10th Edition has been a net benefit for me so far. Some of my armies are going to need massive changes, but they're changes I'm excited about, mostly adding in units that now have better or more interesting rules. My Custodes army is the one I've struggled the most to adapt. Losing the 3-model squads of Custodian Guard hurts.
My local shop is doing a big event day on Saturday for everyone to cone learn 10e together, and I'm stoked. I skipped 9th, but am coming back. Even knowing that shooting will be strong, I am bringing Chaos Daemons because I also play them in Age of Sigmar. The best part about these indexes is that I can do full demon soup! No monogod benefits means nothing to lose, so yes I WILL use Bloodletters to screen a Lord of Change as my Slaanesh chariots flank and Nurglings hold objectives!
I played my very first game of 10th last night and experienced this very thing. My genestealers were toast. 😂 Then my Haruspex was barbecued as the Thousand Sons player used the special once per battle "no saves allowed" thing... 😂
@@rossdickson4184 No, they're not talking about the 'once per turn' restriction al stratagems have, overwatch has it's own restriction saying it cannot be used more than once a turn - the cabal point thing just overrides the restriction allowing it to be used once per phase. Same for a lot of other abilities that allow a stratagem to be used once per phase.
Awesome to hear what you think does and doesn't work. Devastating wounds do seem to be quite literally broken, surely they can't be intended to spill over.
I'd love you to try AoS sometime, Vince! I've loved AoS even more than 40k for a long time, and I get the feeling you'd like that game just as much as 40k!
Im starting 40k with 10th, so I have no point of comparison, but I'm really looking forward to my first games on Sunday! Bringing 500-1000 points (we will see how my speed painting skills have progressed) of combined arms guard to the store on Sunday for a big rotating apocalypse game for release day. Wish me luck!
Definitely agree with all of these, the changes are overall pretty good and I'm enjoying it way more than the tail end of 9th althought that might be due to novelty. A few very broken rules balance-wise (Dev wounds and Eldars being a prime example), and some weird choices like the charge rules and terrain changes. Lots of potential in 10th imo
I just spent 3 years playing 9th with Knights getting shot by everything without being able to shoot back because of obscuring terrain. The Towering keyword is much more fair. The real issue is people aren't using solid line of sight blocking terrain in the middle of the table.
Still prepping my Combat Patrols for T'au and Dark Angels, then jumping back to filling out my Dark Angels Ravenwing Units. Looking forward to running 6 Outriders with Captain on Bike and an Invader ATV alongside some Black Knights and or the Ravenwing Command Squad. I'd like to pick up a Talonmaster, but got too much to build and paint. I have way too much T'au to build, but Ghostkeels are now gas, who would have guessed. Much love to you and the family.
I prefer and think it would be cleaner to make it so manipulated dice rolls (anything not actually rolled from a players hand) cannot trigger critical effects (sustained hits, lethal hits, devastating wounds, etc.). Leave the weapon stats and points alone.
Already made like 4 Tau lists. So excited for trying piranhas, devilfish breacher combos and super fast crisis suits. I will basically be playing montka with kauyon
Dear, mr. PK, sir Just wanna thank ya, for your content helped me get hooked on WH40K Lore and i fookin love it! (Ur mtg content is top shelf too) Cheers from Br!
My main bugbear is the units sizing locked in. I own 3 spawn and 3 oblits so now wasted model cos they have to be in 2s, otherwise willing to try things out and wait for changes to come (always do early on release).
For certain issues like Devastating Wounds and similar, I would think that a rule that says that a re-rolled hit/wound can never result in a critical hit/wound would help a lot. This would stop "fishing for sixes" with rerolls, which is a big issue particularly with Dev wounds and an ability that grants full wound rerolls. Likewise, Overwatch could also be ruled to never be able to score a critical hit. It always felt kind of weird that you only hit on a 6 anyway, but that 6 would then trigger all sorts of crazy rules.
As a eldar player, easy fix for fate dice is make them "modified", no damage roll sub, also undercoated units need a increase. Rest of eldar are fine as they are. As for devastating wounds needs a rework. If the nerf means going back to 9th fate dice im fine with that because front loading dice is kinda stupid (especially with cheaters).
