Just a heads up, the new change to the Stratagems rule to reduce the cost by 1 has made the T'au enhancement Puretide Engram Neurochip non-functional. Now that you cannot use the same stratagem in the same phase if the rule does not specify which stratagem it works with, the enhancement fundamentally does not do anything anymore as all it did was let you use a stratagem again at full cost.
@@kich8672 Not only that enhancement but Uriel Ventris and both Aeldari autarchs have the same ability that needs to be addressed. It seems to be a serious oversight given how the Skitarii Marshal had the same ability changed to its previous wargear ability. Also, is the Kurov's Aquila enhancement from the Imperial Guard index worded as the new Lord of Deceit ability since it has the same ability as those the Lord of Deceit ability replaced?
I have been a rather vocal and, at times, vitriolic, about my criticism of how AdMech has been treated this edition, and I would just like to say. Thank you GW for actually listening to us and making changes that will make us actually fun to play, I hope to see more changes like this going into the future 💞
As someone who bought their first Admech models a couple weeks back hoping for exactly what's just happened, really looking forward to actually running them after all this!
I'm still searching for the changes written in the article though: "Other changes in the faction errata are to the Skitarii Marshal which enables them to rally their brethren, the Onager Dunecrawler to scuttle over terrain features, and units embarked in the Skorpius Dunerider to use the hatches on top as a Firing Deck."
@@Djorin check every document that was uploaded on the same day is an easy way to remember it without remembering it, they upload a handful at once for different kinds of changes.
Good that changes are here. But we desperately need a new pdf with the complete rules. Go and teach a new player the rules with a rule book + codex + cards and each of them having several online documents with potential changes…. come on. Its a nightmare. Solution for the problem: Use numbered paragraphs instead of page numbers. Its how laws are written for a reason. Format changes, additions and subtractions are easier to manage without breaking the referencing to page numbers. Each update should also come with a change log for those who just want a quick overview instead of going through a whole rule book. No reason to reinvent the wheel, just copy a tested and proven system.
@@banishedpest115 True but I still think an ap would help with more units than additional strength just because we can usually put out a high volume of attacks to kind of make up for a lack of strength in most situations.
The change to Born Soldiers feels very bad. It's stronger overall, so I appreciate the attempt to fix it, but I don't like how it needlessly punishes a huge part of the army: - a whole bunch of units are neither Regiment nor Squadron, so they get nothing at all. Sentinels somehow get both keywords and both bonuses. - there are dedicated regiment units/weapons for anti-tank, and there are dedicated squadron units/weapons for anti-infantry. Those effectively don't get to use their detachment rule anymore.
Death Guard took a gigantic nerf on the Mortarion, Lord of Virulence, and Plagueburst Crawler combo with no compensation. You've entirely defeated the point of the Lord of Virulence since now the +1 to hit on blast does nothing with Indirect always failing to hit on 1-3, so they only hit on 4+, which was already the case without the LoV. And Mortarion's aura no longer assists with the -1 to hit either, so now the only real reason to take him has been gutted, and he's even more overcosted as the weakest primarch, who just lost one of his 2 niche reasons to be played. You now have to get LoS to get the same effect, which will be impossible on a lot of boards.
This feels so sincere. I love they are trying to genuinely make the game more enjoyable. I sat out 8th and 9th Edition because it just didn't feel right, but I'm back!
Ditto, but also I wanna give some praise to GW for keeping internal balance among individual units quite tight in our codex. A far cry from 9th edition.
Do you guys know that Imperial Guard super heavies and Tank Commanders don't have Squadron? Also Punishers and Hell hounds not being lethal against infantry is a tragedy
49:12 There's something I don't understand about the Tyranid part. It is said that Norn has improved from s10 to s11 within the synapse, but Norn's original S is 9. What are they talking about? Did I missed something? It is said that Norn's Extra Attack is also good because the S within the synapse is 10, and the S of Norn's Extra Attack is 7.
They may be discuss the impact on the Norn Assimilator in melee since it is s9 with s12 extra attacks so that would be s10 and s13, respectively, since it will always be within synapse.
