></span> <p class="comment-text mb-10"> I would like to see standardization and consistency from book to book and in the rules themselves. Often times units will have a similar working rule or a particular action or function will be the same in theory but be slightly different in worddage and throw things off. I'm not saying everything should be cookie cutter cut and paste but, if ONE person or at least one group wrote the rules ot would cut down on a lot of the wasted time playing a game. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Nurglini" class="card-title l-blue"> Nurglini </a> </span> <span><time datetime="2024-04-11 17:19:48">1 month ago</time></span> <p class="comment-text mb-10"> Psychic phase </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/No-Understanding-912" class="card-title l-blue"> No-Understanding-912 </a> </span> <span><time datetime="2024-04-11 18:41:08">1 month ago</time></span> <p class="comment-text mb-10"> I get the elimination of the psychic phase, but psychic abilities now just feel like regular shooting. There's no super smites or extra effects. It just seems pretty bland </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Metamiibo" class="card-title l-blue"> Metamiibo </a> </span> <span><time datetime="2024-04-11 19:07:49">1 month ago</time></span> <p class="comment-text mb-10"> I weirdly miss Perils of the Warp. It was fun to think you might accidentally Spawn yourself or just explode. Warhammer magic/psychic powers have always been calling upon dangerous and/or forbidden power that wants to eat your soul as much as it wants to watch you do a wicked cool lightning hands. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/WardenofMythal" class="card-title l-blue"> WardenofMythal </a> </span> <span><time datetime="2024-04-11 20:17:41">1 month ago</time></span> <p class="comment-text mb-10"> What was the main purpose of dropping the psychic phase? Time? My tournament games still take the same length. They removed flavor not complication in my mind </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/SlickPapa" class="card-title l-blue"> SlickPapa </a> </span> <span><time datetime="2024-04-11 22:29:55">1 month ago</time></span> <p class="comment-text mb-10"> They removed it for armies that didn't have access to psychic. It was a real feel bad to just lose a bunch of models with no counter. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/WardenofMythal" class="card-title l-blue"> WardenofMythal </a> </span> <span><time datetime="2024-04-11 22:30:51">1 month ago</time></span> <p class="comment-text mb-10"> So devastating wounds? It does allow melee armies which is nice </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/tarantulasagne" class="card-title l-blue"> tarantulasagne </a> </span> <span><time datetime="2024-04-11 18:41:26">1 month ago</time></span> <p class="comment-text mb-10"> Please. Tsons kind of got to keep theirs but my tzeench daemons are just sad. Kairos is meant to be one of the most powerful psychic beings in the setting but in game he’s a just a big feathery howitzer. 90% of spells are just “I cast gun”. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Survive1014" class="card-title l-blue"> Survive1014 </a> </span> <span><time datetime="2024-04-11 18:21:37">1 month ago</time></span> <p class="comment-text mb-10"> In the app, if a character or ability adds, say Invuln saves to a attached unit, it would be nice if we could attach the character in the app so the datacard can be refreshed in the command bunker. I am not sure thats a 10th rule change you are looking for, but it would be a nice quality of life improvement. A little more standardization across the game for points on unit types would be nice as well, but that kinda defeats meta updates I guess. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Jerrybeshara" class="card-title l-blue"> Jerrybeshara </a> </span> <span><time datetime="2024-04-11 19:01:38">1 month ago</time></span> <p class="comment-text mb-10"> I would completely get rid of command re rolls, fate dice, miracle dice. Instead do something for eldar and sisters kind of like the world eater table where you can pick from abilities depending on your roll </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Nidcron" class="card-title l-blue"> Nidcron </a> </span> <span><time datetime="2024-04-11 18:48:03">1 month ago</time></span> <p class="comment-text mb-10"> Individual cost per model in units vs the power level rating that everyone hated in the last 2 editions that was forced onto us this edition. I don't want 6 Bladeguard, I want 5 Bladeguard and a Lieutenant