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  1. - Top - End - #481
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    IG has little enough High AP with Ignores Cover that 2+ in cover is stupid hard to get through, not to mention a single Vexilia craps on their piles of BS4 models. Add to that even the heaviest weapons bouncing off 3++ and I dont see what Guard can currently do against Custodes. Used to be you could ally in heavier hitting stuff like a Castellan or bank on the point cost differences, but thats not so true these days.

    Back to the rant though, the game at its core isn't bad. But at its core is the crying leftovers of 8th, bastardized into this ITC-lite shell for people who whined without realizing that listening to their whines would make the game suck. Boy Im sure all those Crusade campaigns being played right now make it all worth it though.

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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Cheesegear View Post

    But we 'waited and saw' on Crusade and Pariah Nexus, the Space Marines and Necrons Codex is out. We see the template for Crusade, in actuality. No more potential, now. Actual.
    We know what Crusade is now. It's the best thing ever, right?
    ...RIGHT!?



    But there are people playing games. Maybe not in massive tournaments. But they are playing in their homes. They are having 'Gatherings of up to 5 people in a private residence', etc. I mentioned earlier about a 'tournament' in my meta where a guy has 10 people over and they play a 'tournament' in his farm shed. People are absolutely playing games. Outside of 'postitive Codex review pre-order buy now week'; 'Real' people get their hands on the Codex and give their thoughts.

    I've only ever bought the ETB 3-pack of Reivers for Kill Team.
    I have never, in my life, put a unit of Reivers on the board in a game of real 40K.
    They were the worst unit in the Codex in 8th Ed., and I'm pretty sure they're the worst unit in 9th Ed., too...Though if you call me on that I wouldn't be able to tell you what is the worst unit in the Codex, if not Reivers, off the top of my head. Rules bloat means that there are lots of good units in the Space Marine book, and there are lots of bad units, too.

    How do I know that Reivers are bad if I've never used them?
    How could I possibly know!? That's not possible!

    What we have, is the 'playtest crowd'. People who can't read good, who can't play games, deny what's happening because they haven't done it themselves, yet. Lots of these kinds of people are in the UK and the US and make up the largest markets, who both have rolling lockdowns. There are massive sections on the internet, who may or may not agree that the game is bad. But, they can't come out and positively say so one way or the other, because who knows? Maybe they'll have fun, despite the badness?
    ('A Fun Game' and 'A Good Game' are not the same thing, but a lot of people will say Fun and Good are the same thing, but then also refuse to accept that Winning Is Fun.)

    The game is neither good nor bad 'until they play it for themselves'. But they want the game to be good, despite not being able to play it.

    (I don't need to drink bleach 'for myself' to agree that it's probably a bad idea to do so, but here we are.)



    Part of the problem is that they don't, though.
    Have you actually played in a Crusade league? We still haven't been able to play games, not on a league level anyways, here where I live.


    It is much more limited. I've only really played one person since last March and that's it. So we haven't been able to explore what Crusade is like or anything along those lines. I know other places like Australia have been able to play more, but is is quite different here.

    As for Imperial Guard, they can spam Heavy Weapon teams and various tanks. They aren't lacking for options when it comes to heavy weapons, that's for sure.
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  3. - Top - End - #483
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    I haven't been able to play at all. I'm going to exclusively play Crusade with buddies. Any sort of league that I've attempted to run or play in has been garbage, so I'm not chancing anything with strangers this time.

  4. - Top - End - #484
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Forum Explorer View Post
    As for Imperial Guard, they can spam Heavy Weapon teams and various tanks. They aren't lacking for options when it comes to heavy weapons, that's for sure.
    HWTs have BS4, in a world with Obscuring and Dense that means BS5 to be able to see at all, and with a Vexilia thats a 6+ to hit. On top of those sucky odds, Custodes with a 2+ in cover save on 3s vs anything but lascannons, and on 4s vs lascannons on the odd chance they get hit, then wounded.

    Tanks likewise have 4+ because HQ slots are now less common, so commanders arent so ubiquitous. One bracket later they become useless, and if they get tagged they cant shoot into melee because blast.

