Pesky reading! Yes indeed, so in fact what has happened is they have made it more reckless so that you may not double up with the dice retained by being in cover. Still a nerf, but less of one IMO.
You and I seem to have a similar viewpoint concerning in game balance. Which is strange because I’m not a particularly competitive player and certainly not overly skilled either. But somehow good balance equates to a well designed game in my ossified cranium.
Quite happy about the scout changes! Used the old models and just kitbashed the specialists so I still have plenty of knife guys that just need some fresh paint and then are ready to go. 😁
I do think they’re using these rules alignments & standardizations as a way to playtest content in the next edition, as well as get us comfortable with those changes.
I too am glad I hadn’t built my Scouts. 1) I’d have built a second Sgt initially & 2) I’d have done a different loadout on the Warriors. I do find the Combat Knife change to be kinda silly. 4/6? Why don’t the Assault Intercessors use those knives? I get that it’s a balance change to bring the team in line with others, but without that IRL justification it just seems patently silly. I do hope rosters get bumped to 30 operatives or removed entirely. I know that the function is to make tournament lists standardized, but it’s a non-issue for many teams & quite punishing for others.
I do see your point, maybe the power is not in the knife itself, but the ability to wield it more surgically that comes from being in lighter armour? But I am reaching.
With the number of teams in the game now I think it's easy to just never go up against a team. I've seen GPI in the wild twice and never got to play them and saw Chaos Cults for the first time Friday.
It's true, it's why I kind of think, as much as people obviously really want things to stay usable, if we have another three years of adding teams, and no teams get taken away - things may get a bit out of hand.
19:35 The problem with tanky is it can be a very negative play experience to go up against. I think that's why they've not put a propper Death Guard team into the game. Even if they are bad they are incredably frustrating oponents. Nurgle Legion skirt that very hard.
It's an interesting thing for sure, tanky should be a fairly core archetype that the game should be able to fairly represent. That it can't is a bit sad because it is, according to the background a core faction identy for a few teams, such as Deathguard. Although I note that they have, since KT came out, root and branch changed what Deathguard are in bighammer to make them an army about debuff auras.
Perhaps they didn't need both buffs, an extra model is already a big deal. However like I said in the video if you really want people to pick up a team that they have previously written off, it feels like they have to go hard on the buffs. And then maybe tweak them back down later.
Don't agree with you on the roster. I want my opponents to have a roster that they can choose from rather than bring every option and sit there for 30mins thinking about the best models to use
Reasonable; but I don't think that would happen. Malifaux worked like this (in fact, Malifaux went even harder because the factions in Malifaux included multiple teams) and we never had much of a problem. I also think the roster is only *really* relevant in tournaments because in Kitchen table play you generally know what team your opponent is bringing anyway, and in tournament play we already have rules to keep people to time.
I am afraid you have missed the word "not" in the Dataslate and have therefore got Reckless Determination entirely backwards.
Pesky reading! Yes indeed, so in fact what has happened is they have made it more reckless so that you may not double up with the dice retained by being in cover. Still a nerf, but less of one IMO.
Thank goodness. Something worth watching.
Glad you enjoy!
You and I seem to have a similar viewpoint concerning in game balance. Which is strange because I’m not a particularly competitive player and certainly not overly skilled either. But somehow good balance equates to a well designed game in my ossified cranium.
I have just ordered another scout squad, loving the buffs.
Yes, those inspirational, project starting buffs.
Quite happy about the scout changes! Used the old models and just kitbashed the specialists so I still have plenty of knife guys that just need some fresh paint and then are ready to go. 😁
Nice
I do think they’re using these rules alignments & standardizations as a way to playtest content in the next edition, as well as get us comfortable with those changes.
Agree!
1:40 It would take a lot more than that to stop the Recon Drone being an auto include.
Yep, that's what I thought.
I too am glad I hadn’t built my Scouts. 1) I’d have built a second Sgt initially & 2) I’d have done a different loadout on the Warriors. I do find the Combat Knife change to be kinda silly. 4/6? Why don’t the Assault Intercessors use those knives? I get that it’s a balance change to bring the team in line with others, but without that IRL justification it just seems patently silly.
I do hope rosters get bumped to 30 operatives or removed entirely. I know that the function is to make tournament lists standardized, but it’s a non-issue for many teams & quite punishing for others.
I do see your point, maybe the power is not in the knife itself, but the ability to wield it more surgically that comes from being in lighter armour? But I am reaching.
With the number of teams in the game now I think it's easy to just never go up against a team. I've seen GPI in the wild twice and never got to play them and saw Chaos Cults for the first time Friday.
It's true, it's why I kind of think, as much as people obviously really want things to stay usable, if we have another three years of adding teams, and no teams get taken away - things may get a bit out of hand.
19:35 The problem with tanky is it can be a very negative play experience to go up against. I think that's why they've not put a propper Death Guard team into the game. Even if they are bad they are incredably frustrating oponents. Nurgle Legion skirt that very hard.
It's an interesting thing for sure, tanky should be a fairly core archetype that the game should be able to fairly represent. That it can't is a bit sad because it is, according to the background a core faction identy for a few teams, such as Deathguard. Although I note that they have, since KT came out, root and branch changed what Deathguard are in bighammer to make them an army about debuff auras.
I truly hope the last two get balance considerations in one more data sheet
Yes, but it would be so close (probably) to the next edition that those rules wouldent get much use.
@@TabletopImpulse fingers crossed that the next edition builds on this edition, not invalidates it all …. That’s my biggest worry
Personally, Im waiting for new edition.
Yeah, fair. Lots of people react to rumors of new editions like that.
Scout combat blades are too strong. They should be 3/5
Perhaps they didn't need both buffs, an extra model is already a big deal. However like I said in the video if you really want people to pick up a team that they have previously written off, it feels like they have to go hard on the buffs. And then maybe tweak them back down later.
Don't agree with you on the roster. I want my opponents to have a roster that they can choose from rather than bring every option and sit there for 30mins thinking about the best models to use
Reasonable; but I don't think that would happen. Malifaux worked like this (in fact, Malifaux went even harder because the factions in Malifaux included multiple teams) and we never had much of a problem. I also think the roster is only *really* relevant in tournaments because in Kitchen table play you generally know what team your opponent is bringing anyway, and in tournament play we already have rules to keep people to time.
I’d like to see a return to fireteams, maybe with a higher roster cap all round.
5 kasrkin & 7 vet guard, 5 scouts & 3 Phobos etc etc.