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Post by raceygaming on Jul 5, 2022 10:01:43 GMT -5
Also we will see if it stands or if it was a mistake from an older draft of the FAQ that weren't published but people have picked up a massive nerf to ORKS, who really really did not need to have that haoppen. I'm pretty sure this will end up being an intended change. I think with orks having a lot of the nerfs they took previously reverted they are fixing freebooterz so they don't become a problem again. If you do the math on the change, it changes a +50%/+33% output buff to a +5.6% buff for BS5 units and a +8.5% buff for BS4 units. That's FAR more inline with what a faction trait should provide, and is widely comparable to other armies/factions/etc. Especially since the massive WAAGH buff just landed on top of most of the points changes being reverted from the winter CA / Dataslate, I think this is probably necessary to keep Freebooterz from being the overwhelmingly obvious faction choice. I could be completely wrong, I'm not trying to kick Orks players who _just_ got some very much needed/deserved help. Just expressing my hot-take on it. If it was a deliberate ork nerf then some one at GW is living in Sept 2021 still. I understand that it is a very good buff but but it literally the way to build a shooting ork army. With the Changes to the new Waaagh its even more of a reason that the list that built around a speed waaagh should be left alone. I guess its a moot point since every since ork player I have seen since the update are running Goffs melee Pressure.
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Post by raceygaming on Jul 5, 2022 10:15:21 GMT -5
Doesnt the change to obscuring make move blocking worse? So yes now you cant deny charges by hiding .75-1" behind a wall....but now you can sit at a wall and prevent the enemy from moving within 2" of you Which means if you set up city streets like I normally do with ~5 inches between buildings....and you have models in both ruins, literally no one can move down the street without having to charge you. Also it is written in a way that works both ways. Park a tank right outside of a ruin's wall....ppl in the ruins now cant move within 2" of the edge without charging you You are right that this is a two way street. The ability to make the "no go lanes" between terrain or blocking out more table space is definitely a big down side to ANY army built that has no presence in the charge/fight phases. So your questions doesn't it make blocking worse? it does, but only for NON combat armies. If your combat focused you are gonna love these changes, -1 to many charges easier to tie things up with a consolidate near building etc. In your situation you are right that they would have to charge you to move in, the big losers being large base non combat models like a tank. However many armies are going to be fine if you go to screen out and give an easy charge. The other big place that this form of blocking is going to be a big let down is if you do park a tank just inside a wall, the enemy can engage your tank and still be out of LoS using the obscuring when you go to fall back and shoot them Overall this change is going to have some big ramifications to movement and player place terrain set ups. You will see top player kinda figure out the play and might see it trickle down to over areas of play as well.
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Post by Frosty the Pirate on Jul 5, 2022 10:20:06 GMT -5
Doesnt the change to obscuring make move blocking worse? So yes now you cant deny charges by hiding .75-1" behind a wall....but now you can sit at a wall and prevent the enemy from moving within 2" of you Which means if you set up city streets like I normally do with ~5 inches between buildings....and you have models in both ruins, literally no one can move down the street without having to charge you. Also it is written in a way that works both ways. Park a tank right outside of a ruin's wall....ppl in the ruins now cant move within 2" of the edge without charging you Not exactly. You need to be within 1" of the area terrain & the shortest distance between the models has to pass through the terrain. So this means you are feel to move within 1.01" of the terrain piece, and then because during the charge phase the engagement extends to 2", you have a 0.01" charge to make (aka automatic) You are able to block people coming within 1" of the area terrain's edge yes, but then they have an automatic charge from there. It's not 2" of blocking because the engagement range doesn't extend until you are within 1" of the terrain. Your scenario of blocking a street to prevent something not able to use the Breachable keyword like a vehicle/monster/biker still absolutely works, however you aren't immune to shooting attacks in that scenario because you are in the open. The issue being solved was hiding in windowless ruins and "turning off" the breachable keyword with sneaky/clever base positioning, making you immune to shooting, and causing long charges around the terrain. Now you can still hide from shooting this way, but you are extra-vulnerable to charges by doing so.
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Post by Frosty the Pirate on Jul 5, 2022 14:11:25 GMT -5
As usual, the competitive community has come up with a cheesey hack to these new rules already...
It's WAYYYY less abusable through, since it requires your opponent's models to be positioned greater than 1" from area terrain, but less than 2".
Essentially, stand right at the edge of area terrain when you charge, to extend your engagement range to 2", fight, then pile-in and so that you are now standing with your base edges off the area terrain, so the shortest-distance-point-to-point no longer passes through the terrain piece, reducing engagement range to 1", thus removing yourself from combat and disallowing the opponent from activating to fight.
I'm sure they'll FAQ this loophole pretty quick, and it's WAY less abusable than the previous move blocking BS, so I don't think it's really an issue since it requires a very special set of circumstances.
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Post by Jack Shrapnel on Jul 5, 2022 15:45:11 GMT -5
This should go without saying but don't try that locally.
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