So they say. To me this makes no sense whatsoever, equipment is clearly worth different amounts depending on who exactly wields it. And clearly gw agrees, since a number of equipment choices do have different costs depending on who chooses them, they just didn't commit to it properly for unclear reasons. Take a look at the Eldar. Guardians are more expensive then Dark Reapers. They balanced to cost of the gun against the usefulness of the model holding it.
They could make a bunch of exceptions to rules and have to balance the points cost of each model with all wargear options. But the gun isn't going to have the same value to every model that can take it; a powerfist isn't the same value to a terminator as to a captain. And yes, that is what they would have to do if they actually wanted the game to be balanced.
I'm very confused about what possible advantage there is to splitting out the weapon costs so widely, it's inherently impossible to ever achieve more than an approximation of balance that way and it makes list building unnecessarily annoying.
I mean if an upgrade is too good on a unit, do you change the price of the upgrade, affecting it's viability on all the other units that can take it, or do you change the price of the unit, altering the value of any of their alternative setups.
You're just going to run around in endless circles, or more likely leave a lot of options useless on a lot of units. Not when the weapon itself is broken or undercosted. Look at grav it scatter lasers. Any unit that could take them jammed as many as they could into a list. This way they can bump the points up on them without having to recost it for every unit.
I really don't get why you think this has made it any easier for them to balance things. In the best case scenario they have exactly as much control over the cost of a unit as they did previously, in the worst they have to compromise to keep the equipment balanced for other units. Trying to strike that balance just adds more decisions to make when it comes to repointing things. Think about it this way: say a certain unit ends up being too good, like Windriders with Scatter Lasers.
So six months down the line, they decide to fix that. This allows them to individually adjust the price of the Scatter Laser if that weapon is too good in general or of the Windrider if it is the platform, not the weapon that is overperforming.
Condensing page count and layout saves GW money, which means they can afford to sell things for less. I admit, it's not exactly convenient- but at least everything you need to calculate points values is there on one page spread, and if they do put out an app the way they did for AoS it will be fairly trivial to calculate things at that point. The point vaguelycertain is making is that the windrider may be fine, and the scatter laser may be fine, but the combination may be over the top, and this method does not allow them to tweak for that.
It allows for a closer tweak than any other feasible method, though. If the problem is the combination of Scatter Laser and Windrider, changing the Windrider's price allows them to fix things with minimal collateral damage.
Sure, I'm just pointing out that you seemed to be addressing everything but the point of concern, which made the conversation between you two rather pointless, not a conversation at all in fact.
I do think there are other feasible methods that make even more sense, the glaringly obvious one being not requiring the purchase of a codex to access an individual units updated data card, but I don't really care that much either way. Exactly this. I think it's very bizarre that they didn't just put the data cards into an easily editable electronic format and make them available freely online, then just update them as needed.
Obviously some people prefer hard copy, but I think we're well beyond the point where it's worth worrying about trying to keep hard copies up to date, so if they bother selling that at all they should really focus on making it available as cheaply as possible so it's not a big deal when it becomes obsolete.
I think the idea is that under this system the can change upgrade and model costs without reprinting the entire book. Whether or not this is the most efficient way to accomplish that goal, well, at least they are trying. I think I have read it wrong now having checked out more. The grasping tongue can only be taken by the haurespex as far as I can tell yet it has points for it. So it only makes sense if you pay per model and then add everything you want the model to be armed with.
Almost all models are more expensive now, barring basic troops, but that's just how it is. I'm not sure if the Haruspex is good or not, but it makes a LOT of attacks up to twelve with its Maw, potentially, plus in theory four more bonus ones and can regen wounds pretty quick. You pay for everything on each model. So a Termagant has its own base cost plus a Flesborer.
A Space Marine Bike pays for it's own base cost plus twin-linked Bolter. If you replace anything, you don't pay for that anymore. Yeah I am too Rick. I hope the true rule book actually explains how match play is supposed to be worked out to make it nice and clear. It is pretty clear about most things. There are some small issues that could probably use an FAQ, but for the most part things are fairly obvious. And yes, the BRB is much more explicit about how a lot of stuff works than the limited shots we've seen so far.
I honestly a little bit disappointed because the points are very expensive.. TL devourer nerfed old dakkafex not as good , TL deathspitter improved direct improvement over TL devourer for a bit more points , Trygon and Tervigon buffed — not sure how points efficient they are. Tyrannofex is crazy with fleshborer hive — 40 S5 shots at 18 inches when standing still.
