Marrak wrote:
Okay...
Now I've been bordering the edge of optimism and indifference to this whole matter, and taking in comments and info as it's come along and tried to keep that stiff upper lip and hopes that finally, after a very long time, I'd have a codex for the army that I've been collecting since 2nd edition and be able to field some of those iconic units that have always looked great and had a tremendously awesome background alongside new units that fill in niches that we did not have before, or may fulfill some specific role that would be fun to play with but not see every game.
Mostly though, I wanted to have a codex that allowed me to have a series of viable units so I could play an army that was not overpowered, simply competitive.
For those of you who do not understand, I don't want to have a 99% win ratio, where the last 1% is simply because I rolled 1s all game. I want to have a ratio where I can place down an army, look across the table, and not immediately start to keep my trays open to start placing models back in. Give me an assault army from hell, give me a shooting army that has unique rules that are alien and strange (cause we fire living ammunition for crying out loud...) that may not be able to punch through marine armor, but has a weight of fire that makes them keep their heads down. Give me MCs that actually act like they're supposed to, not something that can reliably be shot to death by small arms fire while other armies light transports can effectively ignore 90% of mine.
Just give me something I can keep pace with, not something where I have the odds so hopelessly stacked against me that I am required to hope for a miracle.
This is not WAAC, this is simply hoping that a codex should be equal, in some fashion, to its peers. A narrative can tell one story, but in the end forging a narrative does not mean that I wanted to play the extras who are gunned down by the heroes each and every time. It's a wargame, and I should hope to have an equal chance to win. Casual gaming is not incompatible with competitive rules, nor should it be. I have played casual games of Warmachine with Competitive tournament players and did not lament the horrifying way they belittled me and made me cry... because they did not act in that fashion. I have sat in a tournament setting and joked and laughed with my opponent in each turn. Competitive gaming is not some horrifying monstrosity that kills fun; bad players kill fun, and you can find them in casual circuits and competitive ones. Calling a game "beer and pretzels" does not make it immune to jerks, nor should that be the mentality or excuse for not balancing out rules and options for an army that is as iconic as Space Marines in the setting.
Some changes that I have seen are flat out flabbergasting, such as to Hive Guard and the range on the Exocrine. The lengths that people have had to forge ways of utilizing these units just for them to do their specified role (according to what we know) show that there is an inherent problem because that implies they cannot fulfill their role without a specific set of criteria. Imagine if Devastators could only work if there were 2 squads of tactical marines exactly within 6" of them, or if Riptides required 14 (not 13, not 15) models to be within a specific minimum and maximum distance before it could utilize its options.
Yes, these are exaggerations, but at the same time that seems to be the approach to Tyranids for the better part of a decade now. Worse is when people tell the players of the army to simply accept it as fact, or that we're not playing to our strengths. It's hard to play to your strengths when those very things are hard-countered by rules and armies that are, for the most part, not exactly uncommon nowadays.