If they introduced a cap if it spills over of 6MW including the wounds to the first model, that would seem to fix it even with fate dice. Shooting a wraith knight into sang guard? Okay, waste a fate dice and you kill 3 of them. It’s still feels powerful but it’s not mad and probably a waste of the dice. For lone operative, for models like the lion just make it a once per game ability useable in any phase but only lasts until your next command phase. Would allow you to be reactive with it but idling so would reduce the length of time it’s up for. For many of the other models with the ability it isn’t a problem, just limit it where it is. Limit over watch so it can’t be used on indirect weapons and maybe shorten it’s range. Many people have suggested 12” but I wonder if 15 or 18” would keep it relevant but not quite as oppressive as it can be
Devastating wounds is a very neat mechanic and I like it but I also think it should exist to make smaller guns slightly punchier, rather than make big guns even scarier. Sternguard vets with D wounds on their bolt rifles is a good example. Its makes them ever so slightly better than a regular bolt rifle. Thunderhammers having it but hitting on 4s vs Power fists not having it but hitting on 3s (mostly). Also cool. Great way to do some "micro-tuning" and add a little flavor. But slapping devastating wounds on something that can churn out like 8 damage per shot is just too much. Anyway, 10th really seems like its in a great spot, barring a small handful of tuning whiffs. Which, honestly, in a game with what? a thousand or so data sheets? it was gonna happen.
My friend and I played a match of Eldar vs Marines on Tuesday; I'm a lot worse than my friend at Warhammer, he plays a lot of tournaments and does well and I just play occasionally; my Wraithknight took two damage over three turns whilst it tabled my opponent. Felt like having the Eye of Sauron or those walkers from War of the Worlds vaporising everything in line of sight every turn. Honestly hilarious but made a mockery of the game.
The lack of costs for wargear really limits options. Why would anyone ever bring anything other than the best weapons? Also when it comes to balancing, if a unit has a single weapon that is OP (d-Cannon), if they increase the points of the unit is leaves the other weapons (vibro cannon) outright worse and impossible to balance.
@@azir64 Definitely very strong, probably the second best army after eldar imo. Twist of fate is effectively Dev wounds on command that dont spill over, basically the only thing holding it back is that it costs cabal points that you will want to use for other stuff as well, and a lot of them at that (9 per unit means you arent able to spam it like you might want to)
"I'm now going to move this is that OK (...) it's just f*n mess, you have to talk to your opponent" meanwhile Infinity has this baked in as a cornerstone of the system and is considered among the best miniature rulesets It's not tedious once you are used to it - and when both players know the game there's a lot of playing around the reactions which leads to ton of interaction and tactical movements.
Infinity is a Skirmish game. What works for one game, doesn't for another. In a game that takes 2-3 hours to finish, I think simplifying certain stages of the game is a good idea.
You can't Overwatch twice. The strat has its own restriction of only once per turn in addition to only being able to use a specific strat once per phase. Even with that, it's really powerful.
@@pkswarroom Rites of Battle, and other similar abilities, specifically state "already been targeted by that Strategem this phase." They do not give an exemption to Overwatch's additional restriction of "You can only use this Strategem once per turn."
Considering how WotC handled the inception of Pioneer and its banlist at the start, do you think GW should do something similar i.e. aggressive rebalancing and "nerfing" on a regular and announced interval e.g. ever month? (since there aren't as many games of 40k played as there were games of Pioneer)
@@pkswarroom I absolutely agree that but was getting at the aggressive and regular part. GW, so far, hasn't announced anything to my knowledge about rebalancing or similar. But then again, they are only a multi-billion pound company, I should not expect them to maintain active communication with their playerbase xD Btw. love that the warhammer content started comming out again; I feared when warhammer wednesdays "died" that the content would stop
As a knight player i can safely say keep towering or give knights something to compensate. Its absolutely so funny to me that now knights finnaly have something to even the playing field its considered unfair. Should they make slight adjustments yes. I saw one that made sense. It went something along the lines of "towering cant see through first floor windows". That makes sense game wise and lore wise.