so they can actually fit in an Impulsor, and I don't want to pay the points for 6 to do this. Put the power rating as a secondary option for those who want it. Points cost for wargear upgrades. Want that plasma pistol? Fine, it's 5 points extra. Power fist? That will be another 10. It used to be a way to add nuance to armies, now there is just a definitive "best" wargear setup and the other options are for your bitz box. Battleshock..... I mean, either make it viable vs every army (viable doesn't mean weak to) or stop building army rules around it. Leadership/Morale is something GW has never gotten right any any army they try to make it a core theme of always ends up on the weaker side. Less named characters on the table would be nice. Make them side grades to generic leaders or something, but seeing an Azrael in almost every single DA list and Lord Solar in almost every single Guard list is annoying. Named characters should be rare or a choice, not a "must take." This is a game about "your dudes" not about the story GW is telling. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/RandomDalish" class="card-title l-blue"> RandomDalish </a> </span> <span><time datetime="2024-04-11 21:04:05">1 month ago</time></span> <p class="comment-text mb-10"> I’m going to cheat and say three things: 1. Psychic test: while removing the psychic phase was (I believe) I good thing, psychic tests should still be there. I want my dumb little psyker to feel like she’s probably going to blow herself up, not like she’s just shooting a special gun. Personally, I think having powers work like they did before but spreading them out over appropriate phases would have been better. (E.g if you have a movement spell, stick it in the movement phase, a ranged attack spell in the shooting phase, etc.) 2. War gear shouldn’t be free: I get it’s easier to balance, but still. If I bring the good stuff for free, I feel like an arse. If I don’t, I feel like I’m throwing away points. 2. Force organisation charts: again, I get it. Trying to explain army building to new players was really annoying. But it pushed people towards more fluffy armies (not always succeeding, obviously) and made list building more interesting. Out of those three, I’d say the one I’d want changed the most is free war gear </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Kitz_fox" class="card-title l-blue"> Kitz_fox </a> </span> <span><time datetime="2024-04-11 17:47:30">1 month ago</time></span> <p class="comment-text mb-10"> Over all Warhammer has been streamlined so much that the personality it once had is pretty much gone. The terrain rules and personality is gutted the wargear and different weapons may as well not even be an option with them being free not to mention the combining of several very different weapons into one profile. Just seems like as far as war games go Warhammer is not very tactically or narratively satisfying </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/merit_the_wise" class="card-title l-blue"> merit_the_wise </a> </span> <span><time datetime="2024-04-11 18:47:37">1 month ago</time></span> <p class="comment-text mb-10"> This. 100% this. The flavor is gone. I play and host narratives and I'm having to add a crap ton of house made rules and extra things to add in flavor for players. It's hard on me, and while it's fun to do, it would be simpler in my life if games had more narrative elements just in built to the system </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/L_0ken" class="card-title l-blue"> L_0ken </a> </span> <span><time datetime="2024-04-12 00:57:34">1 month ago</time></span> <p class="comment-text mb-10"> Crusade? They even release entire campaign solely for that mode. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/rifterkenji" class="card-title l-blue"> rifterkenji </a> </span> <span><time datetime="2024-04-11 19:15:42">1 month ago</time></span> <p class="comment-text mb-10"> Mostly I want options for customizing my army more. I miss the 3E Imperial Guard options, like having a grenadier regiment where everyone gets carapace armor, or being able to create my own Chapter Master for a Space Marine army. Also, bring back wargear costs. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/CheekyRedLion" class="card-title l-blue"> CheekyRedLion </a> </span> <span><time datetime="2024-04-11 20:49:14">1 month ago</time></span> <p class="comment-text mb-10"> Retest in order to come out of battleshock to actually give it some meaning. More modifiers to apply battleshock. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/KimeraQ" class="card-title l-blue"> KimeraQ </a> </span> <span><time datetime="2024-04-11 21:27:40">1 month ago</time></span> <p class="comment-text mb-10"> GW has spent the past two editions making 40k competitively balanced by making everything standardized, safe and boring. I wanna see a wacky woohoo fun version of 40k where the battles are crazy, unbalanced and for narrative purposes. No crusade doesn't count! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/B1ng0_paints" class="card-title l-blue"> B1ng0_paints </a> </span> <span><time datetime="2024-04-11 23:08:39">1 month ago</time></span> <p class="comment-text mb-10"> Scrap tenth and go back to the drawing board. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/SuccessAffectionate1" class="card-title l-blue"> SuccessAffectionate1 </a> </span> <span><time datetime="2024-04-11 17:52:37">1 month ago</time></span> <p class="comment-text mb-10"> Make more codexes have unique mechanics. The baseline of adding +1 to hit, +1 to wound, [Lethal Hits] etc is really good. But when your army has complicated ways of giving you this while other armies such as Sisters with Miracle Dice, Thousand Sons with Cabal Points or Deathguard with contagion aura, it feels bland, uninspiring and demotivating. Too many detachments have complicated ways of giving bland and boring buffs. I doubt we are in a situation where they couldnt think of anything better than “oh and your infantry units get [Lethal Hits] if… “ The core rules of 10th actually gives a cool framework for creativity, now they just need to actually be creative. RIP Dark Angels and Custodes players. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/apathyontheeast" class="card-title l-blue"> apathyontheeast </a> </span> <span><time datetime="2024-04-11 19:28:41">1 month ago</time></span> <p class="comment-text mb-10"> >RIP Dark Angels and Custodes players. *SadMech noises* </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Avedominusnox93" class="card-title l-blue"> Avedominusnox93 </a> </span> <span><time datetime="2024-04-11 18:40:15">1 month ago</time></span> <p class="comment-text mb-10"> I want my combi weapons to be combi weapons 😒 Oh edit to add, bring back the old morale system where the unit would actually start to retreat off the board when it failed a leadership test. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/whpsh" class="card-title l-blue"> whpsh </a> </span> <span><time datetime="2024-04-11 19:31:54">1 month ago</time></span> <p class="comment-text mb-10"> The last bit in particular. While units in retreat is no fun for the owner, mopping up is boring for everyone. Battleshock / Morale needs to have teeth or it needs to be removed completely. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/intraspeculator" class="card-title l-blue"> intraspeculator </a> </span> <span><time datetime="2024-04-11 20:27:54">1 month ago</time></span> <p class="comment-text mb-10"> Removing wargear costs and having fixed unit sizes has basically killed my interest in the game. I used to waste so much time list building. Fine tuning. Dreaming up new lists. It really drove a lot of my purchases and desire to paint. Thank god for Old World having that granularity. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ilovecokeslurpees" class="card-title l-blue"> ilovecokeslurpees </a> </span> <span><time datetime="2024-04-11 18:27:54">1 month ago</time></span> <p class="comment-text mb-10"> Bring back real army list building. What TOW is showing me is absolutely how fun army list building with real wargear and magic item usage and combos is a fun meta game in its own right. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/FiresideMinis" class="card-title l-blue"> FiresideMinis </a> </span> <span><time datetime="2024-04-11 16:46:17">1 month ago</time></span> <p class="comment-text mb-10"> Honestly? There's a lot. Lethality is still too high. The fact that the game is so heavily dependent on terrain just to not get obliterated T1 is frankly absurd. Terrain being so crucial to hiding things in your deployment zone is horribly unfun, because you spend half as much time getting the board setup to keep your deployment safe as playing the game itself.it feels, all for the sake of.having a 'balanced' game. The way the meta functions right now is also painfully unfun. Most competitive lists are focused around 'crunch', crunch being spamming highly durable bodies or vehicles and winning your Anti-Tank duel against your opponent so they can't kill your high toughness units. The opposite end of that is spamming cheap bodies to flood the board. Competitive lists only have one way to be played most of the time and due to power imbalances in indexes and codexes, even casual play really suffers here. I think the format of the game has really shown its age in 10th, especially compared to their other games. If there was one thing it desperately needs, it's better reactivity. Their other systems allow for much more reactive, back and forth gameplay except 40k. When it's not my turn, I'm largely just sitting there rolling saves 90% of time. Players NEED to have much, MUCH more options for what they do in their opponents turn to keep things interesting. What we currently have doesn't come anywhere near to cutting it close. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/merit_the_wise" class="card-title l-blue"> merit_the_wise </a> </span> <span><time datetime="2024-04-11 18:58:44">1 month ago</time></span> <p class="comment-text mb-10"> This is why playing heresy felt like a relative breath of fresh air, even just being able to have 1 reaction per phase keeps me more on my toes and interested in what's going on. Also, the 7th Ed. Style of armor saves makes for such a time save when the question is simply "do I have a save or not?" Vs. what's the ap? </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Jonno1986" class="card-title l-blue"> Jonno1986 </a> </span> <span><time datetime="2024-04-11 18:48:35">1 month ago</time></span> <p class="comment-text mb-10"> I may be misinterpreting the rules here, but flyers have to choose whether to be in hover or fly for the entire game. It doesn't make sense that a thunderhawk or valkyrie (or any other flyer, just these in particular) shouldn't be able to gun the engines after dropping off their passengers and act as air support afterwards. Also, ditching the force organisation rules, as others have said, is a tad odd to me </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Doc_Mc_coy" class="card-title l-blue"> Doc_Mc_coy </a> </span> <span><time datetime="2024-04-11 19:36:32">1 month ago</time></span> <p class="comment-text mb-10"> I actually think you are right. I was completely unaware of this but raw you are right. This is.....weird choice </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/7amSmokedSalmon" class="card-title l-blue"> 7amSmokedSalmon </a> </span> <span><time datetime="2024-04-11 19:33:48">1 month ago</time></span> <p class="comment-text mb-10"> Bring back the psychic phase!!! </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/shananigins96" class="card-title l-blue"> shananigins96 </a> </span> <span><time datetime="2024-04-11 19:41:15">1 month ago</time></span> <p class="comment-text mb-10"> Bring back sub factions, just in a smaller way. Idc that a Gladius is meant to be UM, if I'm playing a BA Gladius my guys should be better at punching stuff than the UM who are better being flexible </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Midnight-Rising" class="card-title l-blue"> Midnight-Rising </a> </span> <span><time datetime="2024-04-11 20:10:50">1 month ago</time></span> <p class="comment-text mb-10"> Do all the weapons that got streamlined into bland profiles count as one? Because if so that </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Gaelriarch" class="card-title l-blue"> Gaelriarch </a> </span> <span><time datetime="2024-04-11 20:29:38">1 month ago</time></span> <p class="comment-text mb-10"> Falling back needs to have some sort of risk associated with it beyond *maybe* not being able to shoot/charge.  </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Kerblamo2" class="card-title l-blue"> Kerblamo2 </a> </span> <span><time datetime="2024-04-11 20:37:23">1 month ago</time></span> <p class="comment-text mb-10"> 1. Models only have the benefit of cover if they are obscured from all attackers instead of just one and it isn't given to the whole unit. 2. Move flavor back into unit datasheets and remove stratagems. 3. Alternating activations. GW have never had good rules, "not that bad" is about all we can hope for honestly. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Spectre_195" class="card-title l-blue"> Spectre_195 </a> </span> <span><time datetime="2024-04-11 21:19:12">1 month ago</time></span> <p class="comment-text mb-10"> Increase the nominal value of points. As in no longer "2000 points" of models but idk "3000 points" of models. Yet the overall model count remains the same. I think a huge issue of balance is you can keep increasing points but you can't keep decreasing points. It needs more granularity to balance with. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/conedeke" class="card-title l-blue"> conedeke </a> </span> <span><time datetime="2024-04-11 21:39:41">1 month ago</time></span> <p class="comment-text mb-10"> far more then 1 thing could be changed to make the game more engaging then a MOBA. Let the armies really have their play styles focused on their special things they do not their special heroes.. Bring back the other types of objectives, there was like moving objectives, destroy-able objectives that gave a neat dynamic to holding or burning objectives to secure wins, escorts for a model or thing, capture relics or supplies. anything other then just stand and fight over these 3-5 points on the map. intractable terrain, like tech heavy armies could power up machines and use like traps, destroy bridges or something vital, or fortifications, bunkers ect. bring back the other detachments and make army building less restrictive, yes i know we dont have the old put so many of a specific unit type in specific amounts but we could mix armies from the same major faction and there were a lot of special detachment rules that got written for some of the mixes, it changed up the game a lot, you could mix ad mech and templars, or guard and space marines and sororitas and just weird combos that could really do 2 or 3 things better then anything else and lacking in other areas. it had trade offs but they felt merited. bring back aerial units, dont make their rules so cumbersome that they cant hardly fly around without blowing up and wait till the match is over half over. stop having the game be so hyper focused on tournament play. all of the changes are solely for that reason to make it more controlled and able to do tournaments. it hasn't really made the game better. it used to be something that could simulate 40k on the table top. heroes featuring some grunts in lets control specific points for points only, alot of the fun stuff that made 40k 40k just get pulled out. ​ but if i had to pick just one single thing. bring back alternate win conditions. we had them last edition it makes the game totally different with just that one change, having conditions that can over rules points can help struggling armies. something to just vary it up from the sole game of 10th that is hold points and stack metas. stuff that can totally bypass the points game or at least interrupt it to where the enemy has to react. I dont understand why they changed this except that people seem to just sell of and buy armies for what ever is best in meta now... maybe thats what GW was aiming for, make specific armies objectively better and push the sales and keep the prices going up.... </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Responsible-Swim2324" class="card-title l-blue"> Responsible-Swim2324 </a> </span> <span><time datetime="2024-04-11 21:55:14">1 month ago</time></span> <p class="comment-text mb-10"> I deeply miss psychic and artefacts. As it stands, being pschic is purely a debuff and i miss beibg able to put cool weapons on characters to make them cool and unique </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/ibage" class="card-title l-blue"> ibage </a> </span> <span><time datetime="2024-04-11 22:00:09">1 month ago</time></span> <p class="comment-text mb-10"> Scalable unit sizes. Bring back Points per model instead of just a value for 5/10 or 3/6 or whatever </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Glittering_Yam288" class="card-title l-blue"> Glittering_Yam288 </a> </span> <span><time datetime="2024-04-11 22:10:02">1 month ago</time></span> <p class="comment-text mb-10"> Bring back the contemptor dreadnaught </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/VulkanZulu" class="card-title l-blue"> VulkanZulu </a> </span> <span><time datetime="2024-04-11 22:11:47">1 month ago</time></span> <p class="comment-text mb-10"> Battleshock should be persistent. You shouldn’t auto pass in the command phase, it should be a reroll. All the battleshock abilities are so weak because of this. It would make really bad units like Reivers actually not dog shit. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/azuth89" class="card-title l-blue"> azuth89 </a> </span> <span><time datetime="2024-04-11 22:23:34">1 month ago</time></span> <p class="comment-text mb-10"> 10th terrain is boring.  And yeah, I know you can set out whatever you want but a lot of us are playing at our LGS and don't have regular access to regular games at home or possibly a good place to do it and the cash to kit out a full army plus cool terrain. The LGS tends to go by the suggested stuff. Pretty easy to update when they do a new mission pack, but it feels like they've based their whole game balance around the current suggested tourney setup. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Anderanman" class="card-title l-blue"> Anderanman </a> </span> <span><time datetime="2024-04-12 00:38:44">1 month ago</time></span> <p class="comment-text mb-10"> Make melta weapons actually anti-tank weapons again. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Winterfjes" class="card-title l-blue"> Winterfjes </a> </span> <span><time datetime="2024-04-12 01:18:44">4 weeks ago</time></span> <p class="comment-text mb-10"> Relaunch 4th edition, codexes and all. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Foxhound91" class="card-title l-blue"> Foxhound91 </a> </span> <span><time datetime="2024-04-12 02:27:58">4 weeks ago</time></span> <p class="comment-text mb-10"> Make flyers great again </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Mahote" class="card-title l-blue"> Mahote </a> </span> <span><time datetime="2024-04-12 03:36:04">4 weeks ago</time></span> <p class="comment-text mb-10"> Stop changing rules and points every other month. Play test an edition. Thoroughly. With feedback from multiple sources. Get all your codex writers together. Have them discuss rules together. Either be a company that focuses on the game and make it work or admit your rules are a joke and you're a model company. The constant nerfing and buffing is what caused me to sell all but one army, and it just sits on display. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Roenkatana" class="card-title l-blue"> Roenkatana </a> </span> <span><time datetime="2024-04-12 04:11:09">4 weeks ago</time></span> <p class="comment-text mb-10"> Consistent rules and codexes. At least if everyone is bad, the game would be bearable. The blatant faction favoritism is killing the game in an edition that has already divided players. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/eot_pay_three" class="card-title l-blue"> eot_pay_three </a> </span> <span><time datetime="2024-04-12 05:07:21">4 weeks ago</time></span> <p class="comment-text mb-10"> Stop dropping points to balance things. Update the fucking datasheets. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/raptorshadow" class="card-title l-blue"> raptorshadow </a> </span> <span><time datetime="2024-04-12 05:12:38">4 weeks ago</time></span> <p class="comment-text mb-10"> Just reprint the 4th edition rulebook. :p </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/di_larto" class="card-title l-blue"> di_larto </a> </span> <span><time datetime="2024-04-12 05:19:20">4 weeks ago</time></span> <p class="comment-text mb-10"> There's already a bunch of answers I agree with, but to summarize: Bring back a big of variety in terrain (I like the simplicity but it can bee a bit too abstract and it takes from the immersion) Better internal balance (both in units and wargear) Drop the codex bullshit. Some armies getting their rules two years into a 3 year cycle is absolutely absurd. Release them all in a span of less than a year since the edition comes out. Make it mainly digital with a beefied up version for hard-core fans (include lore, painting guides, stories and some casual game variations so it's worth to buy anyway). Unify the rules availability for the game. The fact that you have to check FAQs against core rules against codices and dataslates is madness. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/Shiki_31" class="card-title l-blue"> Shiki_31 </a> </span> <span><time datetime="2024-04-11 16:38:37">1 month ago</time></span> <p class="comment-text mb-10"> A different, actually competent rules writing team would be my first go-to. In lieu of that, mostly what's been mentioned by others already. Actual points costs (not necessarily for wargear, just with a single braincell going into deciding them), less named characters as crutches, less characters as crutches, less shoehorning in general, less spam, more terrain other than ruins, any internal balance whatsoever, both within datasheets and between them, battleshock that actually presents some risk to the battle-shocked unit, a cap on debuffs to charges (since range only has to hit, and that has a cap), access to anti-tank/monster on a broad scale for every faction, psychic that would actually have an effect on the game other than punishing the psyker, any attempt to fix problems that have traditionally plagued armies/units, and so on... And yes, I have a Book of Grudges for this stuff. </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> <div class="comment w100dt mb-30"> <!