Top Five Most Broken Things in Legions Imperialis

  Рет қаралды 15,150

Hearesy

Hearesy

Күн бұрын

Legions Imperialis is great, but does have some issues - in this video I'm going to tell you about the 5 most broken things in the game!
I also discuss how I hope that Games Workshop might solve these problems, and give some practical tips for house rules or Tournament Organisers to help solve these issues until we hopefully get more permanent fixes.
Want to chat with other hobbyists about Legions Imperialis? Join the Hearesy Discord here! / discord
Intro 00:00
In this video... 00:10
Using Info for Good 00:40
5 Most Broken Units 01:42
How to Fix 14:43

Пікірлер: 190
@PokkyJon
@PokkyJon 7 ай бұрын
So "Horus Heresy" has become a euphemism for "Gentleman's Agreement, because we're just throwing stuff out there". I'm glad you've brought these points up, if only to stop newbies building a "cool" force and killing off their meta unintentionally.
@Hearesy
@Hearesy 7 ай бұрын
I think thats up to individual playgroups to decide what they want. Nothing wrong with prison rules either as long as both people are on the same page! But yeh, agree, new players “accidentally” having bad games and not being able to figure out that its because some units are bent sucks!
@jameshutton3960
@jameshutton3960 7 ай бұрын
Horus heresy was always the ge tremendous agreement games. Then the influx of 40k players when the AOD boxes game out spoilt that mindset.
@ironbomb6753
@ironbomb6753 7 ай бұрын
​@@jameshutton3960, Truth! I left 40k because of the "win at any cost, screw you" attitude.
@aaronst.pierre3080
@aaronst.pierre3080 7 ай бұрын
I play World eaters only so I can avoid these, thanks!
@absolutfreak5012
@absolutfreak5012 7 ай бұрын
​@@ironbomb6753sorry you ran into that, but 40k is far from "all players have the same mindset to win at all costs". I've encountered all sorts of types of players, and generally when in doubt, asking what type of game your opponent is looking for is huge.
@CorpseMonkey
@CorpseMonkey 7 ай бұрын
Informative as always. I would love to hear your opinion on Knights and their weapon options. Keep up the good work!
@editor2766
@editor2766 7 ай бұрын
5 - I don't think that veletarii or charonites are broken gameplay wise. Both can only be brought in small to midsized formations that have little or no shooting, and so are hugely vulnerable to point defence as well as AP fire. I notice a lot of people are running down the heavy bolter as "not efficient" compared to the lascannon in terms of mathammer. Well units like this is why it is, in fact, a needed weapon. They also fit into the Auxilia roster to give them units that can actually storm objectives, but those units are counterable. Flavour wise, charonites at least are giant servitorised ogryns with power weapon limbs, its quite appropriate for them to mince space marines, particularly HH era ones. If they lose rend I'd say their fixed CAF should go up. They should require a couple of stands to fight on equal terms with them. They are supposed to be counters to space marines AND mechanicus constructs (which themselves roughly handle space marines). They are supposed to be rare though. Perhaps it should not be permissible to take them in 6's and 8's? Veletarii are can openers in HH too, so I'm not sure its that much of a flavour fail for them to beat tacticals. They have CAF+1 to a marine stands +2, so the combat is winnable for the tacticals, even with the 3.5 average from rend. But its perhaps a bit too much, and definitely too much compared to assaults, who they are still pretty easily beating. They should perhaps just have +3 CAF and the power axes just give them enough to resist assault marines, especially when considering their close order. Their points would have to come down. 4 - Agreed on Vanquishers entirely. I actually think "antitank" needs more of a downside than it currently has. Perhaps -1 to hit infantry. 3 - I think this analysis is only looking at damage potential and also (in this video at least) not breaking down the individual loadouts. The auxilia fighters are more fragile, and they intercept worse than the Xiphon, which can realistically shoot down enemy fliers in the movement phase with hits tracking missile launchers. Most reports I have seen suggest the xiphon is very strong, and well worth the extra ten points if your goal is air superiority. The fire raptor is anti infantry focused and so is less impressive if you undervalue anti infantry and honestly, marines are not hurting for anti infantry so its probably fair to do so on the fire raptor. This feels like a fire raptor problem. The other two vehicles are paying points for being flying assault transports. They should be less effective at pure ground attack than equivalent points of Auxilia bombers. What I do think is that hellstrike missiles should be anti tank and perhaps lose armourbane, instead getting -2 AP. They are as they stand too much as the "best" option although, if you take nothing but them, you get shot down by enemy fighters, so there is that. Anti aircraft is going to do a lot to restrict bombers going forward I imagine, as you HAVE to go deep onto the table to drop your bombs. I think army building is going to require an answer to fliers, where its a combat air patrol or AA defences. Without either of those they will, indeed, feel overpowered. 2 - Agreed. Warp needs to only hit one model, even if its shooting at super heavy tanks. Let it be engine killer 2, pick up a night, seriously damage a warhound, heavily damage the others. (I do think the reaver should have 6 wounds, the warlord 8, though) 1 - I think infiltrate is something that might be partly countered by proper levels of point defence rather than slathering everything in lascannons. Point defence can fire in the movement phase and can really weaken infiltrating detachments, and that is where the risk lies of being so close to the enemy: IE that you are in combat unsupported early being hosed down by HBs. Or it should be. The issue is to me the amount you can do as that weakness falls away when you are infiltrating EVERYONE, its then impossible to deal with. Perhaps a tweak to put an absolute cap on the number of infiltrators, or a tweak on how many units can be given infiltrate per formation. I don't think the pioneer detachment is a problem myself. All in all thankyou for the video, it made me think, even if I don't agree on all points I agree on most.
@Hearesy
@Hearesy 7 ай бұрын
Great reply, thanks! I dont think we’re 100% in agreement but I do love a well thought out response :)
@rem3626
@rem3626 6 ай бұрын
vanquishers can easyle be countered with 2 missle detach on some assoult transport plased in rear and garrisoned somthing. also kratos will just erase em on second batcan profile. I dont think that u will play on empty table and will not use cover to drive em closer :) so disagry. Russ dont get sponson weap and expensive. Next- Flyers. Just take cople of tarantula detach and 2 of deredeo. nobody will want to fly on yor side of table.
@LSgaming201
@LSgaming201 6 ай бұрын
Warp Missiles are appropriately powered for lore. It is essentially a tactical nuclear weapon afterall. However I agree that being able to just delete a detachment is probably too good. However I don’t think the fix is to nerf it into the groud, I think there are answers here that don’t invlove making it a worse Apoc launcher. The real issue here is that weapons don't cost points. When every platform can take its mathematically best weapons for no additional cost everything feels very pre determined. The other big issue is that there are battlefield roles that are absolutely needed and simply do not currently exist. This game, even though it released late, released too early. Gdubs needed to push this release back until they could actually sell all the models the game actually needs.
@jaysonguerin8036
@jaysonguerin8036 7 ай бұрын
It also seems as a whole with everytime something GW releases, the slow flow release really gives alot of items the appearance of over powered. The entire game as soon as it is fully released (such as all the rules we don't have like drop pods) we can determine what is busted and isn't. I think the rules and numbers would be more meaningful if all the items released in a quicker manner
@Hearesy
@Hearesy 7 ай бұрын
This is game experience and maths, not just “appearance”! Certainly things can balance a little more over time, but still, no amount of new releases will fix planes that have 2x the guns they should, warp missiles, or infiltrate :)
@jaysonguerin8036
@jaysonguerin8036 7 ай бұрын
@Hearesy I assume (though we all know about assumptions) is drop pods will help alot with Infiltrators and forward deployment, also mission design can change how effective these are aswell. Also all of the Legion speeders have shown 0 rules so there speed may make up for forward ops. Solar Aux planes are missing hover, this is where I see extra points on the marine side even though they have less weapons, but max squads of Solar also cost more than max squad of Xiphons. Storm eagles for three planes cost 290 points why having transport, hover, and jink, I addition having 4 front arc weapons each with range of 12" to 35" compared to Marauders at 245 for 3 planes with a 3+ and 5 + jink, with 6 weapons max if you add 10 points per model, with half the weapons being rear arc. My hope is though deathstorm missiles have some anti air capabilities since the were previewed without rules. And warp missle is pretty strong despite being once a game. Overall my point was based on every game GW puts out the game always feels unbalanced by until the last 2 or 3 months whenever army has rules and bad fixes to rules that feel busted on release or returned to an original state. It is hard to see what will be truely broken in 3 months based on how the rules play out for thing we already know are coming out. I actually don't even disagree with any of the points made in the video. As a whole though the warhammer community likes to jump to conclusions without the whole system available to us as players. Which unfortunately is one of the largest failing of Gamesworkshop and their sales model.. Love your videos though and appreciate the insight from other folks perspectives ❤️❤️
@Hearesy
@Hearesy 7 ай бұрын
That I overall agree with certainly!
