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Saturday, April 9, 2011

Poll Discussion - Balance in 5th?


Okay so with the poll nearing a close (2 days left) there has been a steady 30% saying 5th edition army books are not balanced with a steady ~60% saying it is (barring Tyranids). With three choices (though really there is only two) this is a significant difference but I'd love to hear from the people who disagree. Is it only Space Wolves and Imperial Guard that you think imbalance it? Or are people still claiming codex creep exists?

Here are a few links regarding balance in 5th:
Balanced lists - Truth
SW & IG aren't unbalanced

Let let's get some discussion going (not flaming) into why or why you don't think 5th is balanced.

Comments (80)

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Well lets get the ball rolling...

I think there is codex creep from 4th to 5th edition. Apart from the poor Tyranids the new books seem to have a reasonable balance against each other. I think Codex Ultramarines is starting to suffer a little now we have had three more marine books each of which seems to do generic marines better. They at least still have Bikers and special characters like Vulkan and Kantor. While I do like the HQ changing FOC style there is too much of you must play Special Characters to do cool stuff for my taste.
1 reply · active 729 weeks ago
That simply isn't the case. You cannot compare books designed for the radically different game that 4e was to ones specifically created for this 5e ruleset.

In addition, regualr Marines still hve:
Cheap AssTerms
6 Cheap Riflemen
Bikes
Vulkan
Pedro
Lysander
Cassius
Null Zone
Sternguard (BA struggle to fit them in)
Khan
Shrike
...and they need more?
balance=fuuu's avatar

balance=fuuu · 730 weeks ago

In newer books everything gets cheaper, there is no way this can be called balance. Just compare the costs of Missile Launchers over the last marine-books. Another example is the cost of rhinos/razorbacks. They get cheaper, nobody can tell me its only worth 5pts to shake off a stunned or shaken result at the start of your turn and shoot again with your S7 Assault Cannon. GW doesnt care about balancing, but thats ok with me.
6 replies · active 729 weeks ago
I think the poll meant in the new dexes... as in GK aren't better/worse than SW, IG, DE, etc...
You're analyzing the unit in a vacuum. Fortitude is a good power, but you can't look at it without considering that the guys that unlock the Rhino are expensive, can't shoot further than 24", can't have melta, can't be joined many of the HQ's, can't be supported by Predator tanks or Landspeeders etc. etc.
ML are cheaper in the BA book because they were far too expensive in the original Vanilla Codex compared to, say, Predators and Dreadnoughts. I don't mind bad units being fixed.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

That something has been fixed, shows that there is a disparity between UM and SW in the first place - if there was none, the BA wouldn't need ammending.
This then creates a gap between UM and BA.

That Fangs are even better than the cheapened BA is craziness.

How can guys not concede this as Creep?!
Because it's different. The SM book still does things fine, it just doesn't do Hybrid or foot all that well. Long Fangs are cheap as chips yet have no option to expand upon their body count. Whilst you may not use this for Devs in BA you also have the option to add FNP which makes them a lot more survivable. If you can bring firepower to bear against 5 MEQs they do drop. 5 MEQs w/FNP is a different story and if they were as cheap as LF and could split fire? Ouch.
Because Devs don't easily fit the kind of lists you should be making with the SM book, whereas they are virtually mandatory for the Sons of Russ, who struggle for firepower down-range. That is why their Fangs and Razors are so ubiquitous - they simply MUST take that kind of fire support. In addition, it is much fluffier for Wolves to take Long Fangs in support than it is for them to take Predators etc, and so the points values are adjusted to reflect this, and better define the character of the Chapter.
The cost of a Wave Serpent is too damn high!
Digilante's avatar

Digilante · 730 weeks ago

Everyone seems to say this, but I don't quite get it. What is it about the Tyranid FAQ that boned them so hard? That the doom of Malan'Tai isn't a omgwtfbbq unit anymore? That they can't get 2+ reserves on turn two?
Its not the doom but all the other stuff. Yes not get 2+ Reserves stopped Air Assault being really good. The prime not being able to join units in pods, pods not being able to land empty, Shadows being stopped by the paper thin walls of a tin can, the list goes on. The only positive thing in the FAQ was the confirmation you can use Rending Claws and Talons together.
Pretty much what Lyracian said here.