Great video Vince. Regarding the charging. Don't the rules say you need to end the charge within engagement range, i.e 1" and then pile in to get base to base?
No. It asks that charges end in base to base if able. Its part of the breakdown clarification bullet points at the end. Its a weird decision, although I understand the intent of it.
huh, so probs did my melee wrong, even though it was super fun getting my opponents Skorpekh Destroyers in a pincer movement with my Khorne Berzerkers that just ran out of a Rhino and my Bloodletters deep striking in from behind, oh well you live and learn, my other game was me playing a phobos themed marine list against Necrons, and having my Phobos captain with Infiltrators I like, as the comms array they have can potential earn me a cp and since my captain gives me a strat for free you can almost farm cp, probably had too many snipers as I was lacking the large amount of shots needed to keep the Warriors down, honestly while I miss many of the things my codexs gave me last edition 10th is really fun
I play Eldar though I haven't used them yet and focused on my guard. Right now the points feel good but probably too good. The problem? Power level disguised as points. 370 for a knight is good in my opinion but with 2 cannons should add at least 40 points to that. Remember if we praise these shitty and lazy points then we shouldn't be bitching that everyone has the best weapons because why wouldn't you? For devastating it needs to be max 6 per shooting attack and anything after that should go back to normal wounds, and if the damage is not a set number ie 2d6 then the mortals maybe need to be reworked how they interact with saves. Maybe allow an invulnerable save in this case that maxes out at 5+ if the unit has it? Another Eldar fix I see could be remove the reroll for the fate dice, absolutely no need to buff that army rule past what it was. Rolled 4 1s? We have an enhancement for a reroll each turn and a free swap with a farseer to a 6 (this should also be changed to a reroll vs flat swap to 6). Mostly though we need changes to every army and not a knee jerk reaction to just Eldar. Rebalance the points and some abilities across the game with the playtesting they need and clearly didn't do and I think a lot of the problems we have won't be so bad
As a newb I love your take on things. Because watching other Warhammer channels like Hellstorm Wargaming and others. You would think the game is just so broken there's no help. And they also act like they just don't understand 10th edition and nothing makes sense. Yet to a newb like me I find it very easy to understand. I see so many cry babies on UA-cam when it comes to 10th.
I hate the new points thing so, so much. I've always preferred running my Russes banebones because I don't like how sponsons look (and my tanks are painted and beautiful without them), and I've always found the idea of strapping 10 guns to a tank to be stupid. But now I'm paying an extra 65 points over a barebones demolisher so i have to get around to building them the way i hate or just accept that i'm down 65 points for every vehicle. *also i still play 4e and 5e where vehicles can only fire 1 weapon if they move
I'm the opposite and love slapping more guns on it, tho not quite to Ork levels of Dakka. The 1 good thing about the change is you can bring 3 of 1 data sheet... but they broke up the Leman Russ's into separate datasheets so you can take 3 Demolishers/3 Punishers (For devastating wounds)/3 Executioners or whatever and a tank commander and still be under 2k points.
Agreed, not only could a knight see more easily over terrain but even if not if the princep had a inkling something was behind a wall any of their guns would blow right through it
As an eldar player, the reaction to D cannons and Wraithknights is ridiculous. We've been banned from half a dozen GTs already. I get it, it sucks that devastating wounds triggers with fate dice, but with a points nerf and getting used to playing against it will fix it in like 3 weeks.
Yeah, the point me mentions about imperial knights just getting removed turn 1 to oaths of moment also applies to the Wraithknight. Especially if it has two wraithcannons and therefor no invul. It's an extreme glass cannon. I would definitely prefer it having more regular firepower and more of it, while still being durable. Now if you want to see broken eldar units it's three Fire Prisms for the price of one Wraithknight, that you will never get a chance shoot at because of Fire and Fade. But anyway, it does show the eternal problem 40K has with the first turn advantage. Shoot the Wrathknight first or it will melt something. Winning the game with the roll of who gets first turn.