@jaysonguerin8036
@jaysonguerin8036 7 ай бұрын
@@Hearesy ❤️❤️
@SiliconSicilian
@SiliconSicilian 7 ай бұрын
I appreciate the approach as a conversation starter but it is much too early to tell if these units are broken. Most reports online show Solar Auxilia getting destroyed in games. To be fair, some of the reports have shown misplays but the results would likely have been similar with correct play.
@Hearesy
@Hearesy 7 ай бұрын
Marines and solar aux are fairly balanced from my games and the games of lots of others, anecdotally. If SA spam planes and vanqs its a different story!
@Bretthartable
@Bretthartable 7 ай бұрын
I think you are overlooking a few things on the marine side: * Deredeos shoot down fliers super easy. Especially if you Infiltrate them (yeha that thing again). They are sper cost effective and the melee Infanterie also dies to them in overwatch. * the SA Inf dies to point defense overwatch also if they charge your preds, sicarans or Kratos with Autocannos. * WE have a significantly higher chance of killing Veletari in combat then the Veletari them * Leviathans with Wrecker can also tear down buildings easily - in our last game we had not much of the field standing and we had 15 buildings. Oh and they have CAF +5 with Rend. So they do certainly hold their own in melee and are not really expensive. * Missle launchers are the absolute biggest offender for efficeny no questions asked - they outright anhilate anything infanterie since they do not get a penalty for shooting at garrisioned infantry at 20" with 2 shots each and minimal cost they outperform any other Infantery and Sentinels kinda do the same. You can easily have 60+ Misslelauncher bases in an SM Army - move them forward use them to overwatch enemy Infanterie and win - a Squad of 8 shooting 16 missles will kill a few SA Bases - somethimes you spike sometimes you don't. They also act quite well as an area denial tool. Overall the biggest offender we found in our games so far are missle launcher and that Infanterie in general is simply to cheap. You can just absolutely swamp your opponent by running forward, garissioning every building on the way and just charge at vehicles since they are so cost efficient. But overall there is so much to effienctly deal with them that you are kinda forced to spam Infanterie (Vulcan Mega Bolters, Graviton eradicators against garrisoned, Missle launchers...)
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
At last, someone without bias. Fully agree, spot on: most broken things are marine missile launcher & Dreads!!!!
@Hearesy
@Hearesy 7 ай бұрын
- deredeos can be outranged by hellstrikes, and realistically by lascannons if positioned well. If theyre at the front of your army, they will get shot first. SA Planes can sit out a whole turn and still be more efficient than anything else on the game, over the course of the game. This is assuming a vacuum which isnt realistic! - sure if you run them into PD. Why would you do this? - redo the maths; this isnt correct (depending who charges and if you give veletarii their formation bonus). In any case though, thats just 1 chapter. - sure, but thats fine. Lots of things can destroy buildings easily. Nothing wrong there. - eh, i dont think so. Theyre very good but they are just infantry with guns. They still die, still roll to hit, etc etc. I think these are decent points but i think they fail to consider the wider game.
@s2korpionic
@s2korpionic 7 ай бұрын
I agree with this. Missile launcher marines are too good for their cost. They just laugh at vanquisher-russ formations. Though personally I love at the idea of a massed infantry formation. It's a good counter against those anti-tank vehicle formations.
@Bretthartable
@Bretthartable 7 ай бұрын
@@Hearesy Maybe but on the other hand they cost almost nothing so go and shoot em they have a 5+ invul save come in squads of 8 for 165 points, and you can lock down the board with them. Its absolutely ridicoulus - in my last game we played 3k points (which is far to much imho) and by turn 2 there were not many places a flyer could come in without getting overwatched. The Marauders are too good no questions asked cause of having rockets twice which seems a miss but you can also outrange them with Fire Raptors hitting with Tempest Rockets on 2s on losing a flyer is always a big blow. On the other hand spamming Infantery and Dreadnoughts like mad pretty much wins you the game in its current state anyways its an objective game and there are a few legions that are just insanely much better then others. Missle launchers are the best counter to infantery and they are on infantery. So without houseruling this will just become a missle launcher positioning war.
@uh1066hastings
@uh1066hastings 7 ай бұрын
Great video. Really enjoying your LI content
@Hearesy
@Hearesy 7 ай бұрын
Thanks!
@Pacific81x
@Pacific81x 7 ай бұрын
Definitely agree about the Velatari, rend is an incredibly potent ability. Remembering back to Epic Space Marine, one unit had a '+D6' as a special ability, which was the Eldar Striking Scorpions. Anyone who remembers playing them back then knew that close combat with them was effectively a death sentence (I remember units of Blood Angel Death Company just being eaten alive by them!) so to give that sort of ability to a 'guard' unit is interesting. In fact, the Scorpions' ability was nerfed in the community (NetEpic) version of the rules, so I am not the only person to have thought that! :)
@Hearesy
@Hearesy 7 ай бұрын
Id forgotten about them!
@Trajann
@Trajann 7 ай бұрын
Hmmm great video. Here are my thoughts based on the games I played. 5) for Velataris and ogryns - just shoot ‘em. For now they don’t have transports - so dropping some terminators or lighting them up with heavy bolters is a sure fire way to decimate entire squads. Had a 4 man block of terminators drop near em and having 8 shots rerolling hits just poofs them. WHEN they get transports - none of the transports auxilia have are assault! So you can either shoot the transports OR just wait for them to poop out then shoot 5em before they charge. 4) two ways I’ve dealt with these (and a third unknown way). I either use Assault marines to tie them up (after they activate) which tends to work fine; I’ll toss some lascannon press their way because space marines generally out activate auxilia - or even more effective is a singular warp missile from a reaver; the third unknown way would be either the unreleased bikes or land speeders as they will have the speed and AT to deal with them hopefully cheaply or melee. Also drop pods will make tanks scared. 3) so this one sucks cause we have no access to anti air yet (the tarantulas). I think once we get access to those it will be a MUCH different story. That or sicarans rend to be really effective 2) I got nothing 😂. Warp missiles are ridiculous - BUT - it’s one shot and once it’s gone your reaver has lost a third effectiveness. But damn you can take 2 in a list which is insane… honestly just 0-1 it and be done. 1) Broken, no - effective as FUCK, yeah. At larger points it tends to be less effective due to titans and larger armies but at smaller games it is insanity.
@Hearesy
@Hearesy 7 ай бұрын
Agree with your 4 and 5, and ive dealt with them similarly. However I’d say that just because you *can* deal with them doesnt change how silly they are potentially - you’re forced to deal with them or be in a bad spot, which is still a very powerful “effect”
@jakubfabisiak9810
@jakubfabisiak9810 7 ай бұрын
@@Hearesy i think you overestimate veletaris a bit. 2d6 averages at 7, 3d6 drop lowest averages 8.5. With +1caf that puts veletaris on par with tacticals (unless you are facing WE), and behind assault squads. Way behind terminators. Ogryns are better, and quite scary at +3 with rend, but still - barely on par with terminators in melee, while termies get assault weapons, accurate, indomitable, and even deep strike if you run them solo - way better value than ogryns.
@macdmacd3358
@macdmacd3358 7 ай бұрын
Veletarii aren’t 3d6 drop lowest, they’re just 3d6. The extra d6 effectively adds 3.5 to their CAF, bringing it to 4.5 (5.5 if they’re in formation). That makes them better than terminators and assault marines.
@Hearesy
@Hearesy 7 ай бұрын
@@jakubfabisiak9810 as others have said - rend is an extra dice, not an extra drop lowest :)
@redouroboros8923
@redouroboros8923 7 ай бұрын
Solar tends to get rolled over in CC so nice to see some ability to respond. Having a couple of stands of either in a unit gives them survival from deepstriking terminators. Thematic probably not but makes the game at least playable.
