CORRECTIONS, thanks to those reporting these! - Inner Circle Task force is all objective markers you don't control, not just ones under enemy control. A bit better than I said! - Exalted Sorcerer got a buff to 105pts from 115 (I misread versus the off-disc version I think) - Necrons lost Tomb Sentinels, Tomb Stalkers + Acanthrites to Legends - Chapters with unit restrictions can't use them in core-codex detachments, so no Black Templar Librarians in Gladius etc.
Chapters with units locked out of their detachment can now never use them, it's in the Space Marine FAQ as an errata to the chapter rule. So they nerfed Deathwatch, Space Wolves and Black Templars.
Adrax with blade guards in an impulsor seems like a worthwhile take now. I always wanted an adrax party bus. Before, them and a repulsor was a bit too pricey for its capabilities. You also lose out on the extra troop capacity if you take a lieutenant in the squad. And then now you are not "forced" to bring a land raider redeemer for aggressors. Repulsors got a bit more useful with the 14 man capacity. Redeemers are still better, but the option is there.
@@Sonof_DRN2004 Right? There's so many units in the SM codex that desperately need a rework. Terminators are bad. The storm speeders never see play. There's been no saving Sternguard post codex. Vanguard are a joke. Bolters are a joke. The impulsor even now is still a worse Chaos Rhino. We've been 40-44% WR all fucking edition. But yeah. We need more nerfs. Suuuuuure.
Not only 1st company, the captain change just slapped firestorm hard... our biggest hitting move now is minimum 1 cp and cannot be used a second time. Taking both aggressors and infernus marines hurts more as the flamers are 0 ap and have (in my experience) done very little without having the dev wounds... Having a 48 hit flamer shot to only get 3 wounds feels terrible...
@@stotgunvsface5092 Firestorm got REKT for no reason. Then again, just about all the SM changes were for no reason. Seriously don't think GW plays it's own game.
@@basteala525 and we’ve only been that 44% becaue of certain combos that have all been killed. Aggressors was specifically good in gladius with the sustained hits enchantment, or in vanguard with the infiltrator enhancement. Centurions were specifically good becaue if ureil ventris and deepstrike,
Average GW ‘balancing’ for marines. “Marines are really using iron storm as a crutch and not playing any other detachment” “Yeah it could probably do with some nerfs” … “Alright that should knock ironstorm down a couple pegs” “Yep. Now how do you want to buff some of the other detachments?” “Buff? Hahahahaha… best I can do is -10 points”
They nerfed Firestorm. No longer getting a free flamer buff strategem (2 CP when the SoB equivalent is 1 CP), only able to use it 1/turn, and our Land Raider variant becoming even more expensive...
I try not to get too miffed considering every little change to marines affects at the very least 4 other things thanks to Codex and divergent chapters having their hand on the same core pool. Hate to say that SM rules end up creating new problems for each one it solves. That said, I wish underused units got more of a look give how wide the model range is (Suppressors, REIVERS, Outriders, etc.) or buffs and/or a "counts as stationary" stratagem for Anvil Siege Force.
There will never be any balanced version of codex space marines until either of two impossibilities happen: 1. All the First Founding chapters get their own detachments and actual rules/models like the 8th edition supplements 2. Non-codex chapters like death watch, space wolves, etc. can't use generic detachments at all. Or better yet, actually move them into their own armies like the chaos legions are.
@@bloodgiant6596I don't mind that the non compliant chapters can use Gladius since it feels like the 'default' detachment in a way. I do wish the rest was codex compliant chapters only.
I feel like everyone might be overlooking a possible solution for indirect: require a spotting unit. [Indirect Fire] is only unlocked if another unit can see the indirect fire target, like the strat (?) for Grey knights.
Guard forced to adapt once again, shifting further away from any heavy artillery builds and possibly heavy infantry builds to focus more on tanks. Never a dull day in the Guard.