Considering GW's reaction to Death Watch MW spam being such a low investment and easy to accomplish, I would hope that it means that they've examined Aeldari and determined its not as bad as everyone seems to think
I have been playing both OPR and 40k 10th and i like them both for different reasons but i agree with you on the points made here. It would be cool to see a comparison vid from you on OPR vs 10th. i think both systems can learn from each other (like the knights being able to win games in OPR).
My first impressions of 10th have been pretty dismal tbh. Indirect is way too powerful, its absolutely everywhere. The edition is basically just change for the sake of it. We seem to have gone back on all the lessons of 9th ED. I'm just not gonna play for a while until things get fixed, which they will of course. For now I'll just hobby. If you wanna hear a well articulated take on the current STATE of 10th I'd recommend 40k Fireside with Vic Vijay and David Gaylard.
They were very doom and gloom - although I do trust them as top tier players. And you are right, indirect has seemingly gone back towards the issues we have had in 9th. Makes very little sense. Have you played much at all? Some things are definitely in need of fixing, but a lot of it is good.
@@pkswarroom yeah they were definitely down on it and tbh my feelings are *generally* in line with theirs although I think in retrospect my comment came off a little harsher than I meant it to. It has potential for sure but from my admittedly fairly small sample of 5 games its felt like a step back from 9th. I do like the mission cards and new secondaries, the leader system and others but feeling like the playtesters for the game is never a great feeling ay?
If you don’t want to play with 10th rules, then play 9th then. Easily fix. Stop complaining about the towering rule. If your SM can see me and shot me, I should be able to do the same. End of story.
Whether its near constant re-rolls for marines, or regenerating models for necrons or GSC, or devastating wounds and fate dice for Aeldari every army has a gimmick, and they aren't much without it. I have not heard of anyone banning marines for the entirety of 10th edition benefitting them greatly by reducing AP and infantry damage across the board. Terminators went to T5 and invuln 4+, just how much did their points go up for this? But it's perfectly fine to plonk down 30 desolation marines and start hosing down the board at no penalty, just so long as you don't put a wraithknight into an Eldar army b/c everyone becomes a bunch of whiny little bitches. Maybe learn to play 10th edition?
Pretending Wraith Knights and Desolation Marines don't need fixing doesn't help anyone. Dev Wounds and Indirect should be adjusted to fix the glaring issues with it.
10th Edition has been a net benefit for me so far. Some of my armies are going to need massive changes, but they're changes I'm excited about, mostly adding in units that now have better or more interesting rules.
My Custodes army is the one I've struggled the most to adapt. Losing the 3-model squads of Custodian Guard hurts.
My local shop is doing a big event day on Saturday for everyone to cone learn 10e together, and I'm stoked.
I skipped 9th, but am coming back. Even knowing that shooting will be strong, I am bringing Chaos Daemons because I also play them in Age of Sigmar. The best part about these indexes is that I can do full demon soup! No monogod benefits means nothing to lose, so yes I WILL use Bloodletters to screen a Lord of Change as my Slaanesh chariots flank and Nurglings hold objectives!
Dev wounds should just mean that no saves can be taken against that attack. (Meaning it won't overspill and work as intended).
That’s a great way to fix it
Right now I have a 10 block of Rubric Marine flamers that absolutely *annihilate* melee units with a double overwatch by using a ritual.
I played my very first game of 10th last night and experienced this very thing. My genestealers were toast. 😂 Then my Haruspex was barbecued as the Thousand Sons player used the special once per battle "no saves allowed" thing... 😂
You cant use overwatch twice, its written in the stratagem
@@alextrollming6588sons get to uses a strat twice via cabal points
@@rossdickson4184 No, they're not talking about the 'once per turn' restriction al stratagems have, overwatch has it's own restriction saying it cannot be used more than once a turn - the cabal point thing just overrides the restriction allowing it to be used once per phase. Same for a lot of other abilities that allow a stratagem to be used once per phase.
Awesome to hear what you think does and doesn't work. Devastating wounds do seem to be quite literally broken, surely they can't be intended to spill over.