@Hearesy
@Hearesy 7 ай бұрын
Yeh i think from a balance PoV SA definitely need to be looked after and made sure theyre balanced, even if we give up a little flavour. That said - 16 stands of CAF1 infantry will have no problem smashing marines either. I dont agree that SA get rolled over in CC as a rule, they just use bodies to do it. You dont need to win that many decisive assaults to end the game!
@Orlunu
@Orlunu 7 ай бұрын
Absolutely should have ability to respond, and Veletarii/Charonites being slow exclusive melee units means they should be good at it, but effectively more than a +5 CAF seems excessive. The upside is that the "autowin/autolose" claim being bandied about is a bit exaggerated given that they've also got more swingy results.
@ironbomb6753
@ironbomb6753 7 ай бұрын
Astartes should have an advantage over Solar in CC. Pure balance is so lame. Figure out your advantages and make it happen.
@newhope33
@newhope33 3 ай бұрын
Problem is Solar complely outclass Marines in every department other than basic troops, they have better Tanks, Flyers and better CC. Terminators get ripped to shreds by Charonites and at best trades with Veletarii.
@el-cee
@el-cee 7 ай бұрын
Liking the videos. I already agreed with you on the imbalances of the rules before and I really think the are major oversights. Extra dice, horrible choice. battlecannon vs vanquished cannon, either a NERF is needed or the battle cannon needs HE (more shots) with lower so. Heavy Bolters, in general a mediocre choice. And the list goes on... I really hope GW steps in and fixes the stuff, before they break it even further with supplements. I would like to see 1. Fix rend 2. weapons should cost points
@marksalmon5750
@marksalmon5750 7 ай бұрын
Very good points! I would change as follows Rend = re-roll both dice Vanquishers = -2 replace armour bane with accurate. Or -1 and retain armour bane Flyers not sure I agree that it's an issue. Warp missle = maybe D3+1 damage. Infiltration = can't charge orser turn one. Or like you said forward deployment. Just how I would do it. Keep up the good work!
@Pacific81x
@Pacific81x 7 ай бұрын
I would just give the Veletari a slightly higher CAF? It worked in every other previous edition of Epic. Giving extra dice and re-rolls in melee is very powerful - which is probably why you didn't see that it any previous versions. Striking Scorpions had a rend-like ability (+1 dice) in Space Marine 2nd edition, and that got nerfed in the community version as it was so powerful! Really marines shouldn't be being wiped off the board by a Solars unit in melee in one turn.
@ChrisPrice12
@ChrisPrice12 7 ай бұрын
I brought an 8 man Vanquisher squad last game. They ended up trading fire with a Nemesis for most of their only turn on the board due to good deployment on my opponent's part. Then they died. Horribly.
@henryrodriguez6260
@henryrodriguez6260 7 ай бұрын
Sadly, I believe the AT / LI team are just not interested in providing a tight ruleset. This is not the Kill Team ‘21 or Underworlds design team. I am not expecting anything from GW to balance these issues beyond Errata, assuming there was even a mistake in the stat block at printing.
@Hearesy
@Hearesy 7 ай бұрын
We can hope!
@psyduck7899
@psyduck7899 7 ай бұрын
Agree with most things on the list, but don't think fliers are all that bad - bombers definitely don't survive their run. Certainly thunderhawks ruining my shit by dropping 16 assault marines behind my lines hurt more. (as long as fliers can't overwatch with the tracking missiles) Vanquishers are definitely stronger but it's the range that hurts more in my games so far, less the AB. Agree that infiltrate needs a bit of a nerf as a general rule. Close combat is strong but so far not many things making it there.
@AdamSaltFPV
@AdamSaltFPV 7 ай бұрын
Man, this is a great breakdown, thanks for all your time and energy. I’m in agreement with just about everything you said, however I think vanquisher cannons need to be turned into a multi-range profile. Keep it 32” range, but have 3 tiers. 8” gets the -2 armorbane, 16” gets the -2, 32” drops to -1. For infiltrate, can we modify it to add “can not deploy within x inches of an objective”? Or will that just open up another can of worms?
@Hearesy
@Hearesy 7 ай бұрын
That would work for the vanq for sure. Just anything to tone down the silliness! I think infiltrate is tough. Because of the type of scenarios in the game, because infantry are very good (especially inc rapier and tarantula) i think it needs huge changes to not be an advantage that outweighs everything else. Having it only affect like, 1 detachment per formation would probably be the best fix if it isnt going to get a huge rework
@traitorouskin7492
@traitorouskin7492 6 ай бұрын
'egregious' good word! I looked it up to make sure I understood the meaning properly! 😊
@warkatwargaming2358
@warkatwargaming2358 7 ай бұрын
Must admit I took a unit of 8 Leman Russ Vanquishers the other day and they didn't feel fun to use. Deleted a 4 model Kratos squad and after that I deliberately pulled my punches with these Also it's interesting that the Solar Auxilla seem to have the most powerful stuff.
@GjfjtjIloveManuslol
@GjfjtjIloveManuslol 7 ай бұрын
It’s funny because it’s the exact opposite with 28mm solar auxilia, they’re not the worst army ever butttttt they get tossed and trolled in anything but zone mortalis
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
It's funny because all unit kinds but Vanquisher cost the same for SA and Marines, but Marines being obviously better (better armour, better CAF, better morale, Legion Traits...)
@editor2766
@editor2766 7 ай бұрын
I think there's a bit of pro marine bias in some commentators to be honest. I think Kratos are very good tanks for example. I think the xiphon is the strongest flier in the game for keeping control of the skies. Its understandable as at this scale space marines don't feel so "tough" because you have so much firepower flying around and its a bit jarring for people used to 28/32mm. Its very recognisable to former epic players though I feel.
@jakubfabisiak9810
@jakubfabisiak9810 7 ай бұрын
Veletaris auto-winning isn't really a thing. I'll take termies rolling 2d6 with +4caf over veletaris with +1caf and rend any day. Not to mention terminators get combi bolters with accurate. Ogryns are scary with +3caf and rend, but again - only 6+ save, plasma marines eat them for breakfast.
@-Markus-
@-Markus- 7 ай бұрын
Usually im not bothered by unbalanced games as im mainly a collector/painter and much less a player. But this is one game I am hoping to also play a lot of so its a bit disheartening to hear how little they seem to have cared about balancing the forces. You would think it shouldnt be difficult in a game with so far not a lot of list building options and only two different armies...But here we are. Hopefully the game continues to spawn interest after the launch and GW realise they need to put some effort in. If they ever do.
@Hearesy
@Hearesy 7 ай бұрын
Please dont be disheartened. There is a ton of play in the game and its really fun! Just dont take 6 fliers, or spam vanquishers, and leave your warp missiles at home. Easily fixable problems with your friend group and hopefully GW come out and do something about it!
@-Markus-
@-Markus- 7 ай бұрын
@@Hearesy So true :) And im already too in on the game to call it now! But I want the game to have a future with lots of good stuff to come. This game has every opportunity to be a well balanced thematic game if GW just give a damn about it. Hopefully the sold out stock has proven that its worth doing so. For now, my battlecannons are already glued to the chassis so no vanqs here so far XD
@Bob-sj9yf
@Bob-sj9yf 6 ай бұрын
If Infiltrate is so strong, does this make Space Wolves legion special ability actually a lot better than it seems?
@michak9971
@michak9971 6 ай бұрын
It's extremely powerful, basically locking out half the board for infiltrators.
@benwpersonal
@benwpersonal 7 ай бұрын
My Christmas shopping list, just in time for
@BeanFace-oj2en
@BeanFace-oj2en 6 ай бұрын
4 bombers, well im going against titans eventually so thats fair, i am planning to have all russes with vanquishers, for the reason you said, they make them auto anti armour, freeing baneblades and knights up to take on lesser units, played it years ago, but the models are awesome. Hope to go events with it of they can just keep stock coming
@SpartanMDC113
@SpartanMDC113 7 ай бұрын
If I play a heavy infiltrate list then my space marines are Space Wolves their legion trait negates infiltrate
@hhwaadmin
@hhwaadmin 7 ай бұрын
Keep it up! I love this game!
