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Made in gb
Towering Hierophant Bio-Titan






In advance of tomorrow's balance update I've compiled some of the officially confirmed changes alongside some rumours that have been floating around for the last few days.

Officially confirmed via GW social media:
Grey Knights, Imperial Guard, and Votann will get boosts
Tyranids will not change in the balance dataslate
"Some points changes" for Tyranids compared to the printed codex (note that this book most likely went to print before 10e was released)

With preview copies of the changes in the hands of content creators, many rumours are currently circulating online. Several of these refer to some fairly substantial changes in the core rules:

Mortal wounds (or possibly just devastating wounds) no longer spill over to other models
Abilities that allow free 0 CP stratagem use are limited to once per battle round, and can only be used on 'Battle Tactic' type strats.
Overwatch excludes indirect fire
Indirect fire is now a -1 BS modifier instead of -1 to hit.

Custodes unit sizes lowered to max of 5
Desolation marines have a fixed unit size of 5

Various direct points nerfs to Custodes, Eldar, GSC

This message was edited 1 time. Last update was at 2023/09/06 17:00:24


 
   
Made in gb
Longtime Dakkanaut






Mmm tasty tasty core rules changes just months after release.
   
Made in us
Virulent Space Marine dedicated to Nurgle




Core rules "changes", which seemed like really strange walk backs of fixes implemented in 9th edition. Fixes that were made for extremely good reasons. Fixes whose root causes are still present in 10th edition. Fixes that were obviously needed to anyone with memory greater than a goldfish.
   
Made in fr
Locked in the Tower of Amareo





Assuming even true.

2024 painted/bought: 109/109 
   
Made in gb
Towering Hierophant Bio-Titan






Art of War posted a video early with a Tyranid list including new points:

Biovore 75pts
Maleceptor 170pts
Norn Emissary 290pts
Neurolictor 65pts
Rippers 20pts per base
Zoanthropes 110pts (for 3)

Exocrines, Neurogants, Pyrovores were unchanged.
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.

It never ends well 
   
Made in us
Fixture of Dakka





 Stormonu wrote:
Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.


A BUNCH of indirect fire units have rules or access to rules that negate hit modifiers for some reason.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Stormonu wrote:
Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.
Stacks with other penalties, mostly, and can't be negated by getting +2 or more to-hit.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in fr
Locked in the Tower of Amareo





 Stormonu wrote:
Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.


Imagine you have bs4+.you fire indirect. Opponent pops smoke. -2 to hit but as modifiers to roll capped at -1 the smoke useless.

Here bs would go to 5+ and smoke means hit on 6's.

2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




yes, the same as how the T'au +1BS can stack with a further +1.

a BS adjustment makes a lot more sense

also really hoping on the mortals not spilling stuff, even though my hammerhead has managed to get Marines and orks to stand in a nice line to get a few of them a couple of times


Automatically Appended Next Post:
 LunarSol wrote:
 Stormonu wrote:
Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.


A BUNCH of indirect fire units have rules or access to rules that negate hit modifiers for some reason.


typical GW though that, have a rule that does something, with a penalty, then give access to that rule with a way to mitigate the penalty for more favoured factions at that moment in time

This message was edited 1 time. Last update was at 2023/09/06 20:17:10


 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

MW not spilling sounds like a typical blanket solution to a specific problem.

So... exactly what GW would do.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






So….the Haruspex remains 120 or 125 points (because I’m yet to see the Codex points with my own eyes)??



Are they quite mad?

   
Made in gb
Longtime Dakkanaut




 H.B.M.C. wrote:
MW not spilling sounds like a typical blanket solution to a specific problem.

So... exactly what GW would do.


probably, never did quite get why though when someone dies their mates drop dead in sympathy

what they should have done is have a USR that can be applied, or not say [SPLASH] indicating damage rolls over, even if say [DEVASTATING [SPLASH]] so it only applies on devastating not other wounds if required

easy to add it to things that should have it, and remove it from things that should not
   
Made in us
Fixture of Dakka





 H.B.M.C. wrote:
MW not spilling sounds like a typical blanket solution to a specific problem.

