Sunday, September 20, 2020

Speculation, and Impacts of Wargear Changes


 So the other week, we got a look at a number of wargear changes.  These will change when Marines come out, and apparently it'll go to everyone that can carry them.

The precise impacts will vary depending on who actually has access to them, but I think I can smell some trends already.

The Short Version

I think we'll see Marines and Custodes feel the Storm Shield change in a big way, and it's probably not a bad thing.  The heavy bolter change is probably a reaction to multi-wound marines coming for CSM and non-Primaris marines, but I expect we'll see similar stuff play out for other armies WRT similar weapons.  The power sword change is a noteworthy tweak as well.  Past that, multi-meltas are probably playable now (if not really neat in certain configurations), and flamers are probably usable again.

Trends

I see some adjustments overall to durability - weapons have picked up some lethality, and Storm Shields are taking a hit to their invulnerable save.  Considering that the name of 9th is "put durable bodies on objectives" this is probably a decent step for the game.

Storm Shield Changes

You saw this with Indomitus - the invulnerable save goes to 4++, and the armor save gets a +1.  The impact here depends on who's holding it.  Dudes that just had power armor like this - they still get an invulnerable save, and that 3+ goes to a 2+.  The big change is for Terminators, Marine characters, and especially Custodes.  They all get more resistance to small arms fire (especially terminators and Custodes) but marine characters (well, captains) and Custodes already had a 4++.  The Indomitus-pattern lieutenant is more valuable now because he's got the shield (vs. no invlun), but Custodes now have to really think about whether they want to give up spear for the shield and sword.

I'd say this is the more far-ranging change.  TH/SS terminators are also a chunk less durable - the move from 2+/3++ to 1+/4++ means that small arms are less effective, but plasma, etc. is much more effective.

Weapon Changes

Power Swords, other power weapons

+1S matters more than you'd think.  Everyone with S3 (Eldar, IG, etc.) now wounds marine-equivalents on a 4+, and generally wounds vehicles on a 5+ instead of a 6+ (unless it's a T8 vehicle, but you should have another weapon for that, or be falling back).  S4 folks (marines, mostly) like it because S4 to S5 is beefy vs. T4 (wound on 3+), T5 (now you wound on 4+), and T8 (wound on a 5+).  Power axes and mauls are decent enough already, but now you have to ask if the +1S/AP-3 is better for wounding than +2S/-2AP from the axe.  If you're already S4, the sword's not bad.  The maul?  Eh, maybe just get a powerfist instead and get a damage buff.

Astartes Chainswords

-1AP all the time.  This is probably a change based on new cover rules.  Anyone who's got a volume of attacks already had a sword, and this is probably good for them.

Heavy Bolter

The only change here is it went to two damage.  It's now a heavy infantry killer, and also the threat to vehicles is increased.  

Let me say it now - there area  LOT of heavy bolters out there.  The IG have one on basically everyone vehicle.  Marines generally have one on a vehicle, or have the option for it.  Sisters seem to think they're participation trophies.  Bring enough of them and you'll chew up anything.  Chaos may not have them on everything, but Chaos still has access to them.

Multi-Melta

So these things might not be paperweights any more.  They got two buffs- they want from one to two shots, and if they're in half-range, they go from 1d6 damage to 1d6+2 damage, dropping the lower of 2 dice.  

The priority goes to anything that can close the gap with these.  Any vehicle with a multi-melta (heck, even old Dreadnoughts/Helbrutes) are a bit scarier to other vehicles.  You can also melt heavy infantry (well, slowly) in close.  Big winners here are any vehicles, any infantry that can get close, and anyone with accuracy buffs.  

I shudder to think that a handful of Iron Hand devastators can do falling out of a drop pod. (The short answer is "make a lord of war go away - a decent round of shooting sees them drop on average of four wounding multi-melta hits, so figure on 3 going through - which is 6+3d6 damage, taking the highest.  Average is probably around 15-18 damage.)

Short Version - you might start seeing these again on stuff that can close the gap and/or get accuracy buffs.

Flamers

All of the sudden they're 12" range.  This does two crucial things - first, it lets you deep-strike into flamer range, and second, it lets you fire overwatch.  This matters chiefly on units that bring a bunch of flamers.  Think Chaos Terminators, Crisis Suits, etc. - or just mobs of angry sisters or a Baal tank.

This is another one of those changes that is a bit more far-reaching - there are flamers EVERYWHERE in this game.

HOWEVER - these things matter mostly when it comes to overwatch and deep strike.  If you get to move, you'll get range anyway.

Short Version - Matters mostly when you're deep-striking or overwatching.

Hunter-Killer Missiles

They went up to S10, which matters mostly vs. T5 vehicles.  Matters mostly for those that brought lots of vehicles.  This is a quality of life thing more than anything else, since it's still a single-shot weapon.

Short Version - It's neat, I guess - it's +1 to wound vs. T5 targets.

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