Astra Militarum - Seeing as "Born Soldiers" does not require the unit to be stationary any longer, i hope "Drill Commander" also changes to pair with this
Gotta say, Iam truly shocked that GW remembered DW, no way what they needed in changes but hey, its something. Fuck me and praise the Omnissiah, GW did deliver for the AddMech. Still thou, their combat patrol is pretty damn meh, between 275-290 points with the update >.>
Infantry now have access to "Big Guns Never Tire" thanks to the Neurotyrant now being able to lead Zoanthropes. And because zoanthropes would then be a monster "unit" but not a monster "model" they get the best of both worlds.
RIP Firestorm detachment. Redeemer nerf, no more free Immolation protocols and can only use it once per turn, no advance and then grenade strat...guess they'll be shelved for while. A bit too costly for what they can do now 😞
Idk man I main admech and these changes don't do much when you take into account the points changes most of my list went up about 150 points well see bit ruststalkers are usable now at least
@@johnspain the army went from 4+ shooting to 3+ while moving and 2+ standing still. How is that not a massive buff? Plus melee gets +1 to hit and ap +1
@@willgoss9756u need to chose 1 of the 2 abilities. So now somethimes u shot on 3 maybe 2+ but with no ap bonus, or u take assault and still shot on 4 but with 1 ap more. The fact is that admech wr was carried by horde with 0 kill potential. Now u must kill enemy models for the win but i don’t know if the buff is enough.
Cant help but feel like they killed the firestorm assault force detachment/salamanders. We heavily rely on transports (preferably atleast 1 land raider redeemer)and captains activating dev wounds (2cp battle tactic). Its like they put a nerf on just about everything that makes it fun to play
The best space marine army, and indeed army overall barely got touched too 😂 DW got 3 small points reductions too. In GWs eyes, DW are just as strong as space wolves
Winrate for SM are kinda not what it seems. Like it seems like they suck with their low winrate but you gotta remember that a lot of their players are dad types or new players. Sure some of their detachments suck but they also have a bunch that are very amazing, and especially some if their units are just incredible. It all depends on the right player. Like stuff like storm lance, fire storm and vanguard spearhead have been doing really well at tournaments recently.
@@XealotCoils well then the only other excuse is that space marine fans just suck playing their faction. Like im not even trying to be mean on purposes but no its legit a skill issue.
I'm pleased with the DA changes; the solution for the knights is reasonable and I think makes them at least feel more like the elite units they have traditionally been. The ICC are more appealing now too with suitable damage output considering those massive swords they are swinging. I still think they should have iron halos though so that they aren't pretty much consigned to protecting Azrael (I mean, they literally have iron halos built on top of the backpack censers). I suppose it's not a huge deal at the moment though because somehow Azrael didn't get nerfed (thank goodness) so it's not like anyone will be taking a different HQ anyway. My only real gripe is I can't believe they didn't fix Lion; I hate where he is at this point. Only 300points but on the rare occasion I see him, he gets snuffed out in short order. I was hoping they'd give him his old rules/stats back along with something like they did with the knights (i.e. anti-monster/vehicle). I'd be happy to pay more for a truly scary Lion. Anyway, this is more than I expected and is still an improvement over the bucket of nothing our codex supplement gave us back on February so hey, I'll take it.
I do love how simple this game is to learn and how accessible the rules are. I particularly enjoy sifting through red text trying to figure out how my bloodthirster incarnation of rage can turn left through a tree. I love the lore, and the concept of this game but when i play, it never feels like a war, its so clean - for competitive play. Anyway, these seem like massive changes and suggest 10th has been nothing but a test for 11th, or at the very least that very little was originally play tested or assessed for rule interplay. Whether you like the changes or now, the fact they were needed means i am going to focus on other game formats.
As a Custodes and Necron player I'm broadly happy and OK with these changes (Kind of expected some changes to the wraiths, though i will miss dropping C'tan shards on top of my opponents heads). However I'm gutted by all Necron forge world units bar the Seraptek having now been shunted off to legends. RIP Tomb Sentinel and Tomb Stalker, I shall miss you. Must play my Seraptek as often as possible while i still can.
thats all nice and well but theyve over several editions not managed to get it right and making them "kings" would make the rest of the game a big old borefest
you say that, while they have MANY solid models and datasheets EASILY able to win a majority of games if played well.. (I have an above 80% winrate with my ironhands).. while tyranids still get nothing and dont have a single outstanding datasheet, and no usable damage dealers that are all overcostet for their defense... to a point were I can BARELY win a match MAYBE if you get 7 50/50s in a row.... its a rng dumbsterfire I need to rely on because I have NOTHING else...