@bradp6452
@bradp6452 7 ай бұрын
I feel that the march out of a marched transport is messed up. If I read the rules correctly a unit can move like 35 inches in one turn this way when you add the disembark distance and model base width. If you manage to touch a building the net movement might be higher as you can exit out anywhere on the building.
@s2korpionic
@s2korpionic 7 ай бұрын
Personally I think infantry needs it due to their relative fragility. Or you could just play with less terrain.
@vineheart01
@vineheart01 2 ай бұрын
Warp missiles were basically outlawed immediately in my group. One shot weapon that can effortlessly take out 300pts or even more and only real way to fight it is to kill the shooter first somehow. Being on a Reaper, thats kinda hard. I feel like it should retain the Engine Kill to justify the one-shot, but only ignore Void shields. That way its LIKELY to really hurt but not literally auto-kill (unless youre me and always fail 2+ single die checks lol). I already basically self-impose a 10pt nerf on my auxilia planes. Even before i put them on the table i had a feeling they were a bit too good for 85pts. Now, they do die fairly easily if Skyfire finds them, but the way they move makes it pretty easy to skirt around ranges and not get hit by those skyfires. Agreed on the Leman change, ditch armorbane. I'll probably start doing that already. Comparing the two big guns i am kinda baffled the vanq exists...its not only better reach and ap but it also has armorbane for some reason. Only penalty it has is Anti-Tank so if it hits infantry for some reason its AP0.
@s2korpionic
@s2korpionic 7 ай бұрын
This might be the exception, but in my 2 games against a vanquisher-Russ heavy (W/Lascannons) formation, I've nearly decimated them with my Assault Marine/terminator heavy formation. We've used the GW guide to terrains, D3+1 area terrain for each quarter on a 5'x4' field. The Reaver warp missile didn't bother me as much as I don't go heavy on the upgrade detachment. This means whatever the warp missile hits, it's not gonna pay off unless it aims at my fully upgraded Kratos/Baneblade detachment. Mind you I've been playing at 1500 points max so far, so that's 1 Reaver max.
@Hearesy
@Hearesy 7 ай бұрын
If your opponent lets you assault, thats a great way to deal with them. They should protect them though (as with any tanks when you have far reaching assault capability)
@goforitpainting
@goforitpainting 6 ай бұрын
Happy New Year 🎆
@johnroberts8793
@johnroberts8793 7 ай бұрын
"This didn't feel like it was play tested." Was anything?
@Secretgeek2012
@Secretgeek2012 7 ай бұрын
The only thing I'd disagree with is the Warp missile. It's about the only weapon that very much reflects the lore in terms of how powerful it is. That said, it's also supposed to be incredibly rare so a limit of one per 3000 points is probably not a bad idea.
@Hearesy
@Hearesy 7 ай бұрын
Lore wise its probably fine, but game wise its really not very fun!
@s2korpionic
@s2korpionic 7 ай бұрын
Heck, I bet most people are still playing at 1500 points or less, so that's either no Reavers or 1 Reaver max!
@Sommeill
@Sommeill 6 ай бұрын
​@@Hearesy Most legions get their rules based on "lore" and we all know that always ends up.
@rangerbadger7304
@rangerbadger7304 7 ай бұрын
One interesting solution to infiltrate is to change the deployment time. Infiltraters deploy first and then normal units and then get forward deployment rule. So rule would be. Units with infiltrate deploy first. These units cannot be deployed with 4" of the opponents deployment zone. Once deployment has finished infiltrated units get a forward deployment move that but cannot end their move within 4" of an enemy units. Thematically this would represent an army taking the field (infiltrators) the opposing army seeing the infiltrators positioning and responding accordingly and then the infiltrators responding to the incoming army this could be backing off overwhelming force or flanking. Rules wise this means infiltrate isn't completely broken by giving the non infiltrating army a chance to see roughly where the attack is coming from but not know exactly as forward deployment gives the infiltrators a pre game move. Also as we're talking changing rules to balance the game he's a controversial one. The light rule can't hurt vehicles right. What if anti-tank can't hurt infantry. That would solve the vanquiser cannon. If it can only hit armour still hard as nuts but it becomes specialized. Where the lesser battle cannon would become a jack of all trades, so might see some use.
@Hearesy
@Hearesy 7 ай бұрын
That anti tank rule is exactly how a lot of games that have more modern armour-infantry dynamics do it. I think it would be a good change (also from a lascannons vs heavy bolter pov too!) Alas i dont think it would happen. Infiltrate deploying after would definitely help. Maybe it’s a better fix than my fed deployment change as a low-complexity high impact way of temp fixing it. Might test that!
@stephenatkins9457
@stephenatkins9457 6 ай бұрын
I could be proven wrong but I think flyers will be countered heavily by overwatch once people get used to it (warhounds with swarmer missles). Also gives autocannons a use.
@chrisjamesduncan
@chrisjamesduncan 7 ай бұрын
Thanks for this video. I was just about to paint up a few thousand points of raven guard but think I'll reconsider now. Any ideas on when changes could be expected?
@Hearesy
@Hearesy 7 ай бұрын
No idea. Maybe never! If you like RG, I’d paint them as RG and just tame your lists, self impose a restriction (only infiltrate halfway?) or just use another legions rules. Scheme is largely irrelevent in reality. Ive told me 2 space wolf friends to just use WE rules *shrug* Then if they get “fixed” you have your fave paint job! You shouldnt not paint what you want cos of a guy on youtube :)
@mrdelaney4440
@mrdelaney4440 7 ай бұрын
I view that list as a mountain to climb, my legion will overcome all.
@Hearesy
@Hearesy 7 ай бұрын
Strength and honour, brother!
@mrdelaney4440
@mrdelaney4440 Ай бұрын
​@@Hearesy just played my first game, 1000 pts with a sub optimal list with a max of 8 infantry bases across my army and nearly won the game, solar air power is good but not impossible to defeat. My Nighlords trait killed 2 bases of ogryns and 3 medusa tanks in 1hit too.
@macdmacd3358
@macdmacd3358 6 ай бұрын
A possible fix I considered for Infiltrate - but that might create problems of its own - is that Infiltrating troops have to be the first you deploy. You deploy formations in turn as normal, but have to place infiltrating one before placing any others. This would still allow you to deploy on top of neutral objectives, but would also allow your opponent to react. It might encourage infiltrators to be more conservative, or risk having their forces obliterated on turn 1.
@mystictirend1222
@mystictirend1222 7 ай бұрын
For infiltrate, couldn't you just change the missions to have a little statement that says "You cannot claim objectives during the first battle round"? Wouldn't that more or less deal with the issue with Infiltrate since it would give the opposing player a turn to react?
@Hearesy
@Hearesy 7 ай бұрын
It would help I think yeh. Although a savvy infiltrate player can just hem you in your deployment zone; if their whole army is fighting your whole army, it should be multiple turns before you can break out, if you even do. Its still a huge advantage!
@aleopardstail
@aleopardstail 7 ай бұрын
To be honest, while this is a decent list its urinating into a fan without changing point values The Auxilia stuff is nasty, it will get worse, agree "Rend" needs scaling back, someone didn't test these things in larger units and assumed only one or two would ever get through - though you can, sort of, counter by breaking formations to stop them charging Vanquishers.. well marine heavy support with rockets are a decently effective counter (sadly to all armour really), however the range works against them if the player uses it for "I shoot you but you cannot fire back" as this puts them in the position of not advancing. not saying they are not a bit much, comes down to point values though - the Vanquisher should cost more than the basic Russ Fliers... nasty yes, no doubt, they have silly damage output and are harder to hit, but they are fragile - the best counter noted locally is to have more activations than the enemy so you can bring an interceptor on _after_ the flier turns up, and try to shoot the fragile fliers down before they wreak face - sort of becomes a separate metagame then, almost needs a way for interceptors to get to them before they arrive, not to shoot them down but a way to chase them off maybe - note also the big flier units cannot split fire, so dangerous yes, to one target. already expensive, the fact the Auxlia ones are all basically the same cost is daft - and note some do pay for weapon upgrades while other stuff doesn't.. the game feels good, but half finished, like a lot more testing was required and also to find whoever decided "upgrades are free!" and "you don't pay for different loadouts!", take them out the back of the chemical sheds, and shoot them, and put in a sensible points system. Infiltrate is.. ok, but spammed a bit too easily - though you will need stuff able to forward deploy to avoid the otherwise small deployment zones being cramped. Personally a useful fix would be for Rapier and Tarantula to not count as infantry models which stops them appearing all over - but note they can be a counter to the issue with fliers so changing one needs to be considered as part of the whole I think also "1d3+1 terrain items per quarter" is way too low, would be looking at closer to 2d3+2 here, with some terrain counting as two (e.g. area terrain or larger buildings). would also bring in fortified obstacles like tank traps as something players can buy - though having them as a terrain choice is also good no comments on the Warp missile, it does look nuts but not playing large enough games to see it yet overall its a good game, there are ways to break it, we don't have enough units currently though I doubt more units will "fix" it, the critical flaw is the points system, from which many issues come, and the absurd point values assigned where a lot more come from
@Hearesy
@Hearesy 7 ай бұрын
That could have described every gw game ever, haha! But yes, largely agree - the difference for me is Im not (as a TO) going to change rules except where absolutely neccessary, so I try to limit the scope to things I can fix.
