Greetings, fellow Verka Serduchkas! Once again I find myself doing more mathammering in response to (some of the) comments from my previous article on the much maligned Tactical Squad.
In this iteration, I (finally) tackle how Guardsmen perform when Morale is factored in. I also look at how cover and negative to-hit modifiers affect the equation. In the conclusion, I also adress some of the points brought forward with regards to the balance between Tactical Squads and other Troops as well as the possibility that chaff troops are too good and its them that need to be nerfed rather than Marines being boosted.
Let’s dive in, shall we?
Good day, fellow wolves in sheep’s clothing! Today I’m going to address a few of the points that were brought up by commentators on my piece about the suckitude of Tactical Squads. I don’t address every single thing that was discussed up but I tried to cover what I felt needed more indepth analysis. I may revisit this topic again sometime in the future, though. Without further adieus:
Many peeps have brought up the fact that Marines have awesome buff auras available to them and that leaving them out of the equation in my article was distorting reality. Normally that would be a valid point, but it leaves out the fact that I did not take into account any sort of buff for the Guardsmen (such as FRFSF, Yarrick’s aura, Cadian doctrine, etc) either. In any case, I went back and did the math, and I have some bad news for you if you thought Captains/Lieutenants were going to save the day…
Good day, fellow apex predators! Today I do a bit of math-hammering to figure out why it is that my Tactical Squads perform so poorly on the tabletop. While I am using Tactical Marines in my calculations, I believe much of what I’m about to write could hold true for a lot of elite infantry units.
If you’ve read my last post, you will already know I’m in a bit of a sour mood lately as far as 40k is concerned. Aside from the issues I brought up in that maudlin essay, one thing that has bugged me a lot is how badly the infantry in my army (Space Marines, in case you weren’t tracking) has been performing – and Tactical Squads chief amongst those.
Now, don’t get me wrong: not ALL Marine infantry sucks. Scouts, for example, are a great unit – though even then, the reason they are good has a lot more to do with the impact they have over your overall survivability (by denying a huge amount of real estate for enemy Deep Strikers) than with any other intrinsic qualities the unit possesses.
The units and gear affected by Chapter Approved changes are spread across various books, so I have attempted to compile them into one easy to read table that shows the before and after impact of the new changes.
There are two pieces of good news for Guard players. The first is that you are now off the hook; enough units have been hit with tweaks and points increases that your wins are going to be harder to come by, and you are going to have to work harder to claim each victory. This isn’t sarcasm either; personally I find it liberating when army building is more challenging and opponents less likely to blame your codex for their losses.
First, the good news. GW are paying more attention to 40K game results, balance and feedback than ever before, and the new Astra Militarum FAQ 1.0 is part of the proof of that. They have fixed brand new issues like the Ogryn bodyguards palming wounds off onto one another in an infinite circle, dubbed the “Ogryn Hyperloop”.
They have also made some sensible changes like ‘Take Cover! Change the first sentence of this stratagem to read: ‘Use this Stratagem in your opponent’s Shooting phase when your opponent selects one of your Astra Militarum Infantry units as a target.’ – so it will no longer be useable by any other armies that happen to ally in some Guard -and remember that included everything from Ultramarines to GSC Tyrannids. It’s (IMHO) a shame it was simultaneously changed to infantry only, because it was briefly available to Rough Riders and camouflaged tanks, but on the whole it’s a good change.
Now the bad news: They have responded to the widely held opinion that Conscripts + Commissars were too powerful for their points cost by almost invalidating them, and in a way that is so heavy-handed I personally think it will require its own errata -and soon.
Updated with clearer images and text. There is a new video out from WinterSEO where he takes a run through the new Guard codex. There are some limits to what he is allowed to display in advance of the book being released, but even so there is a lot of detail in this video, which I recommend to anyone who’s looking forward to the new book.
I have grabbed some of the vital info that people are most interested in – in particular, the points (as much as can actually be seen), and the new warlord traits.
Imperial Guard preview – Mordians:
Today we got our best preview yet of the Imperial Guard codex coming out shortly. Mordians: In short, we saw the return of proper regiments (not just Cadians, yeah!), the attempt to remake the Leman Russ as a something worth taking and at the end, the following attempt from GW to shut down the monster they created with unit buff bubbles from untargetable characters. Lets begin :
This is a strong option – yes, you lose your ability to string out a combat or cover a larger area, but the advantage is pretty solid. Now this isn’t the be all and end all for some units- for instance 50 conscripts kill only 1.85 MEQ’s more on average (100/3)/3)/3) with overwatch while a Leman Russ Punisher with HB’s all around kills about 1.25 MEQ’s more. Read more
In response to some of the recent debates on this site, Kirby asked me to write an article about the usefulness of, and the reasons to take, Conscripts in 8th edition. I originally declined the invitation, but decided to write it in a long form of response to questions Kadeton posed in one of the discussions.
I took an army with 83 conscripts and about 50 other infantry to the Southern Hemisphere Open tournament this last weekend, a massive and highly professional event held in WA. The field was extremely varied as opponents included Forgeworld’s most hardcore deamons (see image above), massive ork hordes, the Tau Supremacy suit with ablative drones and a Dark Angel list centred around the impressively powerful Relic Falcion Tank-Destroyer boosted with the traditional DA -1 to hit, reroll all shots and 4++.
I managed to win all 6 games in a row, some were touch-and-go till the last moment, and a lot of that comes down to simply volume of boots on the ground and the usefulness of large volumes of infantry.
Gamesworkshop have announced that the next codex release will be the much anticipated Astra Militarum book for 8th edition. This will be available for pre-order next weekend, meaning that the actual release date should be Oct 7th.
Guard players should be aware that the bounty that this book will bring them does come at a price; at a minimum the currently popular massed conscript hordes will definitely be nerfed, but that’s very likely to be a good thing for the game in general.
The book will include 8 Regiments, each with its own doctrine, order, stratagem, relic, and warlord trait.
Just before 8th Edition was released, I got in touch with one of my old gaming friends, Mike Basc, who runs increasingly popular Objective Secured blog, tournaments and events, and we agreed to do some challenge games between our Gaming Blogs to generate new 40K battle reports for both audiences.
Mike is a seasoned and successful 40K player who has captained the state team, won dozens of events on the local and national stage and been an organising force behind some of the best regional tournaments.
Round 1: Mike Basc’s sickeningly perverse Dark Eldar take on Matt-Shadowlord’s heretically inspired Imperial Guard. Read more