they're overpowered because they can extremely easily get a -2 to all range to-hit rolls against them, on top of currently being 2+ Defense. a -2 to-hit against 3+ Defense in v2.50 isn't much better when that means that probably over half the units in the game are going to have to fish for 6s just to have a *chance* to hurt them. Not everything in the game is balanced because not all points costs are currently calculated at a balanced value. Formulas being adjusted in the far future, but god you must never have played any games against a Change Brothers player with half a brain.
Two questions and this thread seems like a good place to ask them.
1. I thought I saw list of 2.5 possible rule changes for keywords about three weeks back but I can only find the reasons for changes and beta lists. Does anyone have a link to it (I have patreon, so if someone knows where in there to look that is just as good as a link).
2. Are Prime Brothers staying with the 2+ save? I thought that was being saved for heroes I guess and just wanted some clarification.
A couple of questions (Battle / Prime / Havoc Brothers): - Why do Raider / Infiltration have Q 4+ and not Q 3+? - How do you decide which unit has Veteran upgrade? the Destroyers represent being veterans and they don’t have it.
Sorry if this is explained elsewhere, but are some units missing from the new list.
For example with the battle sister force your missing the greater high sister and the anti-grav pulpit... Are there any plans to add these in for the new rules?
(Unless I just can't see them... It's possible I'm an idiot).
Hi, they were removed because they are statlines for specific Named Characters and OPA has stated he regrets adding them in the first place; I have the two of them copied into a custom document on the web app and once the finalized points calculator comes out for v2.50, they will be priced out. The file can be found here: opr-list-builder.herokuapp.com/army-books/view/5etr515m3g4xi91l/print
I have tested the 2,5v a little now. AP 1 on Brothers shooting weapons do feel strange. Especially with them going down to 3+ save. 3+ save is a amazing and very fitting change. AP1 is a bit off though. The quality is something that takes heed of the weapon as well I think.
For the Alien hives. It feels off with so many Close combat attacks. Even if they have several tough. The Eldars avatar feels especially weak in comparison. It is also the fact that it doesn't feel like the correct amount of CC weapons is right. The model Hive Lord, using GW or onepages own seems to only have two CC weapons. I really think the Hive lord would be much better suited to:
Stomp/jaws/claws (A4, AP1), 2x razor claws (A3, AP1) for a total of 10 attacks. Add Impact instead then or a tail weapon with 2 Attacks. But both the 3 pair of razor claws and 4 attacks per razor claws are a bit much. This is because the models available the creature seems to have 2 pair of close combat weapons. But right now with 16 attacks at AP1 it is a bit much. Same thing with Shadow hunter, Burrower and more. It is just a really high amount of attacks. I really like that there is a amount of basic attacks that makes sense but the amount of melee weapons and the amount of attacks on them is a bit over the top.
Had a solo game yesterday....my first game...750 point armies.....Using 2.5 lists 1 Chaos Lord , 3 x 5 CSM and 10 cultist versus..... 1 Commissar, 1 x 5 veterans with flag, 4 x 10 guardsmen ( 2 plasma guns in each ) . Played 4 turns, fighting over 3 objectives on a small table. It ended in a draw.
The balance was good.
I have played a lot of AT-43 and wondered if anyone allows units to fire before they move ? Giving more tactical options to players.
Also the rules seem to allow units to jump out of a transport after it has moved ! ( seen this done on a youtube batrep ) This will make the table very small so i hope its not the norm.
Firing before moving is unbalanced, because you can shoot and then hide behind LoS blocking terrain. Yes, you can disembark after the transport has moved. Transports are very fragile, if you don't allow disembarking after movement, it will be unbalanced. As always, feel free to play however you want, but beware of messing with the balance.
Post by corpsestarchflakes on Jan 5, 2022 1:09:41 GMT
Here's my 2cents. Mostly just play casual games among friends so maybe a bit less detailed and more subjective than previous entries. It's a great game and we all enjoy it a lot.
A) Changing the ranges to mostly be lower increments is a good move, makes the maps seem a bit bigger and tactical.
B) increasing infantry defense values is nice, pairs very well with the wider range of weapons attacks and ap values (especially prime and firstborn brothers which I think are done much better now)
B) Overall reduction in quantity of ap4 weapons is good, they were a bit too common imo (particularly like the tradeoff between plasma and fusion)
1) not a big fan of some of the changes with big vehicle/monster weapons. Particularly with respect to attacks/blast/deadly. Ex. HDF Tank's Battle Cannon & Siege Cannon, Titan Lords Battle Cannon. Having a2 or a6 attacks on a cannon seems a bit odd, I can understand it from a balance perspective since I think it was done to normalize the results. That said, I personally prefer having greater risk/reward and variability. It makes those hits feel that much sweeter and those misses sting all the greater.
2) Tangentially related to point 1. The armies seem a lot more homogeneous and bland now. Everything feels more like we're playing with reskinned stat-blocks. That variability from point 1 I think gave a lot more room for interesting weapon/stat combos. For example, small things like EMP on the machine cult list made them feel much more unique/thematic and other armies had the same character. There's also less combinations of those special rules now ex. the Dark Elves and Machine Cult's old poison/rending combos, or poison with ap made for some very unique and memorable games.