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My friend and I were debating this and I'd though I'd post this to the forum. Which armies benefited the most from the new rules, which were the most hurt by them? This doesn't mean that said army is the best or worst overall, it's just looking at who benefited overall by new rules and who got hurt the most.
I my opinion, I think guard benefited the most. No partials, no consolidation (no more rolling up our line), lots of scoring units and run all greatly benefit the IG.
Necrons got it the hardest. Glancing, the main way Necrons hurt vehicles, is not as powerful. While Monoliths are nearly invincible, they're slow and not scoring. The run rule doesn't help them as much (since they can teleport), few template weapons, etc. WBB is good for scoring, and the DS mishap table saves Necrons some pain, but their shortage of powerful anti-vehicle really hurts.
I'd agree necrons got hit the hardest.
--troops only scoring, they only have one and it's not versatile.
--ld. modifiers in close combat, they are much more likely to be overrun
--no more glancing kills for vehicles
I' d go orks for the best. They were too good, now they are just insane. 4 plus cover constantly. Can run. Nobs are almost impossilbe to kill with the new wound allocations. Huge troop choices that are good.
I think that this is an interesting, While i think that Guard can exploite the rules the most i think that space marines or orks can do it the best. Just think of eather of those armies that decide to max out their troop choices and then take alot of armor.
Army's used: Space Wolves, Tomb Kings, High Elves, Tyranids, Tau and Eldar.
sorry for my bitter cynicism here, but does anyone think it's a conincidence that two imperial sides benefited the most from the rules changes, and that a xenos side got hit worst?
Also nerfed: Nids from rending, venom cannons are useless
Eldar from skimmer nerfing and run, yes run as they lose their manuverability advantage over other armies.
Look! they're xenos too.
After we had to endure Falcons through 4th, I'd say Eldar deserved it Of course, Pathfinders are nasty, Warwalkers and Scorps are nice with outflank, and nothing gets nerfed except the really abusive stuff (Falcon gunships, Harlies).
Necrons can still destroy vehicles through attrition. Destroy the weapons, immobilize it, and finish it off. And since vehicles aren't even scoring you don't have to do much more than neuter them. Flayed Ones get a lot better with outflank, Pariahs can get some decent cover behind Warriors, and Heavy Destroyers actually have a purpose.
IG get it bad, mostly due to KPs and inadvertantly giving the enemy lots of cover with so many units.
VCs can render vehicles ineffective until they get ripped apart in HtH (you're hitting on rear armor!), outflanking stealers are scary (especially with Lictors), CC fexes are useful, leaping Warriors get better, and Without Number is a viable upgrade (run up and die, then come back and grab objectives). Also you can't pick out a Tyrant in HtH if he is with Tyrant Guard.
Some things get better, some get worse, that's how edition change works. Once everyone figures it out, we'll get stuck in our ways like always.
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Since pretty much every Codex has many different ways of building armies. It's kinda tough to categorize entire armies into win or lose. "Eldar lists that were outrageously powerful in 4th ed when using a Codex intended for 5th ed got shafted" is not the same as saying "Eldar got shafted." There really are more units than Falcons and Harlequins in that book, I swear, check it out. We may even find that some of the ones that didn't work very well before do now....
Necron warriors aren't versatile? An individual necron model is the single most versatile basic troop in the entire game! Everyone is going to have a harder time killing vehicles now. It's not like the new glancing table is some nerf only for necrons. Yes they've lost the ability to kill a vehicle with one lucky shot from their most basic model; it's going to take two or three! Even if you don't pile in enough fire to escalate the damage to destroyed, consider the new mission rules. Is there any difference between destroyed and immobilised without its main gun for most vehicles?
Same with the Venom Cannon, everyone's acting like the only result on the glancing table is now Crew Shaken. Immobilised and Weapon Destroyed still take tanks out of the game just dandy.
Most benefit: Mechanized Infantry lists. The end of Entanglement and huge scaling back of the potential wounds suffered, combined with overall increase in vehicle survivability, is a huge boon to all mech forces. Transports are no longer the rolling coffins of 4th edition where you prayed it lasted one turn, got the heck out as soon as you got in range and never looked back.
Hardest Hit: gun lines. Your own troops are going to be constantly giving the enemy 4+ cover. The enemy is constantly giving himself 4+ cover. Everybody everywhere seems to have 4+ cover. New casualty rules mean those min/maxed squads aren't so min/max anymore, you can't just assume the ablative wounds will keep the big gun firing to the very last. New template/blast rules are very punishing to tight formations. All in all, I don't think the change to consolidation is enough to save the static gunline as we know it.
Orks definitely got the best of the new edition. Faster, more cover, automatic counter-charging, no entanglement and taking out most all vehicles in CC...I don't see anything bad for them, it's not as though battle cannons ever missed those mobs anyway.
Probably Tau got the worst of it. A cover save is no replacement for hiding battlesuits behind terrain and Firewarriors are very weak troops. On top of that, missions are now generally based on holding objectives, and the Tau CC and leadership weaknesses make it nigh impossible for them to do that. On top of that, running and flanking moves mean Tau armies have even less time to do their shooting bit before being overrun. I suppose Tau will always be the weakest army for as long as GW keeps close combat such a powerful game mechanic. Cool models, though.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Most Benefit: Sisters of Battle.
The new LoS rules will give the exorcists more targets.
Run makes the army more manouverable.
The new template rules make the flamers much more useful.
Troops as scoring units rule; the Sister squads just became very hard to shift off of objectives because...
The "Book" is the only way to remove the negative mods in CC now.
As for hardist hit, I'd say the Necrons got hit pretty bad, but I will agree with the notion that certian STYLES of armies will get hit harder than the races as a whole.
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