@aleopardstail
@aleopardstail 7 ай бұрын
@@Hearesy totally agree, and yes I don't think a TO should be changing core rules, just working around them and this is something its going to take more than one TO to fix. its either going to need a "second edition" in a year or two with a different points structure and a few unit types changed or once we have the next few waves some sort of community points system as an alternative that makes such changes which of course everyone can then argue over. its like HH2, its a fun game, but you need to go in with the attitude of "lets have a fun game" and not "how can I win this before the first dice is rolled?" oh yes, I also tried my 8 stand infantry formations, lets just saw the drawing board is being returned to, they need to be larger, likely maxed out for marines and not too far off for Auxilia to get the break point higher and cope with casualties.. just a pity how the boxes are organised really
@s2korpionic
@s2korpionic 7 ай бұрын
Regarding the terrain part, pretty sure the books stated "areas of terrain", so it's not just D3+1 pieces of terrain. I've set my area terrain to a 1' by 1/2' area terrain, D3+1 does a decent job covering the battlefield.
@michak9971
@michak9971 6 ай бұрын
The problem with Interceptor is that the SA fliers can just overwatch it off the board before it gets a chance to shoot.
@aleopardstail
@aleopardstail 6 ай бұрын
@@michak9971 yes, and with "always hits on a six" why wouldn't they try?
@kevenrand7124
@kevenrand7124 6 ай бұрын
Warp missle though a bit op isn’t effective against infantry in a building. It ignores the cover save not cover itself. So hitting on a 4+.
@ah526
@ah526 6 ай бұрын
any plans on making loadout for auxial planes
@Hearesy
@Hearesy 6 ай бұрын
Just put anythint on them you’ll be fine :) hellstrike are the best though I think!
@alexalbiston5675
@alexalbiston5675 Ай бұрын
Yesss yesss, I am watching this for ‘good’ 👀👀
@BlastastiC
@BlastastiC 3 ай бұрын
Game: has warp missiles in it. AT players start sweating nervously. I think warp missiles should work like Skaven war machines, high-risk for that high-reward mechanic. Roll a 1 and it misfires and your own titan gets sucked into the warp, I would personally find that hilarious, but maybe there's something uh... of a more nuanced solution :D They should at least have a scatter mechanic, something popping in and out of the warp doesn't feel like it should be super reliable. I'll say again - it's got Skaven war machine written all over it - it should be the Timmy choice for people who want very unpredictable and silly things to happen.
@matthewlaxon828
@matthewlaxon828 6 ай бұрын
What do you think of infiltrate being both not past the half and you deploy them first?
@Hearesy
@Hearesy 6 ай бұрын
This is exactly what i’ll be putting in my rules packs!
@matthewlaxon828
@matthewlaxon828 6 ай бұрын
@@Hearesy I like that a lot more I think (speaking from an alpha legion players perspective) having my sleeper cells who were approaching under disguise or othrewise lying in wait and they have to get there before the battle actually begins/as the more visible advance force. my groups of people is personally banning the warp missile. For the time being im trying to figure out what legion my AL are gonna be disguised as while infiltrate is so good.
@KevenRand
@KevenRand 7 ай бұрын
the reaver is the only counter i see for the big blocks of vanq that people are talking about...i got space marines and it seems ill have uphill battles
@Hearesy
@Hearesy 7 ай бұрын
2 broken things to counter eachother aint a great place to be though!
@gastdunham
@gastdunham 7 ай бұрын
sounds like a salty space marine player lol
@internetuser320
@internetuser320 5 ай бұрын
Can you keep making solar auxiliary review now that we have plastic?
@Hearesy
@Hearesy 5 ай бұрын
Ill get to some more, yes!
@PavewayIII-gbu24
@PavewayIII-gbu24 3 ай бұрын
The Solar Auxillia flyers sound as op as the new Su25 in warthunder
@colonelturmeric558
@colonelturmeric558 4 ай бұрын
First and foremost, you need to be able to get models! Gw haven’t even fixed that yet
@SovietSpetznaz
@SovietSpetznaz 6 ай бұрын
Ogers are strong if they make it, but if they dont they are quite usless. They would be OP if they had ability to shoot and/or charge the enemy. Becouse right now they can only charge wish makes them worth of havning in the game. Otherwise if you nerf them, the will be worthless.
@Hearesy
@Hearesy 6 ай бұрын
This goes for all infantry. The difference being if Ogryns make it, theyre worth 3-4 stands of other infantry, can beat knights and titans in melee easily, etc. its silly.
@SovietSpetznaz
@SovietSpetznaz 6 ай бұрын
That is true. But they die quite easy if someone shots at them. There 6+ save makes them quite balanced compared to space marin terminators
@jamesgregory1530
@jamesgregory1530 7 ай бұрын
I’m guessing you’ve not tried a cerastus knight lancer with reach out yet. This unit turn one will clear out any infiltrating unit
@jamesgregory1530
@jamesgregory1530 7 ай бұрын
I’ve played quite a few games now and have had no problem in clearing out infiltrating units turn one with charging units from flyers and a cerastus
@Hearesy
@Hearesy 7 ай бұрын
I have used a cerastus knight lancer, yep. If youve had “no problems” then your opponent hasnt been infiltrating properly. He deploys after your cerastus. He has perfect knowledge of your charge range. You cant charge him in a building, for example. His whole army (not just “infiltrating units”) should be waiting there for you. It isnt that easy, at all - you’re just two armies fighting, but he starts on the objectives and in perfect position.
@jamesgregory1530
@jamesgregory1530 7 ай бұрын
The cerastus is deployed in range to charge anything that moves onto the objective. And the leviathans in thunderhawks can usually charge what is out of the range of the cerastus. I Will have to read the rules on charging a building again because i thought you could. Movement blocking is also a thing in this game. But I’m looking forwards to playing someone who can apparently play properly.
@shinraco
@shinraco 7 ай бұрын
Good to know 😉
@yolandria
@yolandria 6 ай бұрын
Out of the 5 things that really scream to me as being an issue/problem. The "Warp" missile is number one on that list. Because the design team have no clue how they are supposed to work. The missile effects you described tell me they are confusing a "Vortex" missile with a "Warp" missile. "Warp" missiles have always been single target. Not this abomination your describing. So just change the targeting rules...Easy fix. Next...Vanquishers are also an easy fix. Add more terrain to the table! Quit trying to play a game with 4-6 pieces of terrain and then whine when a unit designed to hit from range does it's job! Now the Infiltrate situation seems a bit shady. If they are sneaking Ogryns all the way across the board...I'm calling BS/Foul. Simple fix. If Ogryns are in the detachment...The detachment loses Infiltrate. And if that doesn't fix the issue... Limit infiltration range to 1/2 way across the board. There is no way they should make it all the way to your deployment zone. As far as the CC between Ogryns and Marines...They should be stomping mudholes in Marines. No fix needed. Aircraft...Not familiar enough with that situation yet to comment.
