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"WH40K 4th - balance" Topic


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Comments or corrections?

Wonkothesane20 Jun 2015 9:01 a.m. PST

I'm revisiting 4th edition 40K and hitting the imbalance problems. Space Marines seeming a bit too tough.

Are there any house rules available to overcome this? Or alternative army lists/points values?

And how does everyone get round the problem of the first turn kill-fest giving a big advantage to whoever gets the first turn?

Sensible answers appreciated (if you're only here to engage in GW-bashing, please find another thread – thanks.)

dsfrank20 Jun 2015 11:32 a.m. PST

Marines have been tough in every edition but offset by their high points cost – of course you and your opponents can agree and adjust the points if you feel that they are out of order – I don't recall any widely accepted point adjustments.

You could adjust your battlefield such that forces aren't in range or immediately in line of sight at the start of the first turn.

More terrain is good for reducing the first turn killfest but puts gives an advantage to more hand to hand oriented armies.

Having forces come on the table rather than all set @ 24' staring each other in the eye can help.

Coyotepunc and Hatshepsuut20 Jun 2015 12:20 p.m. PST

Playing the scenarios and judicious use of reserves helps iffset the inherent imbalances between forces.

Prince Rupert of the Rhine20 Jun 2015 1:00 p.m. PST

I second playing the scenarios. The first turn killfest becomes less important when you play games that aren't just about body count.

In Scenarios that , for example, require an objective to be captured it is often an advantage to have the last turn.

As for Marines they are GWs poster boys they are supposed to be super humans so they are always tough in every edition of the game. They are still very beatable though (just stock up on AP3 weapons)

WarpSpeed21 Jun 2015 8:26 a.m. PST

I play 2nd edition,weapons of range must have their ability to cause loss,an earthshaker basilisk has a very long rang,enjoy your run into combat melee armies.

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