Overall for the Tyranid codex is strong but with matchup issues highlighted by the lack of ability to diversify their army which was compounded with the FAQ.
Lurking Horror's avatar

Lurking Horror · 729 weeks ago

But regarding Shadows of the Warp being stopped by transport vehicles hiding the psyker casting a power. Does a Psychic Hood or a Rune Weapon still work against psykers hiding in vehicles?

Why should there be a difference?
The only reason could be perception of balance, or if they feel it unfluffy that the small projection of SitW from a single creature is in any way comparable to the blanket that silences entire sectors of space.
Or they forgot that SitW isn't a psychic power anymore in the new codex. ;)
The Doom never was, to believe it could affect units in Transports was the strangest, dumbest interpretation of rules I think I've ever seen.
About the Doom faq, most ppl played it already that it couldn't affect embarked units. Not that it shouldn't by RAW, but mostly because the implication would make it sickly good and the intention thus probably was that it couldn't affect embarked units.
FAQ Doom overnerf came from allowing cover saves. After a good amount of games I can say that this is a pretty big difference.

As for the topic - I play Tyranids, haven't played really good players using the best SW or IG lists, so I can't really have a solid enough ground to stand on to form a solid opinion. But my educated guess is that with 25% terrain, 40K is close to balanced, with a slight tip to mech armies.

A slight nerf of the vehicle damage table in 6th ed would balance the game.
By RaW it couldn't either, because attacks simply cannot ever affect units inside Metal Bawkses (barring Perils) - and any doubt SHOULD have been cleared up by looking at the Eldar FAQ re Guide/Fortune/Doom. People may not like it, but GW do use their prior FAQs as precedent, on occasion.
It's not shooting. It's not a psychic power. It doesn't target anthing. It's an aura. And as you say, previous faqs regarding similar issues are sometimes used and refered to, and sometimes ignored.
I don't believe in codex creep. I do believe in Imperial creep. Most of the Xenos books seem to have a glaring and obvious Absence, somewhere - not a weakness, not always, but something that seems to have been 'left out' of the army in order to provide a contrast with the relatively well-founded Imperial forces and make them look 'alien'/the Imperium look stronger (delete according to personal taste).
2 replies · active less than 1 minute ago
Additional thought: new model types tend to appear in an Imperial army first. First plastic super-heavy, first flyer, et cetera et cetera. Again, it's not necessarily a given and I'm sure someone can name something that first appeared in a xenos range, but I have noticed the Imperials tend to get a head start in the arms race these days.
Beasts - Warp Beasts specifically.
Swarms - 2e Snotlings, or if we ignore that in favour of proper ones, Rippers.
Monstrous Creatures. :p
plastic Fast Skimmers.

;)

I'm sure there's more. First open-topped plastic vehicle? lol (Warbuggy) First plastic Jetbike/Bike.
Marshal Wilhelm's avatar

Marshal Wilhelm · 730 weeks ago

10 Devs. 4 ML = 230 pts

10 Fangs. 8 ML = 230 pts

Given that Greys hold the midfield better than Tacs, yet Tacs are supposed to be bringing extra HW pewpew, is really undone when you see that the Tacs one ML in no way balances the disparity between the Devs and Fangs.

Given that Ultras cannot out pewpew Wolves, who are also better in mêlée than Ultras, really makes me feel creep is alive and creeping.
19 replies · active 729 weeks ago
5 Devs + 5 Devs, 8 ML = 300pts
10 Fangs, 8 ML = 230 pts

(And that's only because Vanilla Devs are overcosted; BA gets them for 260, which is a much more fair price.)

SM and SW are actually very balanced in terms of shooty because SW can't get good shooty in its Troop slots, bar Razors (which are good but have their own issues.)
This is not the first time I've heard people say that SM Devs are overcosted.

That might be true.