So all Baneblade variants, the Valkyrie and most forgeworld model for guard just lost the detachment ability. Why not give them corresponding Squadron or Regiment keywords then?
Faction internal balance could be better. Personal suggestions: Necrons - some keywords for Obeisance Phalanx. Tau - splitfire makes some bigger models unusable.
Logically and tactically the grenade change doesn't make sense. I would think when you are falling back or advancing is the opportune time to throw a grenade, isn't it?
Do you realise that you are literally destroying even further Anvil Siege force detachment? What's the point of indirect weapon that hits on 2+ with penalty, so it hits on 3+ if stationary with heavy KW it goes to default. I'm talking about Vengor launcher to be more specific. The desolation squad is 200 points for a reason, and reason is that it can indirect fire. Heavy Keyword for that detachment losing sense now.
@@quizno1965the detatchment is already one of the worst - the best thing ever is that their return fire strat is exactly the same as the unforgiven one, but costs 2 cp while the other is 1cp. For no reason. 😅
The stratagems and overall nerfs for the space marines even with their poor performance overall makes playing Vanilla marines almost impossible. My salamanders are punished for no reason :(
I feel you. Marines went into this just needing some minor buffs to reflect current army strengths and now get a handful of nerfs... Feels like Sisters are just the superior flamethrower army vs Salamanders...
This update is immense! Great job to the whole team, I'm really looking forward to getting a feel for the new rules. But what about the Deathwatch? They haven't been doing particularly well for a really long time! Are they in your scope at all?
Nerfed meganobz a bit too much. They were OP only in Bully Boyz detachment. Now in any other detachment their ability is underwhelming and their price is questionable. Like, they were a bit worse than Terminators, but they could compensate it by outnumbring, since model used to cost 5 pts less. Now they cost more than Terminator, and are basicly worse version of them. Comparing new meganobz with Aggresor Squad also gives sad results: they have better save, but worse ability, shooting and close combat weapon. There's good chance that I'm wrong, correct me where I'm wrong.
These are all coming from a Tyranid player, but I wish they would make the primarch change to some other leaders, like the hive tyrant or swarm lord. Love the change for the free strategems! Comes off fair and reasonable. I wish the swarm lord could still move twice like magnus 😅 Plus one strength to synapse is huge! Not only does it promote running more synapse figures, but it really makes a lot of those breakpoints feel better.
Huge kudos to the team for this FAQ and Dataslate! I love the direction the team is going in terms of clarifying and redefining rules. Having the intention spelled out in useful examples, especially when supplemented with diagrams, is A+ for helping players understand these changes. More of this, please!
I was hoping that the STOMPA would be playable after the update.. it should cost 500-600 points. Opponent models in this points area eliminate Stompe in one Turn.. Make STOMPA fun to play!
Not to hard. We actually got a detachment rule that's usable for the whole army instead of just arty. Indirect fire is still usable but definitely less impactful.
I'm glad Deathwatch finally got something. Could you give the Indomitor Kill Team the power first WS buff that regular aggressors got almost a year ago?
Hey, now I could be wrong, would not be the first time, will not be the last time, I'm also half blind. But I could not find the changes to tank shock, Grenades or any of the core rule changes, apart from the stratagem changes, in the Balance dataslate, it's in the article but not the pdf it's self. Have I just missed a separate PDF download. Edit: Never mind, found it in the downloads 🙃. For the sake of really, really, _REALLY_ stupid people like me, please have all links to downloads talked about in the article in the article. 😅🤣
Re: Doombolt now respecting Lone Op. will similar abilities, such as Typhus’ Eater Plague, have the same done to them eventually? Feels weird that one got the change while another didn’t.
Really appreciate the in depth discussion of the decision making and intentions. It’s nice that they’re putting the effort into communicating with the community.
