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Wave 1 Completed, 12 Armies and 20 Factions Updated

Hi everyone, We're happy to announce that we've completed Wave 1 of our army balance updates and that you can find all of the new files in the respective army folders for each game already. This was a lot of work because whilst we "only" updated 12 armies some of them had multiple sub-armies inside...

Comments

Anonymous

It's great news! I can't wait for Wave 3 to be completed. Is there any change into the cost calculation for custom armies? Some combinations seem so strong such as quality 6 combined with a lot of attacks (12 for example), armor penetration and either poison or rending. Or anything with a lot of attacks at 6" combined with ambush... Or any unit with Psyker level 3 or more. When designing custom armies it's hard not to make them really underpowered or overpowered, how do you judge if one army is "balanced" ?

Anonymous

Does Fear - as newly written - applied per model or per unit? (if it's a model, then you're rolling 5D3, 10D3, and so on.....if it's a unit then it's just D3 regardless of the unit's size, even if it's a doubled-up?)

onepagerules

In the point calculator we try to give an idea of what is or isn't a balanced unit/army, but I think your best bet is to just look at the existing armies and go from there. :)

onepagerules

It's +D3 per unit, not model, and it doesn't get higher for a doubled-up unit. So a unit of 10 Battle Brothers with a Battle Standard (Fear) still only get +D3.

Anonymous

Wow there are some massive nerfs in there for Brothers & Defense Force!

onepagerules

How have they been nerfed? They have more weapon options, most melee weapons are stronger now, some select ranged weapons are stronger now, their psychic spells have been improved and much more...

Anonymous

Well the fact that Carni-rex no longer have AP5 weapons available is a buff for Battle Brothers.

onepagerules

Having AP(5) doesn't have any advantage over AP(4), and the new Carnivo-Rex has up to 7 attacks with AP(4) vs the old one's 5 attacks with AP(5), so actually it's a buff for the Alien Hives. We've also given you a lot more upgrade options which hopefully makes up for having to adapt to the new changes. :)

Anonymous

Question around balancing of "Spawn": The spawn keyword is expensive. It only lets you spawn grunts, and only 50% of the time. Why wouldn't you just buy 2 units of grunts? That's more board presence, more tactical flexibility with no risk of your 720 point investment in the spawn beast being wasted. To me, the cost of the keyword right now means that you aren't being compensated for the risk. Is the Spawn Beast still in evaluation phase? Has playtesting shown that spawning grunts is an imbalanced ability?

onepagerules

The idea behind these sort of "spawn" abilities is that you can take a risk if you want to, paying the points of 2 units hoping that you'll get more than that, which would essentially make them free. Honestly this is not an idea that I'm totally married to, so if you have any suggestions on how to change that I'm all ears. :)