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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by LansXero View Post
    HWTs have BS4, in a world with Obscuring and Dense that means BS5 to be able to see at all, and with a Vexilia thats a 6+ to hit. On top of those sucky odds, Custodes with a 2+ in cover save on 3s vs anything but lascannons, and on 4s vs lascannons on the odd chance they get hit, then wounded.

    Tanks likewise have 4+ because HQ slots are now less common, so commanders arent so ubiquitous. One bracket later they become useless, and if they get tagged they cant shoot into melee because blast.
    Penalties don't stack. At worst, it's a 5+ to hit. And with a strat, you can give a HWT +1 to hit and wound.

    Basilisks and the like are really nice since they ignore all LoS effects, and are AP -3. Similarly Manticores, but those are more expensive. I actually think Basilisks are better than Leman Russes right now cause of the nearly 30 point gap at minimum. I'm not sure how good fully loaded Leman Russes are, but that's an option too. But I think that's worse than just taking the Heavy Weapon Teams and Basilisks.

    Yes, the Vexilia is a problem, but you're Imperium. Bring Assassins. Or if you insist on playing pure Guard, spam Ratlings. They aren't good, but they are cheap. And with the new rules on how penalties to hit work, you can move up, shoot, and scurry back out of LoS and still be hitting on a 4+.

    Tagging is a problem, but it always was. If you're playing Guard, you need a way to prevent it unless you are up against Tau.

    Don't get me wrong, it's a tough match for Guard, but they've got the tools they need to win.
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Forum Explorer View Post
    Penalties don't stack. At worst, it's a 5+ to hit. And with a strat, you can give a HWT +1 to hit and wound.
    So you go first. Run around and try to land xd6 shots on 5s like it matters, then try to wound on 4s at best, and what little sticks gets saved on 3s. All to get what, 1 model?

    Then on their turn you're banking on T3 models with no inv and a 5+ save to stand against Custodes firepower. Sure thing.

    Basilisks and the like are really nice since they ignore all LoS effects
    No, they still get screwed by Dense

    , and are AP -3. Similarly Manticores, but those are more expensive
    So it goes back to 4+, or 3+ for the ones with shields. On a BS4 platform so thats again on 5s with a random number of shots to begin with. Meanwhile a BS2 Ares or one of the FW tanks or a dread can blow it up next turn.

    Yes, the Vexilia is a problem, but you're Imperium. Bring Assassins
    Vindicares ignore invulnerables... but are shooting at 1+ save models. The melee ones aren't even worth mentioning. What psychic powers is the Culexus protecting you from?

    Don't get me wrong, it's a tough match for Guard, but they've got the tools they need to win.
    In so far as it is possible due to dice existing sure. Its not a reasonable expectation if your opponent isnt a potato though, and this sort of whisful magical land thinking is what keeps people from realizing the issues with their faction

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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by LansXero View Post
    So you go first. Run around and try to land xd6 shots on 5s like it matters, then try to wound on 4s at best, and what little sticks gets saved on 3s. All to get what, 1 model?

    Then on their turn you're banking on T3 models with no inv and a 5+ save to stand against Custodes firepower. Sure thing.



    No, they still get screwed by Dense



    So it goes back to 4+, or 3+ for the ones with shields. On a BS4 platform so thats again on 5s with a random number of shots to begin with. Meanwhile a BS2 Ares or one of the FW tanks or a dread can blow it up next turn.



    Vindicares ignore invulnerables... but are shooting at 1+ save models. The melee ones aren't even worth mentioning. What psychic powers is the Culexus protecting you from?



    In so far as it is possible due to dice existing sure. Its not a reasonable expectation if your opponent isnt a potato though, and this sort of whisful magical land thinking is what keeps people from realizing the issues with their faction
    Why 4s to wound? Do Custodes have an aura of -1 to wound I'm unaware of? I know they've got a Transhuman ability, but you just switch targets when they pop that. And it depends on the faction. Either 5+ rerolling 1s, or rerolling everything with an order, or you do Skilled Gunners so it's XD6, rerolling. With Basilisks that's 2D6, take the highest, reroll the lowest. You should average something like 5 shots with that combo.