So... exactly what GW would do.


I'm torn on this one. On one hand, there are certainly weapons I love having this effect on and it feels super cool when a single hit explodes and takes out a bunch of models. On the other, its really really janky on high volume, multi damage stuff and does not work as intended at all. I'm okay with it going away, but there's a few guns I would love to have some kind of "explosive damage" keyword that would produce a similar effect.
   
Made in gb
Longtime Dakkanaut




 Mad Doc Grotsnik wrote:
So….the Haruspex remains 120 or 125 points (because I’m yet to see the Codex points with my own eyes)??



Are they quite mad?


they do have a history of making very small tweaks on things that don't really do anything, and now with points eaten in larger chunks a unit taking a +/- 10 point or whatever adjustment is largely pointless
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

The problem is Devastating Wounds as well as interactions with auto-getting 6's.

So fix that. Don't blanket nerf MW because Eldar have stupid rules.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Nah. The effect is just as bad for any Devastating Wounds weapon that has more than Damage 1. Doubly bad is the weapon also has Anti. It is bad rules for a lucky (or no so luck Anti) wound to turn an AT weapon into a horde killer. Many weapons have multiple profile options for just this sort of trade off.
   
Made in gb
Longtime Dakkanaut




 H.B.M.C. wrote:
The problem is Devastating Wounds as well as interactions with auto-getting 6's.

So fix that. Don't blanket nerf MW because Eldar have stupid rules.


fix the guy who keeps writing Eldar rules like this, make him play Death Guard or something

against Eldar

its the only way they will learn

and explain to any others who try to take rolling dice out of a dice game they are next
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I find your arguments uncompelling and entirely unconvincing.

Again, the issue isn't MW or how they're applied. It's some specific rules or combinations of rules that are the issue.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Infiltrating Broodlord





London

While I appreciate that it's not as bad as the 9th ed Space Wolf book getting changes before it even arrived for customers, it's not a great feeling that GW released a compact print rulebook a month ago that will already be out of date.
   
Made in ca
Wraith






Milton, WI

 The Phazer wrote:
While I appreciate that it's not as bad as the 9th ed Space Wolf book getting changes before it even arrived for customers, it's not a great feeling that GW released a compact print rulebook a month ago that will already be out of date.


All GW printed materials are a trap

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Made in us
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Tacoma, WA, USA

 H.B.M.C. wrote:
I find your arguments uncompelling and entirely unconvincing.

Again, the issue isn't MW or how they're applied. It's some specific rules or combinations of rules that are the issue.
Let me see if I understand you correctly.

There is nothing wrong with Mortal Wounds.
There is nothing wrong with Devastating Wounds.
There is nothing wrong with Anti and Devastating Wounds.
The problem is Stands of Fate allowing you to create a 6 using Fate Dice and how it interacts with the rules above?

Personally, the only problem I see here is that Devastating Wounds creating Mortal Wounds causes high Damage weapons to transform from Anti-Tank/Monster weapons into Anti-Horde weapons. Strands of Fate merely exacerbates the existing problem.

For example: It is bad rules interactions that has a Thundercoil Harpoon that hits at a squad of 1 Wound Infantry models to kill nothing 1/6 of the time, kill one model very dead 2/3rds of the time, and wipeout 12 models 1/6 of the time.

What is the key culprit in this rules monstrosity? Devastating Wounds turns the 1 attack for 12 Damage into 12 Mortal Wounds.

How would I fix it? By simply replacing this sentence:

Each time an attack is made with such a weapon, a Critical Wound inflicts a number of mortal wounds on the target equal to the Damage characteristic of that weapon and the attack sequence ends.

With:

Each time an attack is made with such a weapon, a Critical Wound cannot have any saving throws, including Invulnerable Saves, made against it.