Genestealers improved. Multiwound models like warriors are better since double S weapons won't always kill them. Swarmlord has some awesome rules. Things like Zoathropes and tyrant guard being in squads of three are kind of annoying though. Overall, some interesting changes. Being able to charge the turn you deploy should be a good change. Should of kept life drain and just got extra wound on a roll of 6 I think. Im etill trying to discern whether or not tervigons spawned termagants cost points, its not listes in the ability as any poinrs cost for summoning is in other abilities chaos demons.
But I cant find any definitive source. I think it will cost points if you put up another Unit. Is cult ambush really worth that many extra points for an identical model? This are and we have nothing really hard hitting…If the Swarmlord and the Genestealers get wiped out…well….
I would take Adrenal over or perhaps in addition to Toxin on the Hormagaunts. Yeah, I've been feeling the same way. For the first time in awhile both feels like it could be pretty tempting as well. Between Trygon tunnel, Onslaught, and Hive Commander you've got a handful of tools to get them in quickly. Trygon tunnel with Adrenal and some Command Points sitting is a pretty big threat for the opponent, to be sure.
But like other melee armies, Tyranids are really gonna need some good ways to break bubblewrap units outside of melee.
I wonder if Cult Ambush is restricted by the same Reserve Rules only half of the army can enter from reserve. Kinda feels they've lost a lot of options this edition. GSC can no longer play a "bounce on, bounce off" game for the entirety of a match, but that's a good thing. It was incredibly time-consuming and added too much complication to things. They still have powerful HQs with superior protective abilities, cheap units with good hitting power, interesting ally options, and plenty more.
The watering down of Cult Ambush and losing the ability to remove your troops from the table sucks all the character out of the army. Well done GW. Blandhammer strikes again. Man if turning every game into a six-hour marathon match of "wait what is a five again which unit was that for how many guys were left in it" is the only way for you to have fun, you are probably struggling with problems bigger than warhammer.
It just says "A psyker cannot attemt to manifest the same psychic power more than once a turn. Nope, sorry- in matched play, each spell excepting Smite can only be cast once each turn, regardless of who does so.
Necrons — 8th edition Full leak. Notify of. Vote Up 0 Vote Down. The 3rd Edition soon introduced codices for each of the major factions in the game, releasing revised editions of each of these codices between and Towards the end of the 3rd Edition, four new army codices were introduced: races of the Necrons and the T'au and two armies of the Inquisition : the Ordo Malleus called Daemonhunters , and the Ordo Hereticus called Witchhunters ; elements of the latter two armies had appeared before in supplementary material such as Realm of Chaos and 2nd Edition's Codex: Sisters of Battle.
At the end of the 3rd Edition, these Inquisition armies were re-released with all-new artwork and army lists. The release of the Tau coincided with a rise in popularity for the game in the United States. The 4th Edition of the game was released in late and the Revised 3rd Edition codices were used until the release of the 4th Edition codices between and This edition did not feature as many major changes as the prior editions, and was "backwards compatible" with each army's 3rd Edition codex.
The 4th Edition was released in three forms: the first was a standalone hardcover version, with additional information on painting, scenery building, and background information about the Warhammer 40, universe. The second was a boxed set, called Battle for Macragge , which included a compact softcover version of the rules, scenery, dice, templates, and Space Marines and Tyranid miniatures.
The third was a limited Collector's Edition. Battle for Macragge was a "game in a box," targeted primarily at beginners. An expansion to this was released called The Battle Rages On! The 5th Edition of Warhammer 40, was released in the summer of While there are some differences between the 4th and 5th Editions, the general rule set shares numerous similarities.
Codex books designed prior to the 5th Edition are still compatible, with only some changes to how those armies function. The replacement for the previous edition's Battle for Macragge starter set was called Assault on Black Reach , which featured a pocket-sized rulebook containing the full ruleset but omitting the background and hobby sections of the full-sized rulebook , and starter Ork and Space Marine armies.
The following Codices were released for the 5th Edition:. The 6th Edition of Warhammer 40, was released in June Mammalian Brain Chemistry Explains Everything. Related Books Free with a 30 day trial from Scribd.
Dry: A Memoir Augusten Burroughs. Related Audiobooks Free with a 30 day trial from Scribd. Empath Up! Mathias Hoffmann , Werker bei Abc at Abc. Stefan Thiele. Show More. Views Total views. Actions Shares. No notes for slide. Total views 10, On Slideshare 0. From embeds 0. Number of embeds Downloads Shares 0.
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