    The Guardsmen are chaff. They are there to perform actions, hold objectives, and screen out charges. They can die all they want, they don't matter besides that.

    For that matter, how are your hypothetical Custodes always in cover? The Custodes are a lot shorter range, and will need to move up if they actually want to do damage. Regardless, yeah, a 4+ isn't that great of a save, keep hammering them and picking them off. And if they are in Cover, then they don't get Dense. Which also, if you are unable to draw a line to hit without crossing Dense no matter what target you're choosing, than you have too much terrain on the table.


    Can't see the Basilisks, they are behind Obstructing, where they will sit all game because they don't need to move. Or you can go full hog wild on the things and run 9 of them. That's only 1125 points so still plenty of room for a bunch of Guardsmen, Yarrik to give the Basilisks reroll 1s, twenty Ratlings because why not (there's lots of reasons why not), a Vindicare, and still have 150 points left over.


    I'd probably go with Vindicares, yeah. Which also ignore Cover btw, so the Custodes would get a 5+ save only against them. But I used the general term, cause if you are running an assassin, you are likely keeping it general and using a strat to swap which assassin you need per game. Actually, I can't remember. If there any reason you can't just run 3 Vindicares if you wanted? I don't even think that would be a bad choice. Fill up your elites with Vindicares and a Culexus to mess with their CP, and pop D3 mortals on someone later.
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  8. - Top - End - #488
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Forum Explorer View Post
    Have you actually played in a Crusade league? We still haven't been able to play games, not on a league level anyways, here where I live.
    It lasted a month. It was more a case of 'New Edition, New Army', than that we wanted to try out Crusade. I attempted Deathwatch - of course.
    Beyond the Veil didn't add anything great.
    The 'campaign' was broken before it started.

    As for Imperial Guard, they can spam Heavy Weapon teams and various tanks. They aren't lacking for options when it comes to heavy weapons, that's for sure.
    Heavy Weapons Teams...Maybe.

    Tanks? No.
    More than 11 Wounds, no Invulnerable, no ignore Wounds.
    Vertus Praetors pick up Bring it Down, and introduce all the Leman Russes to Salvo Missiles.
    Thanks for playing.
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  9. - Top - End - #489
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Cheesegear View Post
    It lasted a month. It was more a case of 'New Edition, New Army', than that we wanted to try out Crusade. I attempted Deathwatch - of course.
    Beyond the Veil didn't add anything great.
    The 'campaign' was broken before it started.



    Heavy Weapons Teams...Maybe.

    Tanks? No.
    More than 11 Wounds, no Invulnerable, no ignore Wounds.
    Vertus Praetors pick up Bring it Down, and introduce all the Leman Russes to Salvo Missiles.
    Thanks for playing.
    How so? What made it so broken right from the get go?


    I'd have to play more games to see, but I get the feeling Guard is one of those armies that do better if you just accept that Bring it Down will give up a ton of points and just load up on as many tanks as you want. Though I really really want to try Astropaths doing Psychic Ritual and being guarded by Ogryn Bodyguards. And that's who denies things cover. But they've got to get within 18 inches of their target, but an Astropath along plasma veterans would be a nice anti-Custodes unit.

    Mind you, I feel like the army that really just slams Guard into the ground is Harlequins. Super fast, strong melee with tons of attacks, plus lots of melta and haywire weapons? And that's before you get into basically everything having a -1 to hit and having a 4++.
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Forum Explorer View Post
    Why 4s to wound? Do Custodes have an aura of -1 to wound I'm unaware of? I know they've got a Transhuman ability, but you just switch targets when they pop that. And it depends on the faction. Either 5+ rerolling 1s, or rerolling everything with an order, or you do Skilled Gunners so it's XD6, rerolling. With Basilisks that's 2D6, take the highest, reroll the lowest. You should average something like 5 shots with that combo.
    Yeah, transhuman. Low model count even on their big ass bases means the available targets aren't plentiful enough for picking and choosing, of course considering your oponent isn't potato and deploys using their brain.

    The Guardsmen are chaff. They are there to perform actions, hold objectives, and screen out charges. They can die all they want, they don't matter besides that.
    HWTs also have chaff stats and they are the one thing that can actually wound Custodes with a prayer of bringing them down.