But that doesn't change the fact that in later Marine books, both SW and BA get cheaper ones. If GW is not going to go back and change the SM costs accordingly, I don't see how you can claim anything BUT codex creep in this single instance. The fact of the matter is that, no matter WHY the SM devs are more expensive, they are. Being wrong in the first place doesn't matter when you compare later books, and only see improvements.
True enough but the rest of the book is the same or has bonuses or plusses elsewhere. If we look at the SM book with good Devastators there would probably be different builds but they wouldn't be just because of the Devastators but because of the combination of Devastators, Sternguard, cheaper tanks (compared to BA), etc.

GW dropped the ball on pricing them and fixed it in later books compared to the new books just being plain better all the time.
I am actually unconvinced that they consider it a mistake - though there can be no doubt SM Devs are overcosted in direct comparison.

It's entirely plausible that they are deliberately more expensive in order to prevent the SM Codex being, literally, a 'Does-Everything' Codex. One of the problems with the previous Editions was that when the new Space Marine Codex came out it automagically invalidated the majority of every previous Marine book, simply by covering a build close enough to require a minimum of modification, while also providing further, better options and alternatives.

Now they are trying to carve each a niche, and make them all truly unique, and balanced. Why not wait until they finish the process before judging?
So, you are saying that Devs aren't good because the build you 'should' be using doesn't need them? So... by that logic... they are purposely putting in bad set ups to nudge you in the 'correct' way to build mech marines? I... suppose... that is a valid idea, but that somehow seems rather insidious, personally.

Still, I guess it's not any diffrent then putting in cool new toys and readjusting costs to make you buy new models. It just comes across as far too much stick, for the carrot they normally hand you (Valks, Trygons, Thunderwo... er, nevermind).
Maybe it's past time there was a little bit of stick. lol :p
Antebellum's avatar

Antebellum · 729 weeks ago

"Now they are trying to carve each a niche, and make them all truly unique, and balanced. Why not wait until they finish the process before judging?"

Because the process will never be finished. There are already whispers of 6th edition and Necrons, Eldar, Tau, Orks, Chaos, Demons, Templars, Dark Angels, Sisters do not have 5th edition codices. By the time Space Marines have all of their books, some of them will be in 6th edition and a comparison will not be able to be made.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

This isn't meant to come across strong, so bare that in mind.

Does it really matter if Wolves cannot get get shooty from Greys, compared to that 1 HW the Tacs bring?

I have already shown that Wolves are getting 4 more MLs over the Devs. So the Tacs reduce that down to a three HW advantage to the Wolves. Woot?
The Wolves not only bring more HW pewpew via the Fangs outshooting BOTH the Devs & Tacs, but then are far more competent in the midfield.

That you concede Vanilla Devs cost to much IS the very definition of Codex Creep.
Less bang-forbuck IS disparity, which IS creep.
I'm sorry MW, but you're looking at it very wrongly. What possible reason have Devs for maxing squad size? Only for bullet catchers.

In addition, by doing it your way you create a FoC disparity, which cannot truly be quantified in mathematical terms - you are using 2 Heavy Support Slots for those Long Fangs, but only one for the Devastators. It makes your comparison wholly invalid, IMO.

In addition, you need to define WHY they are supposedly better in midfield - if I have not done this sufficiently for my argument, please, say so.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

So even the Bloods are paying too much for them then? Cool.

How can you guys not concede that paying an extra 30 pts for units that:

1] cannot split fire
2] cannot counter attack
3] drop to Ld 8 when the sergeant is gone, whereas Fangs only drop to Devs target engagement levels.

o_0

I know we all want 40K to be a tight rules set, but it isn't. Maybe they are bridging the gaps, but they still haven't.
I think you are pretending/hoping/wishing that 40K is tight, to keep those horribly negative "stop playing 40K too hard" people quiet. Ya, I wish they'd pipe down too, because you *can* play 40K hard. It is played hard and that is proof enough to keep those negatives quiet. If only they'd realise it, but they don't so yeah. Lol.
But just because it is tightening, doesn't mean there is no Creep.

How can Vendettas and Valkyries+meltavets not be seen as powerful units, which are the very underpriced.