@rolotoure
@rolotoure 2 ай бұрын
Am i the only one spotting the thunderhawk gunship at 150 points as insane OP. Volume of fire so it can kill infantry, skyfire it can kill air, tutan killer weapons and armour bane weapons. It has 25 inch movement with flyer, 2+ save with jink and as a flyer massivley reduces viable wepaons to shoot it down. And transprts 8 stands even if bulky with assault transport. For 150 points. And you thought solar axillia flyers were broken lol. Its objectively better than a warhound titan in speed, fire power and matches it in durability. And its less than half the points and a transport
@Hearesy
@Hearesy 2 ай бұрын
It isnt OP because its still fragile for its points and doesnt have that many guns for its points, really. its really good though as it does a lot of stuff!
@JamesTillmanjimthegray
@JamesTillmanjimthegray 7 ай бұрын
So does infiltrate make wolves a little better.
@Hearesy
@Hearesy 7 ай бұрын
Not really. Because the other person is still infiltrating halfway up the board, so the wolves are still at a huge disadvantage. And vs every other enemy, its doing nothing/almost nothing!
@warhq
@warhq 6 ай бұрын
Leman Russ are broken with armourbane, range, cost etc.
@x-tremex-wing
@x-tremex-wing 7 ай бұрын
Haven’t read every comment but a cap on the amount of your army that can infiltrate and maybe run vanquisher a like British WW2 firefly’s 1 to every 3 normal ones
@Watcher-in-the-Dark
@Watcher-in-the-Dark 7 ай бұрын
You think Space Marines shouldn't get wrecked by teched up Ogryns in melee?? People really really really underestimate how strongs Ogryns are. Honestly immediately I could tell you were biased towards Space Marines. I say that as a Space Marine player.
@Hearesy
@Hearesy 7 ай бұрын
I dont think 2 stands up marines should get wrecked before the third one should even bother rolling. 2 Ogryns taking out 15+ marines i dont reckon feels right, and balance wise one stand killing 3-4 dont think is good.
@billdoor1569
@billdoor1569 7 ай бұрын
I am the local organiser for our clubs and we have already dropped Vanqs armourbane, they are still very good for the cost.
@Hearesy
@Hearesy 7 ай бұрын
Great to hear! And yeah not surprised. I think the range and 2AP is still amazing!
@billdoor1569
@billdoor1569 7 ай бұрын
absolutely, as for the flyer issue we are trying out "Wings" as one of our players put it, max 2 per formation until the marine AA units drop @@Hearesy
@JP-hz8tt
@JP-hz8tt 7 ай бұрын
@@billdoor1569 what about SA players then as they have almost no choices for AA once Marines get not only the best AA and the best Fighter plane? I feel that players opinion on aircraft is currently a knee jerk reaction but once the rest of the Marine units come out I think you will see a steep drop off of a good portion of SA aircraft as they will be dead on arrival and that's why they currently hit so hard as they need to be meaningful to a SA player before they get wiped out by all the marine AA choices once they come into the game.
@billdoor1569
@billdoor1569 7 ай бұрын
yeah you are likely right, this is a bandaid though until they do as its far too easy to just spam aircraft that marine simply cannot deal with effectively at the moment, a soft limit of 2 per formation still lets you use a lot if you choose to take multiple formations. @@JP-hz8tt
@SleepySoviet
@SleepySoviet 7 ай бұрын
My pre watch guess is that SA is broken Post-watch edit: 3/5 not bad.
@gosupaints5186
@gosupaints5186 7 ай бұрын
I feel like GW should hire you as lead game tester for Horus Heresy. It's kind of mind boggling to me how a giant company can produce such a poorly QCd game. Makes me feel sorry for the poor people working on these games and probably being rushed to make these rules without time to play test them. It's odd to me how you as one guy can find the answers to all of these problems while a company that makes games can't seem to iron them out. I hope Horus Heresy and Legions Imperialis can get some proper love going forward with rules and balancing. I feel like we shouldnt be the ones who have to deal with bad rules by having to constantly have gentlemans agreements and having to balance it ourselves. GW does a great job with making these games and I hate to bash on them just due to poor rules writing since I really do love the setting and models. I really enjoy the videos and I look forward to more of your content! Cheers.
@Hearesy
@Hearesy 7 ай бұрын
Youre right! We shouldnt have to settle for sub par rules. Its frustrating that we do.
@TetsugakuSan
@TetsugakuSan 6 ай бұрын
Not to put too fine a point on it - but I want Narrative Necromunda - not Finely-balanced Killteam. It’s ok to have a fun game and not to have ultra balance.
@Hearesy
@Hearesy 6 ай бұрын
Nothing would stop you doing that if the game was better balanced. Since it doesn’t affect you either way, wouldn’t it be nice for people who do care to have their wants catered for too?
@TetsugakuSan
@TetsugakuSan 6 ай бұрын
@@Hearesyno. I don’t want a balanced game - because there is no such thing in a game with dice. You want balance, go play chess and even that has the fundamental flaw of first player baked in. Legions is a good fun game. All the things you bring up here are bunk anyway, just shoot the buggers before they do all these ‘terrible things’. Fed up with click bait hot takes off KZfaq :) we’ll get small point changes as time goes on. Lovely. Until then, this is the game.
@podrekreinhard
@podrekreinhard 5 ай бұрын
​​@@TetsugakuSan ah yes, just shoot the buggers that reliably one shot every tank in the game at a longer range than anything but missile flyers. Or just shoot the flyers, who get to shoot first as soon as they enter the table and can reliably one shot any tank, infantry, or flyer unit already on the board. Or just shoot 50+ tactical and missile marines or 100 lastercios that auto win assaults off the objectives they are scoring from turn 1. Look dude, Necromunda and Mordheim were inbalanced, but the imbalance was found in how swingy and thematic everything was. You could take good stuff but the "bad" stuff was still viable because of the randomness factor and it made for great narrative moments. Unfortunatley there is nothing narrative or swingy here, which is the problem. Its not that the game should be balanced, its that the game is so inbalanced that your option is not between a bunch of fun optioms with a few being a bit better, its a choice between taking stuff that cant do shit and has limited ways to even interact, ir taking the best stuff which is so stupidly strong and obviously good that it warps the game around it. I have been printing Russ and Predator tanks. Played a fun game today where i wanted to play an Iron Hands armored company with a mechanized infantry attachment. Had a company of Russes with a baneblade leader as allies. My opponent brought a warp reaver because its his favorite mini from his titanicus army, 2 starter boxes worth of auxilia, and 1 starter box worth of marines plus 2 aeronautica fighters. Game was literally turn 1 deletes my hq and full tactical detachment in rhinos with a warp missile by not rolling a 1 to hit. Then 8 vanquishers sniped my 8 battlecannon russes and killed all of them with overwatch. My predators and his predators had a duel but just having las cannon sponsons meant his were killing 2 or 3 eachntime they shot while my auto cannon and heavy bolter ones never even got in range of infantry. My baneblade blasted maxed heavy bolters into his infantry squad and killed 4 stands out of 16 rolling really well. His marine allies were raven guard. 2 detachments of 4 tacticals 4 missiles each and a support of 8 missiles and a predator squadron. Just to leave my deployment zone i had to deal with 16 missile bases deployed after me, looking at all of my tanks in the open with firat fire orders on them. Being iron hands my stuff even got -1 to enemy AP while they had first fire but it just didnt matter. Now you can argue my friend was being some WAAC power gaming dick head, BUT this was his first game ever of Legions Imperialis, he didnt know raven guard even had infiltrate until he borrowed my rulebook before the game. This was seriously just a case of someone accidentally taking the correct option on maybe 25% of their army and brutalizing an oposing force for not playing the best stuff. Thats not the fun inbalance of necromunda, and there isnt anything narrative about 4 ogryns wiping out half a company of assault marines and then charging in and wiping out a demi-company of tacticals. Im not even salty I lost, im just sad the game is such a mess right now. My friend didnt even seem to be having fun by turn 3, he was like "i guess my russes will shoot your baneblades since everything else is dead, oh i forgot my planes come on, i guess they will shoot those infantry... of thats 8 bases dead... guess the turns over and I score?"
@uwesca6263
@uwesca6263 7 ай бұрын
I wonder how well air units balance each other the more units become available. I guess in every 3000 points game you have to dedicate 500 or so points on flyers/antiair yourself to challenge the air superiority of your opponent.
@Hearesy
@Hearesy 7 ай бұрын
It doesnt really scale well. SA fliers are 1.5 to 2x more efficient. The Xiphon is massively outmatched. Not to mentioned guard get more air slots typically, and can field more planes in a slot if they want to.