    For that matter, how are your hypothetical Custodes always in cover?
    Because by the time they leave cover the hypothetical weapon teams suffer critical existence failure. Alpha Strike is the only strike that matters.

    The Custodes are a lot shorter range, and will need to move up if they actually want to do damage.
    Plenty of Custodes weapons are rapid fire or assault, since they are aiming at poor save, T3 models they dont depends on heavy weapons as much as IG does so moving isnt problematic. Also BS2. Also, Dreads and Flying Tanks and Flying Bikes.

    Regardless, yeah, a 4+ isn't that great of a save, keep hammering them and picking them off. And if they are in Cover, then they don't get Dense. Which also, if you are unable to draw a line to hit without crossing Dense no matter what target you're choosing, than you have too much terrain on the table.
    But you will always slam into the vexilia aura so between both there is a high chance the Basilisks are hitting on 5s.


    Can't see the Basilisks, they are behind Obstructing, where they will sit all game because they don't need to move.
    Do remember Custodes have the same 'within 1d6+3' deepstrike that Callidus assasins have. Also, flying Jetbikes. Also, Basilisks cant shoot into melee because of Blast.

    Or you can go full hog wild on the things and run 9 of them. That's only 1125 points so still plenty of room for a bunch of Guardsmen, Yarrik to give the Basilisks reroll 1s, twenty Ratlings because why not (there's lots of reasons why not), a Vindicare, and still have 150 points left over.
    Other than free secondary VPs, 9 basilisks and chaff means you auto-lose on primaries.

    I'd probably go with Vindicares, yeah. Which also ignore Cover btw, so the Custodes would get a 5+ save only against them. But I used the general term, cause if you are running an assassin, you are likely keeping it general and using a strat to swap which assassin you need per game. Actually, I can't remember. If there any reason you can't just run 3 Vindicares if you wanted? I don't even think that would be a bad choice. Fill up your elites with Vindicares and a Culexus to mess with their CP, and pop D3 mortals on someone later
    .

    The strat covers 1 assassin, but its not as general as it was, got changed. Regardless, both of you can do it and seeing an eversor slam into guardsman is much funnier than seeing him try to do the same against Custodes

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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by Forum Explorer View Post
    How so? What made it so broken right from the get go?
    The fact that it's 40K without Points?
    It's still the same game!

    The Core Functionality of the game is busted:
    First Turn is best turn,
    Terrain still doesn't matter, except when it does,
    Blast and unit coherency rules still exist
    Providing XP/buffs to good units makes better units, providing buffs to bad units, makes mediocre units.

    Nothing changes!
    The problem with 40K, is the rulebook. I don't know how I can make that any more clear.
    Nothing GW does, no expansion that doesn't alter how the game is played, will ever change anything.

    Only Errata and Chapter Approved changes anything; "This rule is ****, we changed it.", "This is broken, so we added a new rule."
    Unfortunately, apparently GW only does Errata after sales die down. So that's cool.

    The only difference between Crusade and any other normal functioning army, is that you, as an individual, have slightly more investment into your army because they're Your Dudes. However, I'm me. I couldn't give a **** about your Crusade army, because it isn't My Crusade Army. Maybe, maybe you have a creative person in your meta who can write up a page of storyline after each of their games...Maybe...Which can keep their investment in other players' armies because they still remember what's going on. But that's if you're lucky...And it's only one guy who manages to maintain investment.

    I understand how this is supposed to work; You and all your friends get together and create a storyline and a few memes. The beer flows smoothly and the pretzels are crunchy without being too salty. Outside of that, if everyone isn't invested, it falls apart just like every other campaign you've played where everything falls apart because people lose investment.

    "My army is brave. So my unit of Intercessors can't fail Morale! This is my narrative of my brave, stalwart Space Marines. Defenders of Humanity, indeed."
    "This is my unit of Stalker Bolt Rifle Intercessors, they can stay in Devastator Doctrine all game, every game, because their Captain told them not to be dumb and let them be autonomous and make their own decisions. Delegation is a true sign of leadership."