@@leSmokySmoke I don’t mind people using their anecdotal experience in 40k, but tournaments have a lot of recorded data and we have relative understanding of time relevant metas, so your complaint is useless. Tyranids function fundamentally different and rely much more on 3’s while marines, eldar, custodes etc. Can get away with single units doing a job right. The problem is likely not the faction, but your list building and the way you think when using them.
Death guard got no buffs essentially, as almost all units buffed are only via points decrease, and on units most still won't take. Indirect nerf kills mortatrion + Lord of virulence. PBC's not getting any point decrease is harsh. Blightlord termies still do little to nothing, no matter how cheap they are. Plague surgeon still not good, blightbringer still not good, and blight haulers are still not really good enough, though they aren't bad as the others. On top of that most of our best stuff got hit, except typhus's busted booty, yeah not a good day.
Death Guard just don't feel anything remotely like DG anymore, and haven't this entire edition... I got into them as my pandemic project, and really enjoyed playing them as the slow, inexorably advancing infantry army of doom, supported by PBC's, Blight Haulers and gribbly auxiliaries Now it seems like if you don't slap everything you can into Rhinos & bring Nurglings + Knight allies, you don't bother showing up. Even in casual games, Plague Marines are made of paper and just melt away, while our daemon engines just seem overall squishy for supposedly being Nurgle infused creations.
At this point just release the rules with the corrections build in... because fuck filtering through walls of red text just to find how to rotate your model (of which there are 2 different ways to in the core/nexus pdf depending on your geometric shape btw...) 10th was never not a beta test for 11th
Would be great if they had, say, online digital rules that were free and could be edited and updated. But then why would anyone buy GW's overpriced stuff? It really is so fascinating to see this multi-million-pound/euro/dollar/shilling(?) company be so behind the times.
@@BoisegangGaming thats equal to losing money and so your hobby ceasing....which means you get a core group and then poof one day they are gone. Be happy gw exists but unhappy with price gouging. Thats the way. Pan them for the audacity of charging so much for 3 models, not for refusing to make them free just because you think companies shouldnt profit.
@@aaronsullivan8230having free rules is different from free models, the rules are available free online anyways with a delay. GW could also update them more easily and without invalidating codex's since people wouldn't buy the codex for rules. Models shouldn't be free, that would ruin their finances. But free rules would barely hurt GW but help the quality of life for players and make the community happy.
@@FatManWithNoPlans idk about that cause of the Dev wounds changes plus only T10 so tank shocking a 180 pt unit doesn’t sound the best to me. With these changes the plague bursts might need to come down in cost… we’ll see
@@SumsieBun yeah, I couldn't think of anything. I'm glad your here to cover me. I think this is a classic gdubs overcorrection. I wouldn't be surprised if it gets rolled back to once per round
@@bloodgiant6596 yeah but abit excessive with the 10pt per model increase after stripping them off the FNP and not benefiting from green tide , I would imagine GW will reverse the ;points at next points changes
just cosmic idiots, like it was said in the video they just have to choose the increase of points or the rule nerf, necrons top list of the previous balance where nerf just a little to be able to continue to perform in game, just why after prooving they are capable to do it ???
Black Templars can no longer use the regular variants of their tanks, regardless of the detachment. They also can no longer use librarians under any circumstances, regardless of detachment. RIP Ironstorm shenanigans and RIP Phobos Librarian tricks.
@@JimH. Incorrect. They could use them if they were using any of the generic SM detachments. This was a restriction for their own Righteous Crusaders detachment.
I’m so happy I stayed in 9th. The rule changes may be good or bad, but they’re so frequent it puts a huge toll on more silent and casual players. It can cause so much h confusion and the fact that GW dies this pretty much willy-nilly is extremely frustrating. My Warhammer group and hobby shop community have never made a better choice.