3 las Pred costs what? Vendetta costs what? Ya, no creep there....
A trip Las Pred is a very different beat - though I will not pretend they are value for their cost, they are an inadequate comparison.
They provide an AV13 bulwark with which to screen your Transports, and are a tiny bit more accurate, with the proviso that they are more likely to grant a Cover save - though the survivability issue is a huge one.
Puppy is, ofc, correct. Sure, Fangs can get to shoot 4 targets there, instead of 1 (btw, your comparison is misleading, since for both it should, as AP stated, be 5+5, not straight 10s. Some would consider the ability to purchase extra bullet catchers a definite advantage for SMs) - but they very rarely actually use the ability (ironically, vs the 'strongest' 5e Xenos book, Dark Eldar!) and instead fire exactly like their counterparts.

The increased melee ability of Fangs over Devs is irrelevant, as anything that will actually be engaging them in melee is more than likely to smash their grizzled faces in anyway - Counter-Attack alone does not a Melee unit make.

Also, I firmly believe that if you are putting Missiles on Tacs and expecting them to do anything other than bugger all, you are being silly at best. The real benefit of Tacs is the capacity to take Multi-Meltas, a weapon that Wolves have very little access to (since Wolf Scouts and Wolf Guard take away Elite slots, and TWC take away Speeder slots) and who's AP1 is hard to quantify as to how excellent and valuable it is.

There is literally no way, for instance, that a Heavy Bolter and Multi-Melta are equally powerful options, despite the cost. /tangent.

Grey Hunters alone do NOT hold midfield better than Tactical, because if that was true then so would Chaos.

They do things very differently - Tacticals are there to take midfield defensively, GH are offensive units that frankly don't have much bite beyond their initial shots. Their Razors are more deadly, and SM get the option of those too. Indeed, SM can choose to take those and play differently, using the MLs and setting up dual or triple firebases, while Wolves have to settle for one that can target like 2 for less effect.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

What is happening? Disconnection error? Huh?
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Too big of a post ^^,
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Hopefully this doesn't come across as too strong :)

Sure, lets combat squad the Devs.

It's still 4 MLs versus 8.
The Devs 2+2 can target two units. The Fangs 4+4 can target four units. So not only are the Wolves bringing more guns but they are not 'wasting' those guns via overkill.

The combat squad drops to Ld 8, or you could have a second 5 man Dev squad if you really wanted . But that is another 10 pts up your shirt, and the Devs are already bringing less guns as it is.
You can say Ld 8 is not a bad drop from Ld 9 [4/36] but then why do most Wolf players take those Ld 9 Wolf Guard then. They ALWAYS mention the Ld increase. Kirby has used Ld 8 < Ld 9 as a defence for why Greys are not stronger than Tacs many times.
So is Ld 8 worse or not?
You can't have it both ways.

Who cares if you loss MLs straight away with the Fangs?
Initial: 8 v 4
After 4 ML deaths, the Fangs STILL have as many guns as the ablative use Devs. Whilst getting the advantage of 4 ML shots in the meantime.
MLs are ALWAYS used. Ablative Marines are only being used when the squad is taking wounds. If the enemy is not shooting at them, the Marine player has paid for something ineffective. Is not being shot at nice? Sure. But imagine if they also didn't shoot the Fangs - they are twice as effective. If the Fangs are targeted, they only drop to 4 MLs after taking four casualties and are still as effective as the Devs. Plus whatever is in the midfield hasn't been shot at.
I'm sorry, some script is causing my computer to run too slowly to respond to this also - it has taken nearly two hours to type the above responses, and I've had enough. I will respond in article format, unless Kirby vetoes this.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Add in the Tac's ML.
2+2+1 < 4+4 with split fire.

Okay, make it a MM then [which is what I would take, btw]
If the Marines go first, the MM cannot shoot anything anyway. So the Wolves are back to an 8 v 4 advantage on T1.
Now the Tacs are in position, assuming that where you want to be was only 12" away from your DZ. Cool.
Yes, 24" range is nice, as is a 12" MELTA.
But compare with this: Wolves move 6" and now have a range of 18" and also 12" MELTA. Still a Marine win. But the Wolves have moved another 6", which can be vital if where you want to be isn't that nice 12" out of your DZ. And the Wolves only get hit on 4s, instead of the auto hit the Marines suffer.