I'd love you to try AoS sometime, Vince! I've loved AoS even more than 40k for a long time, and I get the feeling you'd like that game just as much as 40k!
Im starting 40k with 10th, so I have no point of comparison, but I'm really looking forward to my first games on Sunday! Bringing 500-1000 points (we will see how my speed painting skills have progressed) of combined arms guard to the store on Sunday for a big rotating apocalypse game for release day. Wish me luck!
Definitely agree with all of these, the changes are overall pretty good and I'm enjoying it way more than the tail end of 9th althought that might be due to novelty. A few very broken rules balance-wise (Dev wounds and Eldars being a prime example), and some weird choices like the charge rules and terrain changes. Lots of potential in 10th imo
I just spent 3 years playing 9th with Knights getting shot by everything without being able to shoot back because of obscuring terrain. The Towering keyword is much more fair. The real issue is people aren't using solid line of sight blocking terrain in the middle of the table.
Still prepping my Combat Patrols for T'au and Dark Angels, then jumping back to filling out my Dark Angels Ravenwing Units. Looking forward to running 6 Outriders with Captain on Bike and an Invader ATV alongside some Black Knights and or the Ravenwing Command Squad. I'd like to pick up a Talonmaster, but got too much to build and paint. I have way too much T'au to build, but Ghostkeels are now gas, who would have guessed. Much love to you and the family.
Fate dice: * If a weapon has devastating wounds, then fate dice cannot be used for wounds or damage*
I agree with this 100%
I prefer and think it would be cleaner to make it so manipulated dice rolls (anything not actually rolled from a players hand) cannot trigger critical effects (sustained hits, lethal hits, devastating wounds, etc.). Leave the weapon stats and points alone.
Towering is perfectly fine, people saying true line of sight is bad are the problem.... :P
Already made like 4 Tau lists. So excited for trying piranhas, devilfish breacher combos and super fast crisis suits. I will basically be playing montka with kauyon
Good luck!
Dear, mr. PK, sir
Just wanna thank ya, for your content helped me get hooked on WH40K Lore and i fookin love it!
(Ur mtg content is top shelf too)
Cheers from Br!
Welcome aboard! More content on its way!
My main bugbear is the units sizing locked in. I own 3 spawn and 3 oblits so now wasted model cos they have to be in 2s, otherwise willing to try things out and wait for changes to come (always do early on release).
For certain issues like Devastating Wounds and similar, I would think that a rule that says that a re-rolled hit/wound can never result in a critical hit/wound would help a lot. This would stop "fishing for sixes" with rerolls, which is a big issue particularly with Dev wounds and an ability that grants full wound rerolls.
Likewise, Overwatch could also be ruled to never be able to score a critical hit. It always felt kind of weird that you only hit on a 6 anyway, but that 6 would then trigger all sorts of crazy rules.
Adeptus Titanicus fixes this issue, abilities that trigger on a 6 do not trigger if you can ONLY hit on a 6.
As a eldar player, easy fix for fate dice is make them "modified", no damage roll sub, also undercoated units need a increase. Rest of eldar are fine as they are. As for devastating wounds needs a rework. If the nerf means going back to 9th fate dice im fine with that because front loading dice is kinda stupid (especially with cheaters).
If they introduced a cap if it spills over of 6MW including the wounds to the first model, that would seem to fix it even with fate dice. Shooting a wraith knight into sang guard? Okay, waste a fate dice and you kill 3 of them. It’s still feels powerful but it’s not mad and probably a waste of the dice.
For lone operative, for models like the lion just make it a once per game ability useable in any phase but only lasts until your next command phase. Would allow you to be reactive with it but idling so would reduce the length of time it’s up for. For many of the other models with the ability it isn’t a problem, just limit it where it is.
Limit over watch so it can’t be used on indirect weapons and maybe shorten it’s range. Many people have suggested 12” but I wonder if 15 or 18” would keep it relevant but not quite as oppressive as it can be
Regarding the point about asking your opponent if they want to over watch, would you have preferred if 10th had a activation system similar to KT?