@uwesca6263
@uwesca6263 7 ай бұрын
@@Hearesy maybe the spacemarines get some good dedicated anti air. I find it funny that during the first impression quite some people voiced the opinion that the space marines will rule the air. With their good flyers and plentifull transport options. I look forward on how they address this issue.
@samthomas3140
@samthomas3140 7 ай бұрын
I'm glad you mentioned solar auxilla fliers: the first game we played both sides were flicking through the rules asking "wait, how are these so powerful?" Infiltrate is just as broken as it was in HH2.0, with RG armies able to score enough VP in turn 1 to effectively win before the game starts. I think the key will be small formations of infiltrators to support your main forces, rather than as a primary force.
@Hearesy
@Hearesy 7 ай бұрын
Its hilarious how people cant do the basic maths to see how stupid they are. But then they made it into a game made by professionals so I guess we shouldnt be surprised that random people on facebook think theyre ok :)
@Viriditas
@Viriditas 7 ай бұрын
I'm surprised the Death Guard dangerous terrain thing wasn't on the list but I guess that all depends on the terrain used in the game. It is very strange to think professionals wrote these rules when you can so clearly see out of the two leman weapon choices one is just flat better in every way. I feel like they spent more time on marines as there seems to be more time spent on making sure the weapons are balanced against each other. I really hope we have less of a wait than a HH balance patch 😂
@sehgfx
@sehgfx 7 ай бұрын
so the issue is the marine faction is not good enough at release.. this is a first in a long time
@Hearesy
@Hearesy 7 ай бұрын
Not at all. Taken as a whole faction both factions are good and have advantages and disadvantages - and both have broken stuff that can/will lead to one sided games.
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
Yet you haven't mentioned anything about Marines costing the same as SA and being better, where is the point about Marines Missile Launchers in your video? and Dreadnoughts? @@Hearesy
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
I respect you, but I was getting suspicious when I watched your video about Auxilia Infantry. You have a clear bias against SA. SA units broken? how can that be when ALL marine units are better than the SA equivalent and costing the SAME points. Have you compared the Kratos and the Malcador/Baneblade? Have you compared the marine infantry with the SA infantry? Don't even look at the rapiers on both sides... Units in both sides cost roughly the same and Marines are so much better. SA fliers broken?? have you seen the Xiphon (3+ armour for same cost, brutal Skyfire)?? Assault flier transports... Seriously. Rend? have you seen the armour/CAF/morale characteristics of SA?
@Hearesy
@Hearesy 7 ай бұрын
I play both armies, I dont know why you would think this is bias! SA just happen to have more broken units. Kratos vs Malc/Baneblade for example: yep the kratos is better, but it isnt broken, its just a solid tank. And this video is about busted things, not general balance! As I said a few times in the video (and the SA video too), SA assault units and marine units compare ok if we look at overall “performance” on the battlefield. But that doesnt mean its ok that humans with axes smash marines in combat every time. I think you misunderstand the context of these arguments I’m making!
@PrincessKushana
@PrincessKushana 7 ай бұрын
It's increasingly clear that gw has not given the LI rules the care they deserve. It's been rushed out for a deadline, which is crazy given theyre trying to revive epic after 2 decades. Feels like institutional stupidity.
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
The most broken thing in LI after the Warp missile is Marines Missile Launchers, and Dreads, you don't even mention those, which are a far worse case than the rend in SA (which is obviously the weaker faction)@@Hearesy
@brunogonzalez3207
@brunogonzalez3207 7 ай бұрын
I agree. What the "designers" did is take Space Marine and copy paste the HH 2 special rules. Zero playtesting. Do they get paid for this? @@PrincessKushana
@PrincessKushana
@PrincessKushana 7 ай бұрын
⁠@@brunogonzalez3207 the problem absolutely isn't the individual people working on it. I have ever confidence they're frustrated and disappointed. They would have been rushed by nonsense deadlines, unrealistic expectations and being understaffed. Being in a position where all your professional skill and competence is applied to the deadline instead of delivering a good product sucks. I've been there. Its the worst.
@ninjahpaco89
@ninjahpaco89 4 ай бұрын
I hate that he just listed almost everything I am doing for my army lol I just want a combined arms list my guy! Flyers, tanks and inf! 😂
@legiomortis3792
@legiomortis3792 6 ай бұрын
What’s up nxt? Flyers?
@user-ty9eh4en5q
@user-ty9eh4en5q 6 ай бұрын
So I think you are looking at planes incorrectly particularly the thunder bolt. Each plane is only getting 2 shot from its wing weapons not 4 (ie one weapon per wing just going off the sponson weapons on certain tanks as they dont say add two weapon systems just that you get that weapons profile) and at 80 points a pop they are fairly expensive. The vanquished leman probably should be a bit more expensive, but at the same time a unit of ters deep striking in and getting to melee is going to have a field day with them. Overall your arguments are not wrong they just don't feel like you are looking at the opposite faction counters. The reader warp weapon and infiltrate however are spot on and need to be addressed.
@Hearesy
@Hearesy 6 ай бұрын
I think you need to check the plane rules again. Most of them get 2 wing weapon choices, 2x2=4 shots. And then they get their base loadout too. Terminators cannot deep strike and charge. They can only deepstrike and advance or march. This seems to be a common mistake I see people making!
@user-ty9eh4en5q
@user-ty9eh4en5q 6 ай бұрын
​@@Hearesy i didnt say they could charge in off the deep strike for the terms i said deep strike in and then get into melee obviously that would be a charge order in the next turn and now puts a realtively cheap threat in striking distance of the the lemans to deal with ore tie up something else to keep the lemans from getting beat on. if the planes where ment to have 2 sets of the missles when you take them it should have something that clearly states that like on the titans that have a number next to the weapons they have multiples of and not just a stat linesaying that weapon has 2 dice for its attack. yes the way the load out is on the planes could be a little clearer but i think someone is either abusing that or its just being read wrong on the missles for the planes. like take the sponsons on the tanks that can take them it just says they have that profile not that they have 2x those profiles and the number of shots is baked into the profile. in my experience gw has been fairly good at showing if something gets multiple weapon systems for an upgrade then it has something denoting that it has more than one of that weapon. planes only haveing the shots per the weapon profile makes more sense anyway especially given their costs. i think the issue is gw using plural forms when describing the weapons and people going to oh that mus mean each wing gets to fire a set of those and not just that the plane has the missles collectivly and can shoot 2 shots when it fires that weapon system
@Hearesy
@Hearesy 6 ай бұрын
The thunderbolt and avenger specify the weapon system. The other planes say “any two”, meaning you get two of that weapon, and the weapon has 2 shots per weapon. There’s nothing confusing about it!
@user-ty9eh4en5q
@user-ty9eh4en5q 6 ай бұрын
@Hearesy no you get to choose two out of the options given with bombs being the only thing you can select twice. Meaning with those planes you listed you can have both types of missles or a missle and bomb selection or two sets of bombs.
@Hearesy
@Hearesy 6 ай бұрын
The * is referring to the whole sentence, dude. It also says “see page 195 for options”, unless you think that only applies to bombs :) Even if it didnt, they’d still be overgunned for their points!
@marcmiddleton2277
@marcmiddleton2277 7 ай бұрын
Would Inflitrate work better as part of it being, fully deploy infiltrate units before any other units (both ally & Enemy) also needs a limit not full Army 😂
@Hearesy
@Hearesy 7 ай бұрын
Basically yeh. I think in an ideal world it would be halfway up the board and limited to a few units - and would still be very very strong given the missions.
@marcmiddleton2277
@marcmiddleton2277 7 ай бұрын
@Hearesy I would almost treat it like the Audax Maniple trait from Adeptus Titanicus, has to be out of line of sight from all enemy units. I know everything smaller than Titans don't get the partial covers. But something along those line.
@shadowhunter0176
@shadowhunter0176 7 ай бұрын
You do realize that this is the first release of the game, and there are dozens of potential units/builds still to be released? Also there is nothing saying that when the SA Artillery comes out that we won't see some of these issues getting addressed for one example. I will agree that the Fliers do need to be either recosted or locked to specific formations as supporting elements. Also, I will point out that the way some units are available fits the current known lore from 40k. During the heresy a lot of the weapons you mention in the video are stated to be much more common than in 40k modern, eg the vanquishers were the standard for a significant period of time on Leman Russ tanks, from one of the old Imperial Armor books. When it comes to range issues that can be dealt with by building a relatively dense table with few sight lines, look at infinity and necromunda for examples of this.