I wanted to crack a joke about GW wanting to take the Iron Hands behind the woodshed for being inherently OP, but I ended up writing this huge thinkpiece on how to balance the Iron Hands in 40k. Carry on reading, if you dare. The idea behind vehicles and walkers is that they're these big, heavy support units that back up your infantry. They can take and give lots of damage, but they also have to compete with the enemy's vehicles, walkers, monsters or other equivalent models. This is how 40k keeps its games 'balanced.' The Iron Hands chapter throws a wrench in all of this. Their lore encourages heavy vehicle usage, and their rules buff vehicles to accomodate this playstyle. The infantry become your support units instead, scoring objectives or healing your vehicles. You might think this sounds fun and fair on paper, but when your vehicles are already at least decent against the odd infantry squad, and you have such a wide variety to choose from... you end up with an army that almost exclusively uses vehicles and walkers, and you end up with something like 8th Edition's Iron Hands Codex destroying most tournaments. I can think of three ways to fix this problem, but all of them would be pretty severe solutions. You can rewrite the Iron Hands' lore, changing them even more than the Necrons did between 3rd and 5th, so they specialize in something other than spamming vehicles. You can remove the mounted small arms from all the Space Marine vehicles and release new ones that don't have them, which would go even worse than when Primaris Marines were introduced. Or you can set a limit on the number of heavy vehicles and walkers in your army, and maybe... release Space Marine Robots or something? Models that fill the role of infantry, but use the 'vehicle' keyword. You could have a squad of Assault Drones push into melee, and a Techmarine could follow them into battle as a pseudo-Apothecary. You could release new Iron Hands Characters that give buffs to the Robots, and can't be attached to normal Space Marine squads. I realize there could be some obvious overlap with the Necrons, and I'd prefer not to get into what kind of lore implications this will have considering mankind's inherent hatred of AI. But with this third 'Robots' option, I think you can reach a healthy compromise between 40k's gameplay and the existing Iron Hands lore. And at the very least, you can release new models that people will want to buy, instead of upscaling and redesigning the ones we already have. If you actually bothered reading allat, thanks. Let me know what you think.
You know, I started this day out making the joke that GW would be hellbent on going after a detachment that encourages a niche concept (Canoptek Court in this case). But holy hell did they take it out back to the woodshed. Nerfs to two of the iconic units for that detachment, *and* chucking the Forge World Canopteks into the Legends bin, all in the same day. What's next? We gotta nerf anything else that the Crypteks can join if the detachment somehow continues to do well? Why even have the damn detachment at that point 😂
Given the rules for vehicles and pivoting, it now makes more sense to just run a tank sideways unless they need to be narrow to fit through a gap. Unless it needs to, now every tank in my army will be driving sideways and never changing orientation.
I feel like 2" for rotation is way too penalizing, especially for models that really don't care about it aside from fitting Spiky Bitz through smaller gaps (Mostly Nid monsters, but also Dreadnoughts). Should really only apply to non-circular bases, or non-based vehicles.
I'm honestly kind of baffled by pivoting changes... Like... why does it even matter when vehicles and monsters can fire all their weapons from any point anyway and their armour is omni-directional, so their facing is purely cosmetic anyway.
As a salamanders player, I am saddened by the changes. But I am very happy to hear armies like Admech actually being good now! I will cheer you on from Nocturne!
@@nic11130 seems like it but we will see. Played the detatchment about 8 times so far and the most amount of units ive brought back is 3 in a game. mostly only get a chance to get 2.
I am pretty new to the game but I feel my nids are just not standing up to heavy armour and mass bolters Even with the new stuff today seems like I’m no better off
I might be wrong, since I'm new to warhammer, but I think nemesis dreads and gm in nemesis dread for greyknights got a weaponskill buff to both the hammer and sword, which makes it look like they were just buffed slightly imo. However I haven't heard anyone mention this, so I think I might be wrong.
The things they nerfed weren’t even issues, how the hell did they even consider herding them is beyond me. (apart from scouts and Inceptor points) they’ve only been issues because of certain builds with faction locked characters and detachments.
