• That's fair. In my game with my Death Guard my opponent was playing daemons and had a few high toughness big boys, and nothing I had could get me wounding on better than a 5. Seems a shame none of the death guard daemon engines have anything above strength 10 weapons, but some of the more generic bits like predator annihilator and helbrutes have some high strength weapons.

    I like the overall design philosophy of 10th but it does seem that the indexes aren't particularly well written.

    I play blood bowl competitively and play infinity (badly, but with an aim to be competitive), but mostly play 40k to just throw things at the table and laugh so I really value there being less bloat in the rules, but it does seem they've fucked up a bunch of stuff alongside reducing bloat. It largely won't effect me but does seem short sighted.

  • Death Guard got pretty badly shafted too, even worse than votann. I liked the original idea behind changing guns like meltas so they aren't the best choice in to everything, make units more specialised across the board. But to do that they should have added more anti-vehicle, anti-infantry etc. Instead we've got some things with devastating wounds which are either unreliable or broken, no inbetween, and except grav cannons, no infantry can now hurt vehicles.

  • I was hoping to see more anti-vehicle/anti-infantry keywords in general. Like I feel like anti-infantry makes a lot of sense on a Foetid Bloat Drone's fleshmower. Low strength but anti vehicle or anti monster on entropy cannons on a plagueburst crawler would be great.

    Ah well, I've been saying for a while if I do get back into 40k I will probably start a new army cause DG don't really suit my playstyle, and with the new lack of restrictions on troop types in lists a full speed waaagh ork list seems like a fun way to go.

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