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Let's Take A Look At 40K's Combat Patrol
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- Опубликовано: 16 авг 2024
- I've gotten in several matches and talked ENDLESSLY with the locals about the current state of the Combat Patrol mode.
Here are my thoughts...
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I bought a combat patrol to start playing cannot wait to finish it and make it completely battle ready
Which one may I ask?
Have a combat patrol tournament tomorrow. Taking Necrons so let’s see how it goes.
Necrons feel alright. Put the scarabs in reserve and do the "behind the lines" side mission for some extra points.
As a new player who played Votann CP in a intro to 40k TO at a LGS. There are very onesided rollovers, and very even teams. Votann got tabled by Orks and Dark Eldar by bottom of round 2(could have run from Orks, but then it would have been the same but drawn out), but were even if more of a slap fight vs Sisters and Admech.
I'm going to patrol your combat soon Even, your days are numbered
Known me for years. Can't even spell my name right. 😐
Wow man just found yiur channel, love what your doing here!
Could be almost an open beta for balancing combat patrol 2.0 11th ed.
The problem is just with the out dated you go I go system. Its so boring. Please GW just change to alternating activations and get with the times.
Agreed
KT does that. And they have other formats. 40k is a weird beast though. There is a little bit of it in this version though, when it comes to choice in melee sequence. Not fully there, but ya. Alternating at full scale would be nuts, though.
Thing is, it gets down to balance too, do they play well, or do some get just TABLED, if so that isn’t good for new players to experience
My biggest gripe with combat patrol is lack of army building - I own an army back from 8ed, don't have 3/4 of the models required (even for proxies).
The other, smaller gripe would be with units having significant difference compared to standard 40k.
With the up coming tyranid codex will answer the question if they will have different combat patrols options (pre built forces but these would be outside of the box ones) as some armies don't have combat patrols harlequins others are just a limited look at their army the durkhari have wyches and the haem
There is no phobos combat patrol right now
I have a friend who would looooooooooooove a harlequin patrol.
Marvel's Spider-Man 2 & Super Mario Bros. Wonder Are Winners & Etc!
I'd picked up the World Eaters combat patrol months ago with the intention of playing them for the game mode. Unfortunately, they feel like they got the short end of the stick, having all of their abilities on every unit stripped away, combined with poor shooting, and no mobility to help them reach melee. They're entirely reliant on lethal hits to hope to take on a vehicle or monster, and that does not feel good. Our leader doesn't even get deep strike or lone operative despite not attaching to a unit, just fully exposed at all times.
I got into Warhammer lore after hearing about Henry Cavill getting his own amazon show, so i'm relatively new. I mostly just play the games i find on steam and read the books, but i've given thought to building my own army. However I'm only just now learning there's more than one version of the tabletop game. which leaves me kind of concerned, if i buy say, a combat patrol, will i be able to use those miniatures in the other games or no?
i've been looking at a lot of miniatures for the Astra Militarum. But if i can only use certain figures for certain games id think it would be better for me to just get 2 or 3 different combat patrols from different armies, right?
All the models in combat patrols are usable in full size 40k. Depending on the box a combat patrol can actually make a fairly decent start to an army by using those models and then adding more until you reach the full 2000pts. World Eaters comes to mind with their combat patrol being an incredibly good start to the army.
As uzkad said. And in some cases those patrols also have potential in letting you field a Kill Team for that system.
My big issue with Combat Patrol's shrimplification is that you're required to understand standard 40K rules, that's 95% of the work and headaches right there for a newbie. Then what they decided to "simplify" was something that makes it completely imbalanced, unfun for many factions, and really doesn't make it that much simpler - in fact it hinders the transition from this pseudo-500pts mode to 1k or 2k due to datasheet disparities that new players will need to unlearn.
I won't mention all my dozens of gripes, but the biggest two are:
1) Static unit composition. GW decided the gear based on whatever the box art photographer thought looked coolest a couple years ago. A new player wouldn't have the tinniest clue about the meaning of box art wargear so why waste such a good balancing opportunity in 100% copying it? There are a lot of weird wargear choices (also bad for a full 40k transition, you get crippled/weird WYSIWYG), and better halves of dual-kits left ignored even though they'd be the obvious choice to reach 500pts. At the very least they could allow players to chose whichever dual-kit they want - they already give a choice to Custodes and Grey Knights (the the former goes beyond 500pts with bikes anyway) so why not extend a hand to other boxes?
2) Secondary objectives took a step back into 9th ed balancing issues once again, something that 10th fixed. We wouldn't need a full deck of secondaries for this mode or even rotating Tactical objectives, just 3 universal fixed options (good for hordes, infantry, or elite armies - covering for all possibilities, easy to decide once for the whole game). Instead we get vast disparities of bespoke secondaries that practically auto-win/lose the game for you from the getgo. A good example of similar shooty/fragile armies is Admech and Tau; Admech would have to be lucky to score a mere 4VP the entire game, while Tau would have to be extremely unlucky NOT to max out 20VP. It isn't fun for anyone to get into games knowing they'll never have a fair chance, even casually.