If there’s one thing I’ve taken away from the comments on this channel, it’s that every single faction in this game is terrible and has a sub 35% win rate.
@@Sonof_DRN2004 Seriously? Firestorm was just gutted. Ironstorm took it's second round of large hits. The rest of the detachments have been paying the price for the "top" few and are now worse. Do you even play 40k?
@@JimH. sorry I should re-phrase, the literal things they nerfed aren’t issues. Like they nerfed ironstrom despite it not being an issue. It was only an issue when paired with black Templars and dark angels. That’s what I meant.
Big wins for Daemons. The additions of Shadow in the Warp for Greater Daemons is a great, and unexpected, change. Drops to more of their underplayed units. Very happy with these fellas, gonna start looking at some new lists. Liked the change to movement for Daddy Knights, but not so signifigant for Chaos Knights (they had a strat to move already, and they don't take Daddy Knights). They'll do just fine this season, I reckon. War Dog spam is alive and well, and some Daemons might make for decent allies. Death Guard blessed me with drops to my Blightlord Terminators and Blight-haulers, both of which dropped the points in my 2k lists signifigantly. Happy to see the little chodes getting some love. Overall, very excited for the new season.
I’d like to be the first to welcome our Daemon overlords to the absolute top of the tiers. It’s crazy how a very strong A- army got straight superchargers to buff it. Khorne/Nurgle armies looks very strong.
I can't believe I was wrong about admech. I did say I'd paint 6 kataphrons if I was wrong since they are my least favorite model to paint, so I guess I'll get started. This feels like Christmas morning as a kid
CSM… I saw this coming, but I’m not too put out by it, particularly since a lot of other folks have been tuned down. I wasn’t going for warp talons in the first place because of the looming nerf hammer
The Orkz nerfs went too far, the warbosses and Nobz should have gone up. The detachment changes were unnecessary as well. The painboy was a fair change though.
So GW just sold a battleforce with an indirect fire tank in it and than decided to make it worse after preorders sold out. Well I guess they had decided it before just didn't want to tell untill they sold the sisters boxes.
Great, so now half of the game's rules can only be found in a PDF file and fully all printed rulebooks and codexes can go in the bin. Honestly 10th edition needs to be put down ASAP.
A lot of stray bullets and collateral damage going on. Firestorm Detachment took it like a Bottom in Prison with the Assault nerf or actions nerf however you want to word it, two fold Rites of battle nerf and Immolation Protocols , Redeemer nerf...That whole detachment needs reworked, guess its time to print up some Heavy Intercessors and go anvil siege. Death Guard caught a stray with the indirect nerf and the Morty/PCB combo, unless you think Death Guard were a problem before? pfft
I went from taking no DW Knights to maybe taking only one unit. If they didnt take a points hit as well then i might have taken multiple but the profile changes were needed and even at 215 they werent really taken now with the points hit it balances out to what they had before so im not sure im going to take them again
Tankshock makes sence now. The bigger the chargeing modes the more dmg it does. So Tanks are able to use TANKshock too, not just Knights and Dreads/Monsters.
As a Space Wolf and Ad Mech player these all look great, Champions actually being usable is really exciting. Having a bit of a melee boost for the Ad Mech is great too
And once again for Necrons GW puts a bandaid nerf on one unit that doesn't address the problem, needlessly nerfs another that was never a problem, and refuses to give Warriors or Praetorians any help whatsoever. Must be Tuesday.
Question on a combo before I commit to it; 6 eradicators lead by a Gravis captain should now fit in a Repulsor at 14 slots and 2 slots per Gravis model Can you use movement stratagems like "calculated feint" in the vanguard spearhead detachment to embark back into a vehicle during charge phase? Since the stratagem specifies "make a normal move"
I think you misread how the Auric champion change works. Its not one super powerful custodes char unit, its one super vulnerable enemy unit to ALL custodes char units. So in theory, could have 3 squads of allarus led by cap all shooting at one big target and melting it. Incoming the new 21 Gun Salute (21 allarus lol)
Of course the points went up for Chaos. All of the battleforce boxes are sold, and nobody is going to buy the new codex after the price increase. _Time to start hyping the new models!_ Which is probably why Votann's shiny new toys are so low on points. Also no word on aircraft, again. And as a net, most affected units got nerfed. I guess it's easier to balance a game for tournament when every unit is shit. Shame that 90% of games take place on the dining room table. Or at least they will until we all get bored.
