Pet peeves: The return (Part 9)

Marines have more than enough stuff that feels really difficult to remove. That includes their vehicles! Things like the Repulsor/Impulsor really don’t need a higher save tbh. The Repulsor is toughness 12, has a huge transport capacity, has a rule that lets you dodge a charge, and pumps out a ridiculous amount of shots (12 main cannon, 18 from one of the sidearms, and that’s before the 3rd weapon of your choice!!) versus the Toughness 11, d6+3 main shots, 2-6 sponson shots depending on which you take, and 2-3 from the pintle mounted gun of the Leman Russ, which has 13 wounds (vs the 16 of the Repulsor) and hits on 4+s instead of 3+s. The Russ is only 10 points cheaper.

That’s before accounting for the fact that tanks and artillery is pretty much the only thing you can rely on putting out damage with Guard, vs Marines where almost everything can throw out damage and hold things reliably

The same is true for Detachments, almost all of the Marine detachments are good! Lethal Hits sounds strong, but mathematically, let’s see…

10 Guardsmen shooting at 5 Intercessors. Let’s assume they’re either in rapid fire range or got the First Rank Fire order, so they’re putting out 20 shots, hitting on 4+s. On average, that’ll be 10 hits, of which 3 are lethal hits. Of those 10 hits, they’re wounding any Marine on a 5+, so of the 7 hits that aren’t lethal hits that’s 2 to 3 going through. That’s 5-6 saves of 3+, so on average against one guardsmen squad you’d be losing one marine, and maybe a wound on one other marine, for an entire unit that’s shooting. If your opponent is unlucky, you’ve an Apothecary attached to it and that one dead marine happily returns when it’s your turn! The Intercessors, meanwhile, will shoot 10 Bolt Rifle shots hitting on 3+s, wounding on 3+s, so that’d be 7 hits, of which you’re likely looking at 5-6 going through, which can only be saved on 6+, so there’s 5-6 dead an they need to do a battleshock test or be unable to claim objectives (their primary goal). Intercessors are only 20 pts more - the lethal hits on Guardsmen isn’t particularly that big of a deal because it only applies against other infantry, it’d be a different thing if it applied to other targets as well (like the Court of the Archon giving splinter rifles, too, lethal hits against everything. That’s a lot of S2 weapons damaging vehicles!)

Be proud.

For helvete’s sake…

Easy! The imperium is a stagnant disaster religiously terrified of innovation and reliant on production of objects so veiled in arcane nonsense that having a particular planet tyranided, seceded or even dutifully exterminatus’d might mean they irrevocably lose the knowledge to produce a given weapon. Or toilet paper. Assuming that they haven’t already.

Thats what servitors are for

Fighting vehicles in general is just very unfun imo…

I get that they are thematic but they just roll you.

Not even getting started about eldar.

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They don’t even scream.

Unless daemon-possessed. Or dreadnoughts.

Well, Marines vs Necrons, Guard/Deathguard and Orks.
Two losses and one technical win on theoretical points because we had a hard time limit, so had to see what was possible scoring wise.

None of the gameplay felt satisfying. Felt outgunned, outnumbered, overhealed and overwhelmed at every possible point. I’m sure for someone who can wrap their head around the ten bajillion Every Unit Gets Special Rules Lmao interactions and stratagems and Meta Game Terrain its probably fine.

Compared to Bolt Action and older editions of 40k I was used to the game aspect was simply Not Fun. And I’m pretty disappointed. Whether ‘Git Gud’ or whatever I don’t much care. I’ve lost plenty in Bolt Action but it didn’t feel bad to do so. This did.

Edit: I really don’t care if people accept ‘The Vibe feels really bad’ or not, that’s where it’s at for me. I don’t know what fixes that, if anything. There’s SO much junk to remember in 10th edition, and I think I’ll mainly deal with it by Not. And playing other systems. I do not understand how they can claim its ‘simpler’ than previous, when every unit has its own special rule to try and remember?!

Edit edit: I’d also absolutely argue “There shouldn’t be so many rediculously high damage weapons around, TTK on vehicles is way too damn quick”, and then I remember there’s not one but TWO factions who are all Titanic Units… Knights were the worst additions to the game for balance and I will die on that hill.

I’m mostly just trying to place things in some context, really. You mention feeling outgunned and overhealed but that’s pretty much exactly what the floaty marine tanks and apothecaries make me feel every time I play a game in which they feature! I’m mostly trying to illustrate that a 3+ save instead of a 2+ save isn’t the be all end all when it comes to survivability (Toughness is far more important in most cases in my experience). Ditto with lethal hits on guardsmen infantry vs other infantry, I find a lot of Marine players are frequently caught off guard by how other armies don’t get stuff they get as they take 3+ to hit, 3+ to wound, -1AP, 2 damage per shot as very very for granted and the ‘standard’/baseline for things when it really isn’t, and lethal hits is much less of a big deal on those lasguns consequently

I personally find 10th much simpler than 9th, a game I practically quit because it felt too complicated

Knights are simply on the list of armies nobody should want to play with or against though, easily

[angry Bretonnian noises]

doubly so for them i hate bretonnians

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Another housing cycle another loss, I crave a medium plot please…

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I love them.
They’re so wonderfully hypocritical.

4 pieces of the Redeemed Inquisitor’s Vestments left to get.

Then onto the Radiant Court Attire (which I assume they’ll start giving me after I’ve finished the 1st set)

EDIT: Also, trading post got one more buy out of me, the grey evening gloves.

As is only proper.

How is it already the 20th? I’m gonna need to sprint that halloween art :dracthyr_cry_animated:

T-three days to lizard club

They go with the redeemed Inq set so bought them, but now I only have 45 tendies left.

Whoever designed ‘EZ’ mine nodes and their ‘overload’ nonsense;
Get in the sea :rage:

None of the DF nodes were that bad, why are the TWW ones mostly awful?

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I wanna know why mining takes so much more exp to get to do while mounted compared to herbing?

(also can we get on mount fishing? wouldn’t mind if its a one specific mount only thing even, just kinda tired of dismounting only to find a single fish remaining in the pool)

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bEcAuSe CoNtEnT, gotta keep people eNgAgEd Blythan!!

:face_with_symbols_over_mouth: Devs…

Spot a crystallised bismuth. Overload it. Take the teleport. The node bugs out and you get nothing as it despawns. Fly back to the crystalised node, its despawned.

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