@FarseerB1rdy
@FarseerB1rdy 7 ай бұрын
It's a good click bait title that generates views. Of course he knows this.
@tensler4938
@tensler4938 7 ай бұрын
Problem with suggested changes for infiltrate is that it make space wolves irrelevant. At least space wolves exist as a hard counter for this kind of play and would exist as an excellent counter meta pick if the enemy was to bring an infiltrate faction. Its not ideal, but allying in space wolves is a counter. Regarding leman russ, ive been looking at ways to counter and they are not pretty. Either T1 ASM charge from Thawk if the enemy deploys too close or blast em from the corners of the map with titans. The titan option is more desperate of the two. Surprised to hear air is considered so strong but yea they have the range to sit outside of threats. Rend is great and i like some suggestions ive read, other than that there is counterplay to slow melee units. Warpmissiles seem odd. Maybe 1d6 hits to a target to make them super swingy and not the bane of tank squads. One way to handle vanq cannons is to have an urban style board. Ironically if you nerf infiltrate you make the cannons a lot harder to deal with. I think when more firepower units and fast units come in this will help versus some of these problems but they do stand out. The solar air is a bit easier to kill, if you can shoot it. I guess you need to counter with your own air.
@dmcc5110
@dmcc5110 7 ай бұрын
Space wolves don't really counter the infiltrate stuff anyway. The 16" range isn't far to stop the opponent deploying on objectives in the middle of the boards and securing all key buildings. Space wolves legion rule just needs changing as it sucks
@macdmacd3358
@macdmacd3358 7 ай бұрын
The Space Wolves just need a new ability, full stop.
@chrissy9008
@chrissy9008 6 ай бұрын
Ah so the army i wanted to play is broken im sadge now
@Hearesy
@Hearesy 6 ай бұрын
Dont be sadge. Just dont spam the silly units unless your opponents are ready for it, if you want a decent game!
@jonbauml225
@jonbauml225 6 ай бұрын
I hope GW sees this
@DiamondDragonIsidor
@DiamondDragonIsidor 7 ай бұрын
Хотя бы в этой игре ауксилия сломана в сильную сторону.
@EAfirstlast
@EAfirstlast 7 ай бұрын
On a charge veleterii have an effective 6.5 CAF on the charge, and 5.5 not on the charge and 4.5 solo. Charonite, for 10 points more, have an effective 9.5 CAF. Veletarii aren't particularly broken. They don't auto win. They're good, but not OP. The lascannon malcador opened my eyes in a gun duel with my AT leman russes. The malcadors trashed me by weight of fire. SA Fliers are, indeed, too damn good.
@Hearesy
@Hearesy 7 ай бұрын
Veletarii are in the “silly because guys with axes shouldnt be better than terminators in melee” camp. Ogryns are indeed more in the “strictly bust” camp. Both of them are silly though!
@EAfirstlast
@EAfirstlast 7 ай бұрын
That's more an ascetic complain then a balance one. I mean, yes, you can say that the lore demands SA infantry be utter trash, but that wouldn't be super fun for SA players.@@Hearesy
@QisforQadim
@QisforQadim 7 ай бұрын
The stats of the fliers being so over the top might be because they've got a ton of unsold Aeronautica miniatures they need to move.
@macklenscribner7176
@macklenscribner7176 7 ай бұрын
I mean all the flyers have been sold out for a while. They came back with WHLI boxes rather than AI boxes and they're sold out again at launch, definitely not unsold being the problem.
@shinankoku2
@shinankoku2 7 ай бұрын
GW makes a hash job out of the rules they wrote? Seems like business as usual to me.
@notknightbean
@notknightbean 7 ай бұрын
Ironically, it sound like the space marines and their gear are the weakest part of the game. Your legions troops don’t matter b
@abcdefghijklmnipfuck
@abcdefghijklmnipfuck 6 ай бұрын
Lol. Nothing new here. Same crying in 1993 with epic. Guard are better than marines on an epic scale, aircraft, infantry and tanks, was always the way. Warp missiles won't change, again, they've been that way since the beginning, in space marine 1 and 2, titan legion, armageddon. Thank your lucky stars vortex missiles aren't a thing any more, but I agree, ban them, and hope in later releases the guard don't get the ability to bring companies of death strikes. Infiltrate as an army wide special rule is a problem that army wide special rules have, I'd go one further, play legion like the game game it's based on, space marine, and have no special rules for marines, your legion just determines the colour of your armour. Leman russes were and are amazing, the vank was luckily in older editions limited to 1 per platoon or company (armageddon rules), taking only vanks is harsh, maybe they should cost more points wise. It's nice to see 30 years later the same complaints lol 😅
@Orlunu
@Orlunu 7 ай бұрын
Literally the entire point of Vanquishers has always been armourbane, and it's definitional to their role. Chunk them down to battlecannon range and a pip of AP and you're doing far more to fix the problem and in a far more fitting way. Solar Auxilia fliers you fail to properly consider... almost everything? Their strength you portray is that they can use all these weapons at the same time, like sitting back 30" away to safely employ missiles whilst also using bombs which literally require you to fly over the target, and they're _really_ hard to shoot because if the enemy uses overwatch on them rather than first fire or anything they'll have to be using a measly 30% hit chance from any accurate/tracking weapons... Entire analysis on them seems to ignore all points of synergy and context. Some point values a touch low, not in the same league as anything else in this video.
@Hearesy
@Hearesy 7 ай бұрын
Armourbane is mathematically too powerful. Just being 2AP or some other change would still make them “armour killers”. Also, mechanically, 32” range makes no sense. For planes im not sure why you think this, maybe you need to watch again. They can either stand off at range or bomb (which happens in the movement phase) but even outside of avoidance, even if you shoot them, they are 1.5-2x as efficient per point as anything else in the game (including marine planes); that’s dumb. If you think there is synergy or context that solves this problem, you’re missing something; no amount of contextual or synergystic interaction makes up for the fact that a unit does double what other units do!
@Orlunu
@Orlunu 7 ай бұрын
Well, this is exactly the point! You can either stand off at range or bomb, and or is an important word! The "doing double" that you keep bringing up is entirely dependant on being able to use their entire armoury against effective targets, which is negated by the fact that many of them don't want to be fired at the same enemies or require suicidal action. A Marauder has a hell of a lot of firepower, but it can't legally fire it all in a turn and the closest it can come requires it throw itself over the enemy lines in the phase before it actually uses its missiles - a Xiphon's weapons are all similar arc, range, and target preference, and don't require you to get shot down after only using half of them in the movement phase, and this makes up a lot of the ground of that "doubling". The unit not actually doing double what the other units do is what makes up for it doing double what the other units do! That's not to say they're balanced right as they are, I said they are undercosted, but your portrayal massively exaggerates their output and endurance.
@666lumberjack
@666lumberjack 7 ай бұрын
Nowhere does the Warp Missile say it ignores negative modifiers to hit, so against that 12 infantry stand detachment in a building you're actually killing six, not ten. A smart opponent is never giving you clear LOS to a Warhound or Knight with it at the start of a game, either, so it's really going to be a 3+ or 4+ gamble to maybe kill it or maybe whiff your one chance to fire it. Anything smaller than that, and the Reaver is going to have to work even harder to get a line up a shot on a juicy target. I expect the Warp Missile will be strong, and spamming them in a casual game seems like a dick move - but I think you're clearly overrating it here. In general it seems very premature to be declaring anything broken, to me, and especially to be suggesting that TOs ban or restrict units. How many test games is this video even based off of, I can't imagine you've gotten more than five or ten in?
@Hearesy
@Hearesy 7 ай бұрын
You’re right. Removing an enemy titan on T1 on a 2+ from 75” away probably needs more testing before we can discuss if it’s an issue.
@FarseerB1rdy
@FarseerB1rdy 7 ай бұрын
​@@Hearesy what an utter bollocks reply to a genuinely good comment.
@Hearesy
@Hearesy 7 ай бұрын
@@FarseerB1rdy not at all. Maths is maths. Facts are facts. Not everything needs testing to know its bust, and warp missile is a good example!
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