So lets say Tacs and Greys are even in the midfield in terms of melta power.
How about when you need to assault a unit off that midfield Objective? You can say, use the Hammernators for that, but you don't always have things go to plan. Sometimes the unit is there has to make it happen.
Both can RF something that is too nasty to assault. But the Greys can always join in an assault with another of their units, whilst the Tacs stand around cheering on their engaged unit, or add their ferocious 2 attacks on the charge.

Greys put out 3 attacks on the charge [plus the Standard buff] and are twice as effective from then on as the Tacs.
Combat tactics is nice. But sometimes running away and RFing doesn't matter, you just need to take or to hold something.
Ya, Tacs run away from combat IF they win the initiative test. Sometimes just putting out 3 times as many attacks is better than having another whirl of RF.
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Marine Sergeant - 26 pts PF - 25 pts Combi Mg - 10 pts = 61 pts
Wolf Guard - 18 pts PF - 20 pts Combi Mg - 5 pts = 43 pts
You can buy an extra WG for that cost, and chuck him in with the already amazing Fangs if you really want.

Don't like that comparo? Cool. Not that this is another epitome of Creep....
WG 18 pts. Sergeant 26 pts.
Go over by 2 pts and add in a Wolf Standard. I know *you* don't like them, but they undoubtably buff the units mêlée for that turn AND half the number of failed saves suffered. Again, the WG is just as good as the sergeant, and you get a strong buff thrown in for 2 pts.

Chaos Marines are not as good as Greys. They cost too much.
The Aspiring Champion is 4 more points over the already too expensive sergeant, and yeah Ld 10 is nice, but I'd rather give that up and have ATSKNF. Then they have to fork out another 10 pts to get a re-roll on that Ld 10.
Then they pay an extra 5 pts for a Mg, and cannot get that MM you recommend anyway. That is why CSM are not btter than Tacs.

That Fangs ARE better in mêlée, be it only a little, is just more salt in an already gaping wound. You can pooh-pooh the difference if you want, but you can't tell me you wouldn't take it if it were offered. Therefore it IS an advantage.
They are no mêlée unit, sure. But being twice as effective 30/36 times is much better than not.
Why ARE you comparing one unit (Long Fangs) that is one of the best if not the best unit within its Codex, to another unit (Devs) that in its Codex is one of the worst, and using that as argument that the first Codex is better than the second? Cherry picking comparisons does not make for a good argument.

Or I could compare Hammernators, which are far cheaper for SM, and "prove" that SM > SW.

Entire Codex vs entire Codex, if you please, if you're going to make arguments that one Codex is stronger than another.

And, as an aside, clearly units are being changed from Codex to Codex... Hammernators for SM were probably too cheap, so they increased the cost for SW, which turned out too high, and then BA got them at 45 pts vs the original 40 for SM. That's not a case of Codex Creep, but rather trying to adjust unit costs. Same idea for Devs, although pretty much exactly in reverse. I think this shows that they're not trying to make each Codex as bigger and badder, but rather trying to tighten all of them down towards a shared level of strength.
Well, imho GW is favoring the Imperial stuff, like IG and the billions of dull, unnecessary Marine cash cow chapters, while Xenos armies clearly don't get as much support and love. Xenos stuff also tends to be pretty overcosted (a Rhino costs as much as a Ork Trukk, wtfudge?), is suffering from stupid restrictions or is lacking certain/important options.
7 replies · active 729 weeks ago
GW do favour Imperial armies in terms of models and releases, but for good reason: it's their biggest line! However, when it comes to balancing the armies they seem to do a decent job. I think people tend to forget that while imperial armies are designed to be the "standard" and easy to get to grips with (GK, BA and other special branches not included), the xeno races are meant to play differently to this from the ground up, so having units in a DE/ Tyranid/ Ork army that are mirror copies of marine gear would defeat the object of having other armies in the game.
I didn't mean the models and releases (that's just too obvious), I meant the rules and strenghth of the books. While the 5th edition books are more or less balanced, I still think the Imperial/SM books are clearly better and the pre 5th (even the recent ones, like Orks and Eldar) are just inferior.