Have you tried Combat Patrol? I've enjoyed the few games I've played of that so far
Devastating wounds is a very neat mechanic and I like it but I also think it should exist to make smaller guns slightly punchier, rather than make big guns even scarier. Sternguard vets with D wounds on their bolt rifles is a good example. Its makes them ever so slightly better than a regular bolt rifle. Thunderhammers having it but hitting on 4s vs Power fists not having it but hitting on 3s (mostly). Also cool. Great way to do some "micro-tuning" and add a little flavor.
But slapping devastating wounds on something that can churn out like 8 damage per shot is just too much.
Anyway, 10th really seems like its in a great spot, barring a small handful of tuning whiffs. Which, honestly, in a game with what? a thousand or so data sheets? it was gonna happen.
My friend and I played a match of Eldar vs Marines on Tuesday; I'm a lot worse than my friend at Warhammer, he plays a lot of tournaments and does well and I just play occasionally; my Wraithknight took two damage over three turns whilst it tabled my opponent. Felt like having the Eye of Sauron or those walkers from War of the Worlds vaporising everything in line of sight every turn. Honestly hilarious but made a mockery of the game.
The lack of costs for wargear really limits options.
Why would anyone ever bring anything other than the best weapons?
Also when it comes to balancing, if a unit has a single weapon that is OP (d-Cannon), if they increase the points of the unit is leaves the other weapons (vibro cannon) outright worse and impossible to balance.
Magnus has been so fun in 10th Edition! Between the rituals and strategems he's such a tanky boi
the 9 cabal points -> no armour save is busted as hell though.
ppl complain about eldar, but in truth thousand sons are the busted army.
@@azir64 Definitely very strong, probably the second best army after eldar imo. Twist of fate is effectively Dev wounds on command that dont spill over, basically the only thing holding it back is that it costs cabal points that you will want to use for other stuff as well, and a lot of them at that (9 per unit means you arent able to spam it like you might want to)
"I'm now going to move this is that OK (...) it's just f*n mess, you have to talk to your opponent"
meanwhile Infinity has this baked in as a cornerstone of the system and is considered among the best miniature rulesets
It's not tedious once you are used to it - and when both players know the game there's a lot of playing around the reactions which leads to ton of interaction and tactical movements.
Infinity is a Skirmish game. What works for one game, doesn't for another.
In a game that takes 2-3 hours to finish, I think simplifying certain stages of the game is a good idea.
You can't Overwatch twice. The strat has its own restriction of only once per turn in addition to only being able to use a specific strat once per phase.
Even with that, it's really powerful.
Nah. Certain characters allow you to use a strat again in spite of this. You can Overwatch twice in a turn. With Gulliman, 3 times.
@@pkswarroom Rites of Battle, and other similar abilities, specifically state "already been targeted by that Strategem this phase." They do not give an exemption to Overwatch's additional restriction of "You can only use this Strategem once per turn."
Its funny to see overwatch return to how it was back at the very start
Considering how WotC handled the inception of Pioneer and its banlist at the start, do you think GW should do something similar i.e. aggressive rebalancing and "nerfing" on a regular and announced interval e.g. ever month? (since there aren't as many games of 40k played as there were games of Pioneer)
Yes. I think a live updated game is nothing but a good thing. Treat it like an RTS, Fighting Game or Moba.
@@pkswarroom I absolutely agree that but was getting at the aggressive and regular part. GW, so far, hasn't announced anything to my knowledge about rebalancing or similar. But then again, they are only a multi-billion pound company, I should not expect them to maintain active communication with their playerbase xD
Btw. love that the warhammer content started comming out again; I feared when warhammer wednesdays "died" that the content would stop
As a knight player i can safely say keep towering or give knights something to compensate. Its absolutely so funny to me that now knights finnaly have something to even the playing field its considered unfair. Should they make slight adjustments yes. I saw one that made sense. It went something along the lines of "towering cant see through first floor windows". That makes sense game wise and lore wise.
Great video Vince. Regarding the charging. Don't the rules say you need to end the charge within engagement range, i.e 1" and then pile in to get base to base?