@@RJALEXANDER777 I know I ment it more in a joking manner hahaha. I am happy as well to see the Votan doing good with what they have! It would've really sucked if of the Small Roster they have only half of them actually were Viable.
Hilarious change for Hazardous (unless I missed it before) being that if an enemy is charging you and you roll overwatch, you do your hazardous rolls AFTER the enemy has completed their charge move. So in this situation I could put my Sentinel with a plasma cannon in the front of my unit, with 3 or less wounds remaining. The enemy charges, I overwatch. They end their charge just in engagement range of the front Sentinel, who then does its Hazardous roll and fails, destroying itself. With an 80mm base, it is very possible that the enemy is now further than 3 inches away from the next sentinel, outside of the max Pile In movement. This is the only time I can think of a unit can succeed in a charge and fail to get into melee. If its a scary melee combatant it might even be worth a CP to try and fail the roll to save the other models in the unit. In the case of Sentinels you could even get some Deadly Demise damage in.
Part 1. I am absolutely dumbfounded by how bad this data slate is; at least for the armies I play. I wasn't expecting much of anything and GW still managed to disappoint me. Now, as I don't play many of the armies, I'm not qualified to comment on them. Perhaps some of the changes are good for those armies (AdMech, DA, etc.) but I'll stick with the 2 that I play. A) Space Marines. Still languishing around the low forties in win % and yet are inexplicably nerfed once again with points increases because one detachment is slightly better. - Gladiator Reapers and Valiants nerfed solely because of Ironstorm. If you play any other detachment, you were unlikely to use one of these, now you definitely won't. - A 25 point increase to the Land Raider Redeemer... Seriously? 260 points was already premium pricing for this unit as it was almost solely used to transport an over costed Aggressors + Captain + Apothecary Biologis unit. But almost 300 points now? Come on GW. This combined with the change to Captain stratagems (more on this later) is going to severely cripple if not kill Firestorm. - Repulsor points decrease. This thing has dropped like 50 points since 10th started and people still aren't using it much because GW doesn't get that the assault ramp ability of the Land Raider family is precisely why those expensive transports were taken in the first place. - Absolutely zero changes to over costed units like Aggressors, Inceptors, Invader ATVs or Desolation squads. The latter two are utterly mind-blowing. - Zero changes to everyone's favorite dust collectors: Reivers. Bad in 2017, still bad 7 years later. B) Death Guard. The sheer number of changes here is surprising because they were right at the midpoint of where GW claims to want all armies, but said changes are even more surprising due to what changed and what didn't. - Myphitic Blight Haulers going to 90 is actually a GOOD thing (see this post isn't all complaining). It puts them in line with FBDs and hopefully we'll start to see more used. - Foetid Virion changes are an exercise in frustration. Two were good and commonly used, but got big points increases. One was ok and remained the same. Two were utter trash and got the smallest of points changes, but not nearly enough to make them decent. Full reworks are needed, not tiny points trims. - Blightlord Terminators, the Reivers of the Death Guard got... a 10 point drop. Now we have 31 ppm terminators that still do very little and remain in the shadow of their brothers. As with the NB and PS, they need rules changes, not points cuts that are in danger of creating "horde terminators." - Zero changes to the DS, one of the games most broken units. I say this as a DG player - they're stupidly under costed. Period. They put all other terminators of any kind to shame. - Saving the worst for last, Typhus. GW seems on a crusade to punish any auto-include models and nerf them into mediocrity at best yet somehow the single most under costed model in 40k remains 80 points? This kind of thing convinces me that whoever is doing these changes does not play the game. Part 2. While I normally defer to Auspex's vastly superior knowledge of the game, I disagree strongly with his claim that the change to "free" stratagems is an overall buff. I can't speak to Necrons, but for Space Marines it's a HARD nerf that cripples certain detachments. Yes, being able to use ANY stratagem at -1 CP is certainly a buff, but disallowing repeats of stratagems and making certain mandatory ones that cost 2 CP (ex: flamer one for Firestorm) no longer totally free are humongous nerfs that far outweigh the small gain. As I alluded to above, Firestorm took not one, but two huge hits here. The LRR points nerf and the no-longer-completely-free flamer stratagem were things many players built that army around and to absorb both of those with effectively nothing in return (Aggressor points drops, etc.) is a hard blow to a detachment that wasn't exactly facerolling the competition. The Gladius detachment took a hit as well from the stratagem changes. Before, you could use Storm of Fire on your Aggressor combo unit and another unit like Hellblasters or even a tank. Now that's gone with nothing to replace it.