I picked up this hobby in march and played 4 games. 3 of them with my tyranid army, of which i have painted roughly 3700points and i like the mentioned changes, especially for my norn. Now, my Ultramarine army, 1800point painted and 6000+ total, i feel like i lack any stable way to put power armor on the board. It seems to get blown away fast by haxxor stuff. -To be frank, it does not feel very lore friendly that i have to play them like Tau, to survive for round 4, when i movement wise struggle so hard to get on objectives. I have bought a few infiltrators to atleast score some primaries, but with the action change(assault keyword on guns), i am really struggling moving enough and leaving me the ability to score secondary's. Calgar with eradicators/biologis or bladeguards/leuitenant are certainly a great unit combo for giving me a little space, but suffice to say.... Sternguards or even heavy intercessors just seem to melt from a proper deepstrike setup. I like the transport cap change, that does leave me some options, but.... With how weak power armor feels to me, they seem a little overcosted vs my genestealer pack in the tyranid army... or a bunch of Zoanthropes IE.
So with how extremely squishy kroot are you took away the one thing that gave them a fighting chance??? Why would you remove their ability to reinforce throughout the game? They have no staying power once key units get wiped
@ the GW rules team: do you consider adding a points cost to detachments? This could reign in strong ones, without increasing the cost of units, thereby leaving other detachments free to use them.
Please give standard space marines a buff if you’re not a specialist chapter. Its so sad every time there’s nerfs to the whole army because of an army I don’t use 😢
Why does the ability still say that it costs 0 cp in the application? That's going to be a headache for some TOs. Also, the application is wrong and says I cannot take Bastion Plate Enhancement on a Terminator Chaos Lord.
I wish there was a show like this about narrative style play. Focusing purely on competitive turns so many people away from the game. Don't want to end up like Warmachine did.
As a relative newcomer to the Tyranids and 40K tabletop as a whole, I can honestly say that it’s been tough to stay with the army for a while but these changes really make a massive difference and GW has my thanks.
I notice that you guys still have not given the TRIARCH keyword to TSK, given the OVERLORD keyword to Imotekh, Trazyn, and the Catacomb Command Barge, made the game effectively punish you for taking more than one overlord, or given praetorians the much needed points drop. I cant imagine you guys are happy that you went through all of the work to make a detachment that is broken and doesnt do what it was designed to do.
Just a heads up, but you forgot to fix the Serberys Sulfurhounds special weapon in Ad Mech. It currently doesn't work with the breath weapon and needs the Pistol Keyword to fix that.
They have already done this for the MFM. The only factions that can be difficult to determine overall changes are those that have new codices. For example, Paragon Warsuits appear to have been no points increase or decrease since the MFM has used their codex points of 210 pts for 3 models which is more than their previous index points from the last MFM.
These changes to my beloved Tyranids make me quite happy. Crusher Stampede still seems a bit weak compared to other detachments, but I'm really happy to see some proper positive buffs and keyword changes.
You did the same level of changes in both deathwatch and space wolves. This can only mean you believe the worst peforming army is in line with the best peforming somehow.
That was pretty fast on the Ork nerfs, but not a single buff to be seen for under used units. When will we see all those stompa that were in the last army box on the tabletop?
With a lot of the core rule changes, the kroot detachment took a massive hit while already being a middling detachment power wise. Would of liked to see some compensation in some sort of aspect, especially with it being a highly expensive army to collect. The value is just not there although I would love to play them. Just hard to justify the investment while a kroot force looks to become weaker than pre buffed admech.
This sounds like someone wrote the rules, you did check them, then when they were released you realised you didn't like some of them so decoded to change them. Sentences like "this goes against our principles". Well then why was the rule allowed inthe first place??
Best update to the game since 10th's Launch I'm sure there'll be some issues yet to discover in the upcoming season, but it all looks positive and exciting!
Best data slate so far from GW. Really nice to see some changes that are just quality of life that feels better to play. Great work well worth the wait
Super with the change for tyranids!! Please, if they are overtune, could you buff everybody else. The change to nids are fun and flavorful, for the majority of the edition they were boring to play, now we have options. Thank you again!
Thank you for helping Tyranids! My favorite army was so bad. Now I just want you guys to actually sell the Maliceptor model. It has been out of stock since December 😭. Why don’t you want my money?
As an admech player who wrote an 8 paragraph email about my opinions on index Admech to your customer support. I like the new changes alot, thanks for listening to our binharric screeching into the noosphere. I am A-ok with frequent updates and i hope you do it for more factions that need it.