No. It asks that charges end in base to base if able. Its part of the breakdown clarification bullet points at the end. Its a weird decision, although I understand the intent of it.
@@pkswarroom it does seem rather odd. The paragraph directly above the bullet points says "if you can."
You going to be playing Blood Bowl in the future Vince?
huh, so probs did my melee wrong, even though it was super fun getting my opponents Skorpekh Destroyers in a pincer movement with my Khorne Berzerkers that just ran out of a Rhino and my Bloodletters deep striking in from behind, oh well you live and learn, my other game was me playing a phobos themed marine list against Necrons, and having my Phobos captain with Infiltrators I like, as the comms array they have can potential earn me a cp and since my captain gives me a strat for free you can almost farm cp, probably had too many snipers as I was lacking the large amount of shots needed to keep the Warriors down, honestly while I miss many of the things my codexs gave me last edition 10th is really fun
Just built my first Wraithknight... now i almost feel bad....
Almost.
Y'all play WH40K on TTS?!? That's awesome. Is there a way i can join the discord?
Its a Patreon benefit. £2 a month gets you access, and we run Magic and Warhammer events from time to time. Join us!
Counts to 6 on his hands but still manages to get to 7 😂
I play Eldar though I haven't used them yet and focused on my guard. Right now the points feel good but probably too good. The problem? Power level disguised as points. 370 for a knight is good in my opinion but with 2 cannons should add at least 40 points to that. Remember if we praise these shitty and lazy points then we shouldn't be bitching that everyone has the best weapons because why wouldn't you?
For devastating it needs to be max 6 per shooting attack and anything after that should go back to normal wounds, and if the damage is not a set number ie 2d6 then the mortals maybe need to be reworked how they interact with saves. Maybe allow an invulnerable save in this case that maxes out at 5+ if the unit has it?
Another Eldar fix I see could be remove the reroll for the fate dice, absolutely no need to buff that army rule past what it was. Rolled 4 1s? We have an enhancement for a reroll each turn and a free swap with a farseer to a 6 (this should also be changed to a reroll vs flat swap to 6).
Mostly though we need changes to every army and not a knee jerk reaction to just Eldar. Rebalance the points and some abilities across the game with the playtesting they need and clearly didn't do and I think a lot of the problems we have won't be so bad
As a newb I love your take on things. Because watching other Warhammer channels like Hellstorm Wargaming and others. You would think the game is just so broken there's no help. And they also act like they just don't understand 10th edition and nothing makes sense. Yet to a newb like me I find it very easy to understand. I see so many cry babies on UA-cam when it comes to 10th.
The fact you got half a dozen games in during the weekend says alot abiut tgis edition.
It's fine for your list to be 5, 10, even 15 points under the points limit. That's not the margin of failure for your list.
I hate the new points thing so, so much. I've always preferred running my Russes banebones because I don't like how sponsons look (and my tanks are painted and beautiful without them), and I've always found the idea of strapping 10 guns to a tank to be stupid. But now I'm paying an extra 65 points over a barebones demolisher so i have to get around to building them the way i hate or just accept that i'm down 65 points for every vehicle.
*also i still play 4e and 5e where vehicles can only fire 1 weapon if they move
I'm the opposite and love slapping more guns on it, tho not quite to Ork levels of Dakka. The 1 good thing about the change is you can bring 3 of 1 data sheet... but they broke up the Leman Russ's into separate datasheets so you can take 3 Demolishers/3 Punishers (For devastating wounds)/3 Executioners or whatever and a tank commander and still be under 2k points.
Just make Fate Dice turn the roll into a 5.
nah, just make it not trigger dev wounds
Or put in the restriction that they never cause critical hits/wounds. The six can stay for things like battleshock, charges, advantages, etc.
I think towering is a good rule and should stay as is.
Agreed, not only could a knight see more easily over terrain but even if not if the princep had a inkling something was behind a wall any of their guns would blow right through it
The overwatch discussion is *literally* just magics "in response" to casting trigger.
Not really. They are quite different.