The clarification to the definition of the word “any” means if a tigershark enters right on the corner it can unequivocally shoot the turn it comes in.
I miss early tenth when the knight bondsman abilities affected the big knight as well, it was so interesting and fun and made running big knight much better imo.
My boy the Tyrannofex has already carried me through some grindy games, and swept away lesser foes. The tidal wave just became a tsunami. These are big changes. Cower before the swarm!
Admech having good Balistics again is just such a huge difference for the feel of the army, I also like seeing the electro priest get added to doctrina, will be cool to see the lists people make when we aren't just relying on Kataphrons
Space wolves kinda got a stealth nerf (pun) to storm lance with the strat changes. Captains cannot double up on the ride hard ride fast stratagem in a phase. I don’t know how common that was but wolf lords might be a bit less common in those list as a result.
We got a ton of buffs though, they only nerfed the most annoying part of guard which are artillery spam and respawning infantry spam. Everything else got a lot better.
@@tinguspingus1523 You're kidding right? Super Heavies and Tank Commanders don't benefit at all from the detachment.... and anti infantry tanks get lethals.... against other vehicles It's a joke
Very pleased at the Tyranid buffs. It'll be interesting to see if the Synapse bonuses have an appreciable effect, but at least it should make for more varied lists. It's funny to see the sheet pre-emptively nerfing all the character point reductions the codex was going to be bringing to GSC. Between their characters not going down, and their neutered offense units not going down by enough, the codex is almost assuredly going to be dead on arrival. Guess GSC players will have to wait 3-4 months to dig themselves out of the sub-40% zone.
I'm torn on the guard changes, on the one hand I think the change to the detachment rule is great, it opens up so much more diversity in play style compared to the old one where half the time you were fighting your own detachment rule if you wanted to do anything other than sit back and spam artillery. On the other hand, I feel like they've deliberately been trying to make artillery as useless as possible and I don't like that. The change with the detachment rule and the points increases they've given artillery in the past was more than enough to dissuade people from taking it, making indirect now unmodified 4+ only is overkill and makes a lot of artillery near useless for its points, putting manticores and basilisks down 10/15 is nothing when you've nearly doubled their points cost from the start of the edition because you refused to acknowledge you gave guard a detachment rule that encouraged artillery and couldn't figure out why people were still taking artillery. If you don't like a unit, then redesign it to something you do like, or stop selling it, don't sell it and then intentionally make it as bad as possible.
Question. If the rules state a stratagem “can never be modified below 0CP” and the new rules reduce the cost by 1 cp wouldn’t that imply that a 1 cost can in fact be modified to 0 cause it’s not exceeding the value of 0?
Just wanted to clarify, doesn’t the Auric Champions detachment rule target an opponents unit rather than one of your own? The text states that you get +1 to wound each time a model in a character unit makes an attack that targets the unit that you chose with the ability. This would mean rather than one powerful Custodes unit you have one target that each model in ALL character units will be much more lethal against. - I was just confused by the text in the Custodes slide that said ONE character unit gets +1 to wound for all models in that unit
Deathguard caught a huge nerf with the indirect change AND unlike guard we didn’t get any points cost reduction to the PBC. Plus, the indirect nerf basically eliminates half of the LoV ability and makes the boil light stratagem much worse. Also no more double grenade, and it’s increase to best characters… all because the army was what around 50% win rate?