However, with news of a new edition on the horizon, I think the big question everyone has is, how extensive will the changes be?
Safe to say, I think everyone like the current pesudo 7th edition ruleset, with the changes to the psychic phase and the addition of Reactions. Unfortunately, as much as we enjoy the complex and granular ruleset of Horus Heresy (especially when compared to 10th edition), I think we can all agree there are major flaws and balance problems.
So what are the changes we would like to see? I can't answer for everybody, but I can come up with a few that I personally like to see. Take note that this is my personal opinion and proposals, and I know they are pretty bad. I don't think anyone will consider my ideas, but since this is my blog, I might as well write for the hell of it.
1. Balance Dreadnoughts.
Almost everyone inevitably agrees that Dreadnoughts are currently too strong. I love the Contemptor Dreadnoughts, and I'm still waiting for the Dark Angels chassis to be restocked so that I can assemble one (or a couple), but I definitely love the Contemptor. However, their Brutal (3) fists and their incredible durability have made them not very fun to play against. Not just Contemptor but also Leviathan Dreadnoughts. Trust me. I've played a list against an opponent with 3 Contemptor Dreadnoughts and 2 Leviathan Dreadnoughts, and even with Knights, I got wrecked. Knights don't have Brutal weapons, and even melta weapons aren't very efficient against 6 or 7 wound Dreadnoughts. Ugh.
I mean, let's do the math. My Armiger Warglaives' 2-shot melta lances, even with twin-linked and armorbane, can only take 2 wounds off a Contemptor Dreadnought and that's if they fail their saves. In contrast, their Brutal (3) weapons can wipe out my Armigers in a single round of close combat, with their WS5 hitting my WS4 Armigers on 3+s. And my Armigers cost more points than Contemptor Dreadnoughts. Something's not right here. My super-heavy Knights fare a bit better and I might be able to take out the Dreadnoughts with Stomp attacks if I'm lucky, but before considering Stomps, even if I somehow land all of my 4 attacks (hitting on 5+s) and they fail their saves, my normal reaper chainswords will only take 4 wounds off them in a single round of combat, at most. Relying on Stomps to destroy a Dreadnought, which can easily wound Warglaives and will damage my guys with no invulnerable saves in close combat?
That's...not exactly balanced.
But how do we balance Dreadnoughts then? One possible suggestion is simply to reduce their durability. Contemptor Dreadnoughts to Toughness 6 and 5 wounds, or stay Toughness 7 but reduce them to 4 wounds. Maybe allow armorbane (or melta weapons) deal D3 (or a flat 2?) wounds to them, automata and Sentinels (maybe just group them all as Walkers) instead of rerolling wound rolls. Or perhaps double the Strength of melta weapons under half range (or Armorbane grants Instant Death), to deal the D3 wounds naturally. Leviathans, maybe to Toughness 7 and 6 wounds, or down to 5 wounds but keep Toughness 8. To recaliberate, the automata will have 1 less wound too (Castellax having 3 wounds instead of 4, and so on and so forth).
2. Heavy Support Squads.
This one is easier. Everyone complains about heavy support squads, but I feel the problem - aside from lascannons being too efficient for their points - is probably the Reaction. So Infantry cannot Return Fire with Heavy and Ordnance weapons. Pistols, Asssault, Rapid Fire, Salvo, etc. are all fine, but Heavy? Nope. It's much like how Vehicles can't Return Fire unless with Defensive Weapons (which are all Strength 6 and below). Same for infantry!
3. Plasma and most AP4 weapons.
I think they nerfed plasma and overcorrected to make Marines more survivable. Remove Breaching, and make battle cannons, Avenger Gatling cannons, Castigator cannons, etc. AP3 again, and Demolisher cannons back to AP2. Yes, I know it's a Marine centered game, but Terminators have 2 wounds now, Dreadnoughts are incredibly durable, and you have Artificer Armor Sergeants anyway, so I think we need our AP3 weapons back, as well as Breaching removed.
This is a personal preference, though. I understand if nobody agrees.
4. Automata Reactions.
I think it's fine that Automata cannot React as part of Programmed Behavior, but perhaps allow them to React if they have a Character with Cortex Contronller within range. This is just a personal preference, though.
5. Buff vehicles.
Not sure how, but vehicles die too easily in the game. Compare them with Dreadnoughts. I think they might need a save, like in 10th edition, but at the same time, I like the Armor Value mechanic and the vehicle damage table. I usually ignore it because you know, Knights and Super-heavy, but it's always fun watching a Rhino or even a Spartan blow up from a lucky melta shot and rolling that Explodes! result.
Also, I do play Solar Auxilia too, so it's not like I will never use the vehicle damage table! More than happy to watch and see if my tanks blow up! I have lots of them!
That's it. I think Knights - my primary army - are in a good spot, and can be overly powerful if my opponent isn't prepared. So I have no complaints - it's mostly the Marines and their Dreadnoughts and their lascannon HSS being too powerful. I think.
No comments:
Post a Comment