    Same unit. Same XP table. Both players forge a narrative...One narrative is bad.

    The only way Crusade works, is if you force people to roll their upgrades, rather than pick-and-choose their XP upgrades. Otherwise players have no reason to not pick the best upgrade every time.

    Mind you, I feel like the army that really just slams Guard into the ground is Harlequins.
    Guard are at the bottom tables.
    Their Vehicles are not durable enough, their Infantry are not durable enough. Everything they are about, is currently out of the meta. Makes sense. Because if a design goal of 9th is to remove Guard from the top tables, then job's a good'un.

    They can pick up a few Secondary Objectives easily enough. But they give away extremely easy Kill Points, and their impotent durability means that they can't survive through their opponent's turn to score Primary Objectives Tiebreaker Points.


    Thought Experiment:

    Start Collecting! Militarum Tempestus "One of the best boxes in 8th Ed."
    3 - Tempestor Prime

    3 - MT Scions (x5)

    3 - MT Command Squad (x4; *Two Special Weapons available of each kind only*)
    2 - Commissar

    6 - Taurox Prime

    Total: 17 Power

    'One Box of Custodes'
    7 - Shield-Captain

    11 - Custodian Guard (x4)

    Total: 18 Power. Storm Shields are free, of course. Wouldn't mind changing one of the Guard to a Vexillus, for -1 to hit ('cause Banners are free, 'cause Power). But a Vexillus is +6 Power Rating.
    ...Still, it'd only be 5 models all out of the same box.

    Point is, Custodes in 9th are what Grey Knights were in 5th. They are exactly what the meta calls for.
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    Default Re: Warhammer 40K Tabletop Thread XLI: Secondary Opinions

    Quote Originally Posted by LansXero View Post
    Yeah, transhuman. Low model count even on their big ass bases means the available targets aren't plentiful enough for picking and choosing, of course considering your oponent isn't potato and deploys using their brain.



    HWTs also have chaff stats and they are the one thing that can actually wound Custodes with a prayer of bringing them down.



    Because by the time they leave cover the hypothetical weapon teams suffer critical existence failure. Alpha Strike is the only strike that matters.



    Plenty of Custodes weapons are rapid fire or assault, since they are aiming at poor save, T3 models they dont depends on heavy weapons as much as IG does so moving isnt problematic. Also BS2. Also, Dreads and Flying Tanks and Flying Bikes.



    But you will always slam into the vexilia aura so between both there is a high chance the Basilisks are hitting on 5s.




    Do remember Custodes have the same 'within 1d6+3' deepstrike that Callidus assasins have. Also, flying Jetbikes. Also, Basilisks cant shoot into melee because of Blast.



    Other than free secondary VPs, 9 basilisks and chaff means you auto-lose on primaries.

    .

    The strat covers 1 assassin, but its not as general as it was, got changed. Regardless, both of you can do it and seeing an eversor slam into guardsman is much funnier than seeing him try to do the same against Custodes
    Yeah, talking about it, I'd say Basilisks are a much better choice than HWT. Perhaps not the silly idea of taking 9 of them, but I could certainly see 6 + 1 Manitcore. They also can Alpha Strike freely, while Custodes would struggle with getting range on most things.

    Since we're now getting into specifics, I decided to look at an actual list to see how much anti-tank Custodes actually bring. The list I used was the one found in this Goonhammer article. And going by that, it's reasonable for 6 Basilisks, +1 Manticore to actually wipe out all of the shooting anti-tank turn 1, even with the -1 to hit. Though the Transhuman would mess with that a fair bit to be fair.

    And going second would be really bad, I feel like that Custodes list would only reliably kill two tanks back (it takes about 3D6 to reliably kill a tank, and getting at least one failed hit/wound is reasonable among the 6 shots, even with rerolls), and would lose the -1 to hit in order to do so.

    Holding Objectives is the hard part, for sure. Yeah, you've got some 90 Guardsmen to do so, but it is very much a game of hoping you have more bodies than they have bullets. Which is actually pretty much the case. Put 20 Guardsmen on an objective, and it'll likely hold against Custodes shooting at least. They only have 2 shots per model after all, and only if they are within 12 inches. Melee is a different game, but it is very much a game of lasting long enough to allow your artillery to kill them.