"We want players to not have to think how to move" Proceeds to add complex rules that do exactly what they don't want. Note: the tournament rules apply pivots to *all* oval bases, but the core rules update only applies to monsters and vehicles. This could not be more poorly done.
18”? That’s massive especially for thunder wolves, that’s not ok. They will get in that range in no time with the right detachment. If you do that to lone ops they will get wiped off the board so fast
I think these are mostly good, but I fear the pivot rules will lead to many walkers and vehicles drifting across the battlefield to prevent loss of movement. It's going to look really silly.
Im loving these changes. They all made sense in my mind apart from the Thousand sons as they never seemed that bad but I will say good job to Gamesworkshop
Honestly i expected little out of the admech changes but the turn tabled i actually excited to play admech again something that hasn't happened in months
The Death Guard Deathshroud terminators can't take a leader attached to their 6 man unit in a Land Raider. Of course space marines get that change and DG doesn't
On the topic of this being a dice game and that things shouldnt be guaranteed. There are way too many units that hit on 2s and 3s with re-rolling all fails and it effectively just ends up being 100% hits. lots of rolling for 'oh look they all hit what a suprise'. I think hitting on 2s should be removed from all units. Hitting on 3s should be the best and most elite or where a hit roll of a 4 is buffed. 4s should be most troops. Im also a bit worried that tyrannofex will be too powerful now.
We've now updated the video description with timestamps by section. We hope this is helpful!
Just a heads up, the new change to the Stratagems rule to reduce the cost by 1 has made the T'au enhancement Puretide Engram Neurochip non-functional. Now that you cannot use the same stratagem in the same phase if the rule does not specify which stratagem it works with, the enhancement fundamentally does not do anything anymore as all it did was let you use a stratagem again at full cost.
Thank you
@@kich8672 Not only that enhancement but Uriel Ventris and both Aeldari autarchs have the same ability that needs to be addressed. It seems to be a serious oversight given how the Skitarii Marshal had the same ability changed to its previous wargear ability. Also, is the Kurov's Aquila enhancement from the Imperial Guard index worded as the new Lord of Deceit ability since it has the same ability as those the Lord of Deceit ability replaced?
Can you put timestamps in these videos in the future please?
We've passed the request along - thanks!
Great shout!!
I second this statement. Thanks GW
We've updated this - thanks for your feedback!
@@officialwarhammer awesome thanks!!!
Please, more like this, brake down why y'all did what you did in a long format, bringing logic to the reason 10/10. Thank y'all
The admech community is exploding from the positivity of the changes
Thank you so much for these changes
I have been a rather vocal and, at times, vitriolic, about my criticism of how AdMech has been treated this edition, and I would just like to say. Thank you GW for actually listening to us and making changes that will make us actually fun to play, I hope to see more changes like this going into the future 💞
Just opened the video to check admech and i'm thankfull to see this type of comment
As someone who bought their first Admech models a couple weeks back hoping for exactly what's just happened, really looking forward to actually running them after all this!
I'm still searching for the changes written in the article though:
"Other changes in the faction errata are to the Skitarii Marshal which enables them to rally their brethren, the Onager Dunecrawler to scuttle over terrain features, and units embarked in the Skorpius Dunerider to use the hatches on top as a Firing Deck."
@@Djorin You have to check all the documents, not just the errata. Including FAQ, munitorum, etc. or just use the app.
@@Djorin check every document that was uploaded on the same day is an easy way to remember it without remembering it, they upload a handful at once for different kinds of changes.
Good that changes are here. But we desperately need a new pdf with the complete rules. Go and teach a new player the rules with a rule book + codex + cards and each of them having several online documents with potential changes…. come on. Its a nightmare.
Solution for the problem:
Use numbered paragraphs instead of page numbers. Its how laws are written for a reason. Format changes, additions and subtractions are easier to manage without breaking the referencing to page numbers. Each update should also come with a change log for those who just want a quick overview instead of going through a whole rule book. No reason to reinvent the wheel, just copy a tested and proven system.
If only! I resfuse to get into the tabletop version because of the mess of rules.