Nobody wants Orks, Nids or whatnot that are just mirror copies of marines. People just want army books that are just as good/balanced as the Imperial ones.
Ay, sorry. "models and releases" was meant in reference to Von earlier. I didn't intend for that to be a direct reply to your comment. However, I stand by 5e books being balanced. Pre 5e books are never going to stand up to the new ones, as this blog has pointed out many times, they were written for a different game.
Orks do not have a 5e Codex. People like to claim that they do, because it was released mere months before 5e - but at that point (it going to the printers) they had not finished 5e, and only had it maybe 3/4 done or so. They simply had no idea how much cheaper Trukks needed to be.

But the upshot is:

Orks are a 4e book, and therefore irrelevant to the discussion.
Karnstein's avatar

Karnstein · 730 weeks ago

Yeah but DE have a 5ed book and they are the first race in ed5 who saw price increases for "bread&butter" transports, while everyone else got a huge bargain for a whole bunch of transport choices. And I still don't think that both the raven and the razorwing hold a candle to the vendetta in terms of cost/benefit post FAQ. Same goes for pricing some of the DE weapon and wargear upgrades.

Fast skimmer (transports) took a huge hit compared to track/wheel-vehicles with ed5, esp. with some very stupid FAQ decisions. So as long as the core rules penalizes skimmers the "imperial" armies will have an advantage in ed5.

Excluding tyranids from the poll make it kind of senseless anyway in my opinion. The game is not utterly broken, but I don't think it is a nicely balances as kirby&co wants us to believe is is.
How are the core rules penalising skimmers?

Excluding Tyranids is acknowledging Tyranids have match-up issues.
I don't understand how Skimmers are supposed to be inferior to tracked vehicles. Imo they are better, unless you play with extensive road networks...and roads are broken, and should not be seen on boards in competitive play.
I don't think any armies are balanced. At a certain point cost: 1500 - 2000, any army is capable of beating any given the player is competent and has written a good list. but even at 2000 and 2000+ it just seems that with cheaper options and the ability for IG to get squadrons of vehicles and the like it becomes a different game entirely.

Some armies, like orks, struggle to take down a LR. Yes PKs but then the vehicle exploads and takes down about 5 boyz then its hammer time and its all over but the crying. While some armies like BA and DE have got a massive boost with better options and better/cheaper AV and anti-troop. I know that the playstyles are different but i would like to see all armies have a way to deal with razorspam and IG parking lots.
4 replies · active 729 weeks ago
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Why I think 1500 is the best points level is it stops the 5th ed. Dexes from bringing all the toys to mug the earlier ones.
Sure you don't get to bring as much of the fancy, but I think if all get to play at a similar level, then so much the better.
I actually disagree. Necrons need the extra bods, and Eldar in particular are weaker at 1500 than, say, IG - who can still afford a large amount of stuff.

Orks are better, maybe Daemons...but not even CSM either...3 Rhinos + Oblits isn't better than 5, even with lessened enemy firepower.

Finally, the greater points levels open more variety and options for players to step beyond 'core' requirements.
Disagree. Eldar still works fine at 1500. It's simply 1 less Fire Dragon Serpents usually and that doesn't make them relatively worse.

Chaos is actually a bit better at 1500, as their ranged firepower (read: Oblits) is here a little more sufficient (read less sucky sucky) and Oblits their flexibility shines a bit more here too. Chaos seriously troubles filling their slots effectively at more than 1500, so get worse there.
Yeah it does. It creates match-up issues, whereby a triple raider list can WTFPWN an unlucky Eldar player instead of getting WTFPWNED them selves for taking a stupid Rock list.