This message was edited 1 time. Last update was at 2023/09/06 22:39:08


 
   
Made in gb
Towering Hierophant Bio-Titan






 alextroy wrote:
How would I fix it? By simply replacing this sentence:

Each time an attack is made with such a weapon, a Critical Wound inflicts a number of mortal wounds on the target equal to the Damage characteristic of that weapon and the attack sequence ends.

With:

Each time an attack is made with such a weapon, a Critical Wound cannot have any saving throws, including Invulnerable Saves, made against it.



A lot of people discussing the rumours expect this to be the case. It may be that the usual telephone game effect is causing issues with how the changes are being described.
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

I'm anticipating wraithguard and wraithknights will be nerfed into the dirt, while Fire Prisms, Night Spinners, Hornets, War Walkers, and other eldar vehicles remain a scourge on the rest of the player base.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
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The GK changes better be substential, because right now the only thing that does damage in the GK codex, besides Draigo, are DV spaming Librarians. If their damage gets nerfed and can't spread, then the faction really will have 0 ways to do any damage.

If true, and past rule changes make me think it very much can be true, this means that again instead of fixing the real problem aka eldar units and the interaction of antiX with DW, we get a boomerang nerf.

But who knows. Maybe we get blessed ammo back and every Stormbolter will be str 5 ap1. heck maybe even the NDK sword will get a d2 profile on swing.



If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. 
   
Made in us
Veteran Knight Baron in a Crusader





1. Fixed squad sizes suck. I have 10 man desolator squads, which means I now have to try and hack apart a weapon on 1 guy in each squad to give him a vengor and make him the sgt.
2. Desolators are the only thing keeping marines (besides Deathwatch/DA) out of the trash tier.
3. Eldar will probably still dominate after this balance pass because they're so far ahead of everyone else. It would take a MASSIVE nerf to get them to a 50% win rate.
4. I hope, but have no faith, that my little space dwarves get the buff they need. They're still paying for the REEEEEEing across the internet at a 9th edition codex that 99% of the playerbase didn't even play against before it was nerfed.
   
Made in us
Pious Palatine




 Stormonu wrote:
Out of curiosity, how does/what units does this affect vs. just being a -1 to hit?


Indirect fire is now a -1 BS modifier instead of -1 to hit.


You can now ALSO be -1 to hit.


 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I actually wonder if Exaction Squads will get a points bump to make them less of an obvious choice over some factions' cheapest objective holders.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 13 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Pious Palatine




 xttz wrote:
In advance of tomorrow's balance update I've compiled some of the officially confirmed changes alongside some rumours that have been floating around for the last few days.

Officially confirmed via GW social media:
Grey Knights, Imperial Guard, and Votann will get boosts
Tyranids will not change in the balance dataslate
"Some points changes" for Tyranids compared to the printed codex (note that this book most likely went to print before 10e was released)

With preview copies of the changes in the hands of content creators, many rumours are currently circulating online. Several of these refer to some fairly substantial changes in the core rules:

Mortal wounds (or possibly just devastating wounds) no longer spill over to other models
Abilities that allow free 0 CP stratagem use are limited to once per battle round, and can only be used on 'Battle Tactic' type strats.
Overwatch excludes indirect fire
Indirect fire is now a -1 BS modifier instead of -1 to hit.

Custodes unit sizes lowered to max of 5
Desolation marines have a fixed unit size of 5

Various direct points nerfs to Custodes, Eldar, GSC


Well, if this is a complete least, at least Sisters and Deathguard won't have to share the spotlight anymore.


 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Dallas, Tx

LOL guess I'm sitting out this edition, what a dumpster fire.

ToW armies I own:
Empire: 10,000+
Chaos Legions: DoC- 10,000+; WoC- 7,500+; Beastmen- 2,500+; Chaos Dwarves- 3,500+
Unaligned: Ogres- 2,500; Tomb Kings- 3,000
Hotek: Dark Elves- 7,500+; High Elves- 2,500
40k armies I own:
CSM- 25,000+  
   
 
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