Nids synapse looks better with the melee upgrade, still not anything super but nice to plan around
Imagen we get ap instead of strange it wood solve all tyranid problems
Well no, ap means nothing when we wound everything on a 5. We need a bit of both.
@@banishedpest115 True but I still think an ap would help with more units than additional strength just because we can usually put out a high volume of attacks to kind of make up for a lack of strength in most situations.
The change to Born Soldiers feels very bad. It's stronger overall, so I appreciate the attempt to fix it, but I don't like how it needlessly punishes a huge part of the army:
- a whole bunch of units are neither Regiment nor Squadron, so they get nothing at all. Sentinels somehow get both keywords and both bonuses.
- there are dedicated regiment units/weapons for anti-tank, and there are dedicated squadron units/weapons for anti-infantry. Those effectively don't get to use their detachment rule anymore.
Still confused about why The Silent King doesn't have the Triarch keyword. 😅
Death Guard took a gigantic nerf on the Mortarion, Lord of Virulence, and Plagueburst Crawler combo with no compensation. You've entirely defeated the point of the Lord of Virulence since now the +1 to hit on blast does nothing with Indirect always failing to hit on 1-3, so they only hit on 4+, which was already the case without the LoV. And Mortarion's aura no longer assists with the -1 to hit either, so now the only real reason to take him has been gutted, and he's even more overcosted as the weakest primarch, who just lost one of his 2 niche reasons to be played. You now have to get LoS to get the same effect, which will be impossible on a lot of boards.
Also boilblight is useless as well
this indirect fire nerf was kind of lame. astra did not need to get worse.
This feels so sincere. I love they are trying to genuinely make the game more enjoyable. I sat out 8th and 9th Edition because it just didn't feel right, but I'm back!
Nerfing Guard reinforcements.
Welp
Nerfing guard all over, for no reason. They're so far from dominant these last 3 months :/
Keep nerfing Ironstorm but made no effort to sort out First company detatchment?
We should be able to use the wound reroll on 3 rounds, like all other detachments with similar rules allow
Still no fix for necrons internal balance. I want to play obeisance and annihilation Detachments. They need some internal fixes to make them work.
Ditto, but also I wanna give some praise to GW for keeping internal balance among individual units quite tight in our codex. A far cry from 9th edition.
Does the scout sentinel ability still overcome the negatives of indirect fire?
Do you guys know that Imperial Guard super heavies and Tank Commanders don't have Squadron?
Also Punishers and Hell hounds not being lethal against infantry is a tragedy
49:12 There's something I don't understand about the Tyranid part. It is said that Norn has improved from s10 to s11 within the synapse, but Norn's original S is 9. What are they talking about? Did I missed something?
It is said that Norn's Extra Attack is also good because the S within the synapse is 10, and the S of Norn's Extra Attack is 7.
They may be discuss the impact on the Norn Assimilator in melee since it is s9 with s12 extra attacks so that would be s10 and s13, respectively, since it will always be within synapse.
So all Baneblade variants, the Valkyrie and most forgeworld model for guard just lost the detachment ability. Why not give them corresponding Squadron or Regiment keywords then?
Really? No born soldiers??
Faction internal balance could be better. Personal suggestions: Necrons - some keywords for Obeisance Phalanx. Tau - splitfire makes some bigger models unusable.
Logically and tactically the grenade change doesn't make sense. I would think when you are falling back or advancing is the opportune time to throw a grenade, isn't it?
It’s a balance change to game mechanics, not a fluff change.
It makes total sense. It wasn't meant like that, like they explained
Do you realise that you are literally destroying even further Anvil Siege force detachment? What's the point of indirect weapon that hits on 2+ with penalty, so it hits on 3+ if stationary with heavy KW it goes to default. I'm talking about Vengor launcher to be more specific. The desolation squad is 200 points for a reason, and reason is that it can indirect fire. Heavy Keyword for that detachment losing sense now.
I think they should make changes that benefit the game overall even if it costs a single detachment some power.
@@quizno1965the detatchment is already one of the worst - the best thing ever is that their return fire strat is exactly the same as the unforgiven one, but costs 2 cp while the other is 1cp. For no reason. 😅
The stratagems and overall nerfs for the space marines even with their poor performance overall makes playing Vanilla marines almost impossible. My salamanders are punished for no reason :(
True dat.