And when the choice is taking a third Troops choice or a 3rd Dragon unit, that's bad. Especially since it also limits variety of the (mono) build - ie, Eldrad is more powerful, but much less viable. :(
Well, here's my thoughts. Barring Tyranids, not counting Orks as 5e (I'd argue they're potentially competitive, but the true 5th armies definitely have an advantage), assuming a proper level of cover, including LOS-blocking terrain, at 1500-2000 points, all the 5th armies should be (I haven't done tests) ROUGHLY balanced. Which is the best we can hope for while GW still has multiple codex developers and doesn't let one of them boss around the others.

That is, of course, assuming that (under fair circumstances), Mech IG are as beatable as everyone says. For all the talking that people do, no one ever really says HOW to beat them. Again, I've never been in this situation, so I have to trust other people's accounts.
This poll is biased IMHO, because no less than two thirds of 5th Edition books are roughly identical, being 'Space Marines WITH A TWIST!'. No wonder 5th Edition is balanced if you exclude Daemons (an actual 5th Edition book) and Tyranids: with the exception of DE and IG, everybody is playing the same fucking army.

If you take Daemons and Tyranids into account, you're looking at an altogether different picture. Still, 5th remains the most balanced and interesting edition so far, and even outdated armies such as Tau and SoB can still compete, so I don't mind. Even Ork and Daemons can compete in a more laid-back environment.
5 replies · active 729 weeks ago
Daemons is not a 5e book.
Then why are there direct references to 5th Edition rules (such as offensive and defensive grenades) that did not exist back in 4th Edition?
Check when it was published, check when 5e came out, get back to me. ;)
willydstyle's avatar

willydstyle · 730 weeks ago

Codex Daemons was published May 2008, 5th edition was published July 2008.
That proves there was some overlap, but we simply don't know:
a) How finished 5e was when Daemons was printed
b) How similar most of their playtest copies of the main ruleset were to the end product
c) How much they actually invested [time] in playtesting Daemons in 5e as opposed to 4e, not necessarily knowing how close together the releases would be
d) We don't know how long either was playtested for
e) We don't know how long Daemons sat on the 'nearly done' shelf waiting to go to the printers. We must all have heard the rumours that they're always half a codex ahead of what we see...
I think that mostly Xenos books are underpowered compared to marines books. But it isn't really an intentional thing. The marine books get to be essentially copies and pasted with the rules that work for other marines and every Xenos book has to be made from scratch. It's hard to produce a great book every time. Especially when the community for the game is so fast to yell cheese.
1 reply · active less than 1 minute ago
And they are nearly all 4e (or Older!)
I believe we should approach this issue from a different perspective. First of all, context.

Warhammer 40k (and all other wargames for that matter) is not an abstract entity, but rather a game created and supported by a company in the UK, which has experienced massive growth throughout the 2000s and has just become rather standarized. If you look closely, fluff is playing an ever minor part in codex design these days. Codex authors are taking more liberties when introducing new units, characters, and bits of fluff, yet we must not forget that when designing new codices, fluff is still king. So no hope that Assault marines will be any good in the near future, as fluff does not like abrupt changes.

We must also take into account that for the past 3 years, the western world has been passing through one of the worst crisis in the history of capitalism, but more importantly the UK had been hit relatively hard. Those who hail from there, or who buy stuff from UK webstores may have noticed a flux in not only GW's but in general pricing, with the UK lifting and reapplying VAT charges. We've also had quite a few price hikes these last years. Bear with me, I'm almost done with this part.

Summarizing, Warhammer 40k is constrained by the economy, so if people don't buy minis, game's over for Games Workshop (lol redundancy). It is only logical that they go for the most popular ranges when the time for and update comes. Imo Dark Eldar were a high stake.

It would seem, also, that GW has invested a lot in new designing equipment and is anxious to show every other company and player that they can do a hell of a job now with their new kits - a tendency that started with the Apoc-size kits (Baneblade, Stompa), the Stormraven and such being the latest examples of this (not to mention the new SW and BA boxes). Again, the strongest choice would be to give these new toys to popular armies. The advantages of this, in my opinion, are threefold: First, it is safer to say that the new kits would be bought a lot. Second, it ensures almost everyone will have a look at these kits (even if they do not own them) and say 'wow!' - that's a show-off of skill. And third, these new kits can increase the popularity of said armies, bolstering the playerbase even more.