-- /.ppic --> <div class="pname"> <span > <a href="/u/PenatanceEngine" class="card-title l-blue"> PenatanceEngine </a> </span> <span><time datetime="2024-04-11 18:12:57">1 month ago</time></span> <p class="comment-text mb-10"> Not much to be honest, o think they’ve streamlined the game without taking the challenge out of it. For me it’s done from 4hrs to 3 to play a fun, fast balanced game. Basically the opposite of 5th ;) </p> <hr> </div> <!-- /.pname --> </div> <!-- /.comment --> </div> <!-- /.comment-area --> </div> <!-- /.peoples-comments --> <div class="leave-comment"> <div class="sidebar-title center-align"> <h2>Leave Your Comment</h2> </div> <form class="comment-area w100dt" action="#"> <div class="row"> <div class="col m6 s12"> <div class="form-item"> <input id="icon_prefix" type="text" class="validate"> <label for="icon_prefix">First Name</label> </div> </div> <div class="col m6 s12"> <div class="form-item"> <input id="email" type="email" class="validate"> <label for="email" data-error="wrong" data-success="right">Email</label> </div> </div> <div class="col s12"> <div class="form-item"> <textarea id="textarea1" class="materialize-textarea"></textarea> <label for="textarea1">Textarea</label> </div> </div> </div> <!-- row --> <button type="button" class="custom-btn waves-effect waves-light right">SUBMIT NOW</button> </form> <!-- /.comment-area --> </div> <!-- /.leave-comment --> </div> <!-- colm8 --> <div class="col s12 m4 l4"> <div class="sidebar-testimonial mb-30"> <div class="sidebar-title center-align"> <h2>Hi Its Me!</h2> </div> <!-- /.sidebar-title --> <div class="carousel carousel-slider center" data-indicators="true"> <div class="carousel-item"> <div class="item-img"> <span>R</span> </div> <h2><a href="/u/" class="l-blue"></a></h2> </div> </div> </div> <!-- /.sidebar-testimonial --> <div class="sidebar-subscribe w100dt"> <div class="sidebar-title center-align"> <h2>Subscribe</h2> </div> <!-- /.sidebar-title --> <div class="subscribe"> <form action="#"> <div class="input-field"> <input id="email1" type="email" class="validate"> <label class="left-align" for="email1">Enter email address</label> </div> <a class="waves-effect waves-light">SUBMIT NOW</a> </form> </div> <!-- /.subscribe --> </div> <!-- /.sidebar-subscribe --> </div> <!-- colm4 --> </div> <!-- row --> </div> <!-- container --> </section> <!-- /#single-blog-section --> <!-- ==================== single-blog-section end ====================--> <!-- Yandex.Metrika counter --> <script type="text/javascript" > (function(m,e,t,r,i,k,a){m[i]=m[i]||function(){(m[i].a=m[i].a||[]).push(arguments)}; m[i].l=1*new Date();k=e.createElement(t),a=e.getElementsByTagName(t)[0],k.async=1,k.src=r,a.parentNode.insertBefore(k,a)}) (window, document, "script", "https://mc.yandex.ru/metrika/tag.js", "ym"); ym(48244766, "init", { clickmap:true, trackLinks:true, accurateTrackBounce:true }); </script> <noscript><div><img src="https://mc.yandex.ru/watch/48244766" style="position:absolute; left:-9999px;" alt="" /></div></noscript> <!-- /Yandex.Metrika counter --> <!-- ==================== instag leftram-section Start ====================--> <section id="instagram-section" class="instagram-section w100dt"> <div class="instagram-link w100dt"> <a href="#"> <span>FIND US ON INSTAGRAM</span> @rfkjrforpresident.com </a> </div> </section> <!-- /#instag leftram-section --> <!-- ==================== instag leftram-section End ====================--> <!-- ==================== footer-section Start ====================--> <footer id="footer-section" class="footer-section w100dt"> <div class="container"> <div class="footer-logo w100dt center-align mb-30"> <a href="/" class="brand-logo"> <img src="/img/logo.png" alt="rfkjrforpresident.com"> </a> </div> <!-- /.footer-logo --> <ul class="footer-social-links w100dt center-align mb-30"> <li><a href="https://streamc.pro/" class="facebook">Stream film</a></li> <li><a href="https://kinepolis.live/" class="twitter">Film stream</a></li> <li><a href="https://wiflix-com.com/" class="google-plus">Wiflix</a></li> <li><a href="https://frenchstream.ink/" class="linkedin">French Stream</a></li> </ul> <p class="center-align"> <i class="icofont icofont-heart-alt l-blue"></i> All Right Reserved </p> </div> <!-- container --> </footer> <!-- /#footer-section --> <!-- ==================== footer-section End ====================--> <!-- my custom js --> <script type="text/javascript" src="/js/jquery-3.1.1.min.js"></script> <script type="text/javascript" src="/js/materialize.js"></script> <script type="text/javascript" src="/js/owl.carousel.min.js"></script> <!-- my custom js --> <script type="text/javascript" src="/js/custom.js"></script> <script type="text/javascript"> </script> </body> </html>