I feel you. Marines went into this just needing some minor buffs to reflect current army strengths and now get a handful of nerfs...
Feels like Sisters are just the superior flamethrower army vs Salamanders...
Yup!!!
So now Tau have an enhancement that has no text. Puretide Engram Neurochip is now 25 pts for literally no ability.
Let's hope they modify it for just a free start enhancement
And it was insanely bad even before
This update is immense! Great job to the whole team, I'm really looking forward to getting a feel for the new rules. But what about the Deathwatch? They haven't been doing particularly well for a really long time! Are they in your scope at all?
Nerfed meganobz a bit too much. They were OP only in Bully Boyz detachment. Now in any other detachment their ability is underwhelming and their price is questionable. Like, they were a bit worse than Terminators, but they could compensate it by outnumbring, since model used to cost 5 pts less. Now they cost more than Terminator, and are basicly worse version of them. Comparing new meganobz with Aggresor Squad also gives sad results: they have better save, but worse ability, shooting and close combat weapon. There's good chance that I'm wrong, correct me where I'm wrong.
Why are Space Marines so hated? Every balance update makes the army worse. 44% winrate not low enough?
These are all coming from a Tyranid player, but I wish they would make the primarch change to some other leaders, like the hive tyrant or swarm lord.
Love the change for the free strategems! Comes off fair and reasonable.
I wish the swarm lord could still move twice like magnus 😅
Plus one strength to synapse is huge! Not only does it promote running more synapse figures, but it really makes a lot of those breakpoints feel better.
Huge kudos to the team for this FAQ and Dataslate! I love the direction the team is going in terms of clarifying and redefining rules. Having the intention spelled out in useful examples, especially when supplemented with diagrams, is A+ for helping players understand these changes. More of this, please!
Fellow Codex Space Marine players. It's been real. I might see you in 11th edition.
Every blance slate, we are worse than before…😮
I was hoping that the STOMPA would be playable after the update.. it should cost 500-600 points. Opponent models in this points area eliminate Stompe in one Turn.. Make STOMPA fun to play!
Guard got hit hard by that indirect nerf
Not to hard. We actually got a detachment rule that's usable for the whole army instead of just arty. Indirect fire is still usable but definitely less impactful.
I'm glad Deathwatch finally got something. Could you give the Indomitor Kill Team the power first WS buff that regular aggressors got almost a year ago?
That indirect nerf ruins all of AM and some SM units
Hey, now I could be wrong, would not be the first time, will not be the last time, I'm also half blind.
But I could not find the changes to tank shock, Grenades or any of the core rule changes, apart from the stratagem changes, in the Balance dataslate, it's in the article but not the pdf it's self. Have I just missed a separate PDF download.
Edit: Never mind, found it in the downloads 🙃. For the sake of really, really, _REALLY_ stupid people like me, please have all links to downloads talked about in the article in the article. 😅🤣
Re: Doombolt now respecting Lone Op. will similar abilities, such as Typhus’ Eater Plague, have the same done to them eventually? Feels weird that one got the change while another didn’t.
Really appreciate the in depth discussion of the decision making and intentions. It’s nice that they’re putting the effort into communicating with the community.
I picked up this hobby in march and played 4 games. 3 of them with my tyranid army, of which i have painted roughly 3700points and i like the mentioned changes, especially for my norn.
Now, my Ultramarine army, 1800point painted and 6000+ total, i feel like i lack any stable way to put power armor on the board. It seems to get blown away fast by haxxor stuff. -To be frank, it does not feel very lore friendly that i have to play them like Tau, to survive for round 4, when i movement wise struggle so hard to get on objectives.
I have bought a few infiltrators to atleast score some primaries, but with the action change(assault keyword on guns), i am really struggling moving enough and leaving me the ability to score secondary's.
Calgar with eradicators/biologis or bladeguards/leuitenant are certainly a great unit combo for giving me a little space, but suffice to say.... Sternguards or even heavy intercessors just seem to melt from a proper deepstrike setup.