I'm done with context, honest! next up, why I think there's no balance problem in 5th Ed.

Codices have two kinds of 'rules' which I will call 'hard' and 'soft'. The main difference between them is, you can do mathhammer with 'hard rules', but with 'soft rules', you cannot. 'Hard rules' are statlines and wargear options , and points cost. 'Soft rules' are USRs, unit special rules, FOC location, and overall codex context.

As I see it the problem with the later codices is everyone focusing on the 'hard rules' and completely ignoring the 'soft' part. Before GH, a lot of people thought CSM were the sh!t because they had CCWs. Yeah, how about the rest of your codex is shameful. Now, many claim that SM have been superceded by the SW for all the well known reasons. Yet the same error keeps showing up. What about combat tactics? are all C :S M list portable to C :S W and to which degree? What about giving up an Elites slots to start with? Are we spending more or less for unit equivalents and the same or similar wargear?

Lots of people miss this point. If it's not numbers, it doesn't matter. Obviously they are wrong.
Well, if you have to add the phrase 'except Tyranids' to your little BoLS-styled 'opinion poll,' then I'd say we have a problem right from the get-go.
1 reply · active 729 weeks ago
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Zing.

Touché, I say. Touché.
I think another large part of the whole "Imperial is betta than Xenos" thing is that people forget how much of this game is freakin Imperial. We've got 16 total army lists in the game, and 8 of them are Imperial. Of those 8, 5 of them have received a new dex in 5th while 2 more were "fixed" via FAQ. Xenos? Well we have Nids and DE... and neither of them are an easy button! Oh noes!
First off, why exclude Nids? Yes 3HG are almost mandatory, but tyranids definitely have more than one build and are probably the most resilient, not to mention insupressible army.

Orks also can be extremely dangerous, yes they are not pure 5th but they can handle well. Truth be told though xenos armies always require more from the player than imperial ones but they can also do things imperial armies cannot. Overall barring Crons and Eldar, 5th is balanced IMO.
Imperial > Xenos only for one reason to me:

Amount of melta access. Rather - AP 1.

It makes marines and IG lists have easymode for killing even toughest stuff, and no the Monolith doesn't count because it's full of utter fail.
5 replies · active 729 weeks ago
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

I thought they were full of Necrons?
Marshal Wilhelm's avatar

Marshal Wilhelm · 729 weeks ago

Oh I see what you did there ;)
Eldar also have a lot of melta and Tau have a lot of long range ap1. Granted imperials spread out weapons better and so too they spread melta and that is one of their strengths. Their main strength is the overwhelming availability of high strength long range firepower across the board. This coupled with AV cheapness and infantry resilience is what mainly makes them easier to play than xenos.
Eldar have very little Melta actually. Up to 3 units at BS4, irrelevant of points. Up to 6 units with double BS3 Melta (statistically half as many as they need [each] to 'ensure' a damage result) and up to two BS5 Melta units that then prevent the use of the other HQ choices. I suppose there is also Fuegan and the Avatar, but meh.

Point is, the Melta is very heavily concentrated in a few FoC slots, whereas most marines can have a Melta weapon in every FoC slot.
I did not say otherwise and it would be real good if that was the only reason Eldar are so pathetic right now. It would also be real nice if the main advantage of imperial armies was the melta. It is definitely there and gives a definite edge, but it is with the existence of other rules (e.g. firing from non-open topped vehicles, orders, deep strike etc.) and overall army robustness and mass that their effect becomes so critical in the battlefield.

I do still however think that most xenos armies are still highly underutilized by most players and that they are indeed made in such a way that they require a different mindset to be as effective, if not more than imperial ones.
Dark Eldar and Tyranids suffer a lot in longer tournaments, and have some awful matchups.
1 reply · active 729 weeks ago
This should be interesting to see, but I think GKs are likely to turn out in a similar fashion. You either get cheap, expendable, easily killable troops, or expensive, though, killy troops. Getting both in is going to be rough.
I have begun a (very) lengthy reply.

Enjoy Part One: http://hobbyinfobythekingelessar.blogspot.com/201...

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