They can't make enough money. They never have shit in stock.
As an eldar player, the reaction to D cannons and Wraithknights is ridiculous. We've been banned from half a dozen GTs already. I get it, it sucks that devastating wounds triggers with fate dice, but with a points nerf and getting used to playing against it will fix it in like 3 weeks.
Yeah. Its why an update gtom motherhood is important, to stop the over reactions thay are happening.
Yeah, the point me mentions about imperial knights just getting removed turn 1 to oaths of moment also applies to the Wraithknight. Especially if it has two wraithcannons and therefor no invul. It's an extreme glass cannon. I would definitely prefer it having more regular firepower and more of it, while still being durable.
Now if you want to see broken eldar units it's three Fire Prisms for the price of one Wraithknight, that you will never get a chance shoot at because of Fire and Fade.
But anyway, it does show the eternal problem 40K has with the first turn advantage. Shoot the Wrathknight first or it will melt something. Winning the game with the roll of who gets first turn.
Considering GW's reaction to Death Watch MW spam being such a low investment and easy to accomplish, I would hope that it means that they've examined Aeldari and determined its not as bad as everyone seems to think
Every edition in witch melee does not insta delete anything it touches are editions where melee sucks.
and yeah it sure looks like it in 10th.
[Devastating Wounds] - critical hits cause an additional wound
[Devastating Wounds] - critical wounds cause no armour saves allowed. (invulns ok)
critical hits = 6s to hit
@@knabseraph yeah I should have said “critical wounds”
For the algorithm!
I have been playing both OPR and 40k 10th and i like them both for different reasons but i agree with you on the points made here. It would be cool to see a comparison vid from you on OPR vs 10th. i think both systems can learn from each other (like the knights being able to win games in OPR).
My first impressions of 10th have been pretty dismal tbh. Indirect is way too powerful, its absolutely everywhere. The edition is basically just change for the sake of it. We seem to have gone back on all the lessons of 9th ED. I'm just not gonna play for a while until things get fixed, which they will of course. For now I'll just hobby. If you wanna hear a well articulated take on the current STATE of 10th I'd recommend 40k Fireside with Vic Vijay and David Gaylard.
They were very doom and gloom - although I do trust them as top tier players.
And you are right, indirect has seemingly gone back towards the issues we have had in 9th. Makes very little sense.
Have you played much at all?
Some things are definitely in need of fixing, but a lot of it is good.
@@pkswarroom yeah they were definitely down on it and tbh my feelings are *generally* in line with theirs although I think in retrospect my comment came off a little harsher than I meant it to.
It has potential for sure but from my admittedly fairly small sample of 5 games its felt like a step back from 9th. I do like the mission cards and new secondaries, the leader system and others but feeling like the playtesters for the game is never a great feeling ay?
Eldar is fine to me.
Seems like every single person has the same take on 10th... lol
If you don’t want to play with 10th rules, then play 9th then. Easily fix. Stop complaining about the towering rule. If your SM can see me and shot me, I should be able to do the same. End of story.
You sound like you are a reasonable person, open to discussion.
Whether its near constant re-rolls for marines, or regenerating models for necrons or GSC, or devastating wounds and fate dice for Aeldari every army has a gimmick, and they aren't much without it. I have not heard of anyone banning marines for the entirety of 10th edition benefitting them greatly by reducing AP and infantry damage across the board. Terminators went to T5 and invuln 4+, just how much did their points go up for this? But it's perfectly fine to plonk down 30 desolation marines and start hosing down the board at no penalty, just so long as you don't put a wraithknight into an Eldar army b/c everyone becomes a bunch of whiny little bitches. Maybe learn to play 10th edition?
Pretending Wraith Knights and Desolation Marines don't need fixing doesn't help anyone. Dev Wounds and Indirect should be adjusted to fix the glaring issues with it.
plz no, no more enhancements like you suggest, some are already auto includes.
It's a balancing nightmare
Can barely hear what you are saying. Slow down or start ariculate your words please
For fix 40k just remove eldar, it's dead race time to go and bye bye cheated faction ....