I like the transport cap change, that does leave me some options, but.... With how weak power armor feels to me, they seem a little overcosted vs my genestealer pack in the tyranid army... or a bunch of Zoanthropes IE.
So are emissaries supposed to be s10 base on normal attacks and s9 on the extra? Because they certainly aren't rn
So with how extremely squishy kroot are you took away the one thing that gave them a fighting chance??? Why would you remove their ability to reinforce throughout the game? They have no staying power once key units get wiped
@ the GW rules team: do you consider adding a points cost to detachments? This could reign in strong ones, without increasing the cost of units, thereby leaving other detachments free to use them.
Do the designers listen to the community for doing changes? Because there are plenty of things for improvement in game rules and balance.
Please give standard space marines a buff if you’re not a specialist chapter. Its so sad every time there’s nerfs to the whole army because of an army I don’t use 😢
What was nerfed for space marines because of one of the chapters? I don’t see anything.
Why does the ability still say that it costs 0 cp in the application? That's going to be a headache for some TOs.
Also, the application is wrong and says I cannot take Bastion Plate Enhancement on a Terminator Chaos Lord.
I wish there was a show like this about narrative style play. Focusing purely on competitive turns so many people away from the game. Don't want to end up like Warmachine did.
As a relative newcomer to the Tyranids and 40K tabletop as a whole, I can honestly say that it’s been tough to stay with the army for a while but these changes really make a massive difference and GW has my thanks.
Metawatch without statistics? Why?
The digital books were better it auto updated and I didn’t have to worry about extra pages
I notice that you guys still have not given the TRIARCH keyword to TSK, given the OVERLORD keyword to Imotekh, Trazyn, and the Catacomb Command Barge, made the game effectively punish you for taking more than one overlord, or given praetorians the much needed points drop. I cant imagine you guys are happy that you went through all of the work to make a detachment that is broken and doesnt do what it was designed to do.
Just a heads up, but you forgot to fix the Serberys Sulfurhounds special weapon in Ad Mech. It currently doesn't work with the breath weapon and needs the Pistol Keyword to fix that.
Liking the change to Chaos Daemons
So with Ad mech going through such a change, will their combat patrol rules be updated as well?
BUG SUMMER
can't believe they got rid of canoptek sentinel and stalker
wdym they're still there.
@@LordCrate-du8zm they are in legends now, not tournament legal
Games Workshop. Please please please. Put numbers with red and green arrows on points. Please. It's all I ask!
They have already done this for the MFM. The only factions that can be difficult to determine overall changes are those that have new codices. For example, Paragon Warsuits appear to have been no points increase or decrease since the MFM has used their codex points of 210 pts for 3 models which is more than their previous index points from the last MFM.
I am very happy with the Indirect Fire update!!!! Thank you!!! My Necron Warriors aren’t doomed turn 1 from Manticores!!
Out of curiosity, how does the new Indirect Fire interact with Desolation Marines? Do they still get to hit on 3's (Castellan) and 2's (Vengor)?
nope as stated anything that is 1,2 or 3 is an auto fail
These changes to my beloved Tyranids make me quite happy. Crusher Stampede still seems a bit weak compared to other detachments, but I'm really happy to see some proper positive buffs and keyword changes.
Crusher stampede buffs make absolutely no difference. Hopefully the other buffs help, but it will still be an unplayable detatchment.
You did the same level of changes in both deathwatch and space wolves. This can only mean you believe the worst peforming army is in line with the best peforming somehow.
Warhammer TV trying to trick me into thinking it's Friday the 21st
Daemons eating good
That was pretty fast on the Ork nerfs, but not a single buff to be seen for under used units. When will we see all those stompa that were in the last army box on the tabletop?
But the nobs need a nerv badly that is realy an ok neve
I feel like they focuse fired in the Firestorm detachment. My poor Redeemer 😂
Tell me about it, captain in gravis armor giving free immolation protocols to an aggressor squad was so good.
Thank you for making some of the big knights cheaper
still just not worth the cost, 14 wardogs will always be better
This looks good, but hurts the cult a lot
bring back agent of the imperium please
thank you for all those changes! we are so glad that the meta is shifting! It's great that you listen to the community!