    The 1D6+3 deep strike just slams into guardsmen. And I'd want them to take Eversors. Guardsmen can actually kill those with their Lasguns.

    Quote Originally Posted by Cheesegear View Post
    The fact that it's 40K without Points?
    It's still the same game!

    The Core Functionality of the game is busted:
    First Turn is best turn,
    Terrain still doesn't matter, except when it does,
    Blast and unit coherency rules still exist
    Providing XP/buffs to good units makes better units, providing buffs to bad units, makes mediocre units.

    Nothing changes!
    The problem with 40K, is the rulebook. I don't know how I can make that any more clear.
    Nothing GW does, no expansion that doesn't alter how the game is played, will ever change anything.

    Only Errata and Chapter Approved changes anything; "This rule is ****, we changed it.", "This is broken, so we added a new rule."
    Unfortunately, apparently GW only does Errata after sales die down. So that's cool.

    The only difference between Crusade and any other normal functioning army, is that you, as an individual, have slightly more investment into your army because they're Your Dudes. However, I'm me. I couldn't give a **** about your Crusade army, because it isn't My Crusade Army. Maybe, maybe you have a creative person in your meta who can write up a page of storyline after each of their games...Maybe...Which can keep their investment in other players' armies because they still remember what's going on. But that's if you're lucky...And it's only one guy who manages to maintain investment.

    I understand how this is supposed to work; You and all your friends get together and create a storyline and a few memes. The beer flows smoothly and the pretzels are crunchy without being too salty. Outside of that, if everyone isn't invested, it falls apart just like every other campaign you've played where everything falls apart because people lose investment.

    "My army is brave. So my unit of Intercessors can't fail Morale! This is my narrative of my brave, stalwart Space Marines. Defenders of Humanity, indeed."
    "This is my unit of Stalker Bolt Rifle Intercessors, they can stay in Devastator Doctrine all game, every game, because their Captain told them not to be dumb and let them be autonomous and make their own decisions. Delegation is a true sign of leadership."

    Same unit. Same XP table. Both players forge a narrative...One narrative is bad.

    The only way Crusade works, is if you force people to roll their upgrades, rather than pick-and-choose their XP upgrades. Otherwise players have no reason to not pick the best upgrade every time.



    Guard are at the bottom tables.
    Their Vehicles are not durable enough, their Infantry are not durable enough. Everything they are about, is currently out of the meta. Makes sense. Because if a design goal of 9th is to remove Guard from the top tables, then job's a good'un.

    They can pick up a few Secondary Objectives easily enough. But they give away extremely easy Kill Points, and their impotent durability means that they can't survive through their opponent's turn to score Primary Objectives Tiebreaker Points.


    Thought Experiment:


    Point is, Custodes in 9th are what Grey Knights were in 5th. They are exactly what the meta calls for.
    Besides it's without points, yes. I've always been fully planning on converting it from Power to Points anyways.

    So it does sound like it needs an organizer in order to actually work. Also fine, because we need one of those for a league anyways. I suppose mandating that people roll for level ups is very much an honor system, but I'm confident the players in my meta wouldn't abuse that.

    And the missions pretty much just play the same then? I've played a few Crusade missions and found them to be sometimes very weird in their scoring.


    I agree that Guard are low tier, and it is much much harder to make a competitive Guard list than it is a Custodes list. But that's why I'm interested in doing so. Mind you, I'm just writing lists geared to fight Custodes, and I acknowledge that Custodes could gear up a lot harder against Imperal Guard than the Guard can against them. An actual all-comers list to bring to a tournament is a different kettle of fish. Though I suspect Basilisks and Manticores are just one of the best options right now. That, and just putting 100 Guardsmen on the board. That still leaves you with about 500 points to play with too. I'm thinking a bunch of assassins, but I'm not 100% on that one.


    Gotta admit though, this conversation is starting to depress me. It's hammering in how long it is until I can actually play a game again. All these calculations and thoughts aren't going to matter, cause at this rate Guard or Custodes are going to get a new Codex before I can actually play in a tournament.
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