Great job on the admech changes guys!
On CSM: Ok, ability nerf is good, but, why the point increases on havocs and legionaries?
Havocs being miles better than devastators should cost more…
With a lot of the core rule changes, the kroot detachment took a massive hit while already being a middling detachment power wise. Would of liked to see some compensation in some sort of aspect, especially with it being a highly expensive army to collect. The value is just not there although I would love to play them. Just hard to justify the investment while a kroot force looks to become weaker than pre buffed admech.
This sounds like someone wrote the rules, you did check them, then when they were released you realised you didn't like some of them so decoded to change them. Sentences like "this goes against our principles". Well then why was the rule allowed inthe first place??
15:02 admech players rejoice!
Best update to the game since 10th's Launch
I'm sure there'll be some issues yet to discover in the upcoming season, but it all looks positive and exciting!
Best data slate so far from GW. Really nice to see some changes that are just quality of life that feels better to play. Great work well worth the wait
Super with the change for tyranids!!
Please, if they are overtune, could you buff everybody else. The change to nids are fun and flavorful, for the majority of the edition they were boring to play, now we have options.
Thank you again!
Thank you for helping Tyranids! My favorite army was so bad. Now I just want you guys to actually sell the Maliceptor model. It has been out of stock since December 😭. Why don’t you want my money?
As an admech player who wrote an 8 paragraph email about my opinions on index Admech to your customer support. I like the new changes alot, thanks for listening to our binharric screeching into the noosphere. I am A-ok with frequent updates and i hope you do it for more factions that need it.
"We want players to not have to think how to move"
Proceeds to add complex rules that do exactly what they don't want. Note: the tournament rules apply pivots to *all* oval bases, but the core rules update only applies to monsters and vehicles. This could not be more poorly done.
as a Knights player, loved the old Tank Shock...totally get it was OP though 👍
18”? That’s massive especially for thunder wolves, that’s not ok. They will get in that range in no time with the right detachment. If you do that to lone ops they will get wiped off the board so fast
Amazing changes. Well done GW!!
I think these are mostly good, but I fear the pivot rules will lead to many walkers and vehicles drifting across the battlefield to prevent loss of movement. It's going to look really silly.
Im loving these changes. They all made sense in my mind apart from the Thousand sons as they never seemed that bad but I will say good job to Gamesworkshop
Honestly i expected little out of the admech changes but the turn tabled i actually excited to play admech again something that hasn't happened in months
This has been a massive positive. Truly, thanks so much for all the time and effort on this.
The Death Guard Deathshroud terminators can't take a leader attached to their 6 man unit in a Land Raider. Of course space marines get that change and DG doesn't
No interactivity with DC dreadnoughts, just keeps swimming, needs to be legend'ed
I feel like this could've been half as long. So very much redundantly restating the same thing over & over, repeatedly...
46:48 @officialwarhammer the stratagems RAW still affect only character models, to the contrary what you’ve said in the video!
Great discussion and I really appreciate the walking through of the thought process for making the changes you did. Great stuff.
just keep nerfing crons without fixing internal balance rules yay....
Bring back points cost for weapons and individual models.
Great analysis guys! I appreciate the thought you put into the rules updates and community feedback 🎉
On the topic of this being a dice game and that things shouldnt be guaranteed. There are way too many units that hit on 2s and 3s with re-rolling all fails and it effectively just ends up being 100% hits. lots of rolling for 'oh look they all hit what a suprise'. I think hitting on 2s should be removed from all units. Hitting on 3s should be the best and most elite or where a hit roll of a 4 is buffed. 4s should be most troops. Im also a bit worried that tyrannofex will be too powerful now.
didnt see the hirodules in the tyranid points list does this mean that they are going to legends ?
As someone who has agonized over how to move his battle wagon, the pivot tax sounds promising
For the dark angels buffs, THANKS YOU ! I am soo happy with these changes
This a great video to explain the change , more please, also if you can breakdown to sector , so specific army change are searchable
We've passed the request/suggestion along. Thanks!
Every dark angels uniuqe unit needs a buff. Exept azrael whos is a little op.
Really loving these updates, looks like a great dataslate overall. Good work guys!