the thing is pague monks are stuped broken they are twice as killy as the next best unit by cost and every one hates playing against them i don't wan't that for seraphonwell we cant be worse than plague monks can we.... although tbh our guard are supposed to shred those stinky spawn pool defilers
it would be 1.16... points per wound still almost twice as good if they only had a 3+ 3++ saves and 3 wounds it would be 1.55 witch is much closer to fair if they where 180 for 5 i think that would be goodwould only going to 2 wounds make them more reasonable?
thats fair my suggestion makes them still tankeyer then berserkers wich was the original point but only by .24 points a wound so much better i agree an your mortal wound asesmentHonestly, it is going to be hard to find the right balance for guard. I think 2 wounds, and 180ish points is closer if we have the built in battalion buffs and look to tweak the battalion.
I think the bigger issue is that with mortal wounds being so prolific, it makes balancing saves, wounds and points kind of a nightmare. Really, I think mortal wounds should be FAR rarer than they currently are, with more attacks having various rend values. If you look at a mortal wound as a rend 5 attack, it'd probably seem weird how many things would have rend -5, and so few have rend 2, 3 or 4.
I still think it would just be cool if they had an additional 6+ save against MW but I digress(
I really don't like this rule. It's awkward in use due to the whole "stand still" bit while at the same time the pay-off when you do manage to actually stand still for once is ridiculously massive.10 3+/3+/-1/D3 attacks is obscene. And that's just a minimum sized squad with no other buffs.Guard dream stats:
On your turn if Saurus guard didn't move, celestial polearm gets -1 rend and damage becomes D3
never balance for the meta... that's how games fail. make the meta evolve to your balancing. its why STARCRAFT one did so well and is considered one of the best balanced multiplayer games of all time.Also, don't place so much value on cost efficiency and things like average points/wounds. It's a very one-dimensional measure and thanks to how statistics work can lead to some peculiar false equivalencies. Not to mention it gets thrown completly out of the window when taking into account synergies, or worse how the meta has developed and what the meta ends up valueing..
I'm not saying balance to keep the meta happy, I'm saying take into account the effects that your changes will have on the meta and try to predict how the meta will evolve. LoL is a great example of this where they frequently seem to balance things in a vacuum. Where they'l nerf the regen of a champion cuz he heals to much, ignoring the fact that his healing comes from the fact that he half of the items he has contain lifesteal so that nerf is utterly meaningless 2 minutes into the game. Hence, don't just balance around statistics like cost-efficiency and how it measures up against other similar units/champions/items/whatever, look at how stuff is actually used and what it has to interact with.never balance for the meta... that's how games fail. make the meta evolve to your balancing. its why STARCRAFT one did so well and is considered one of the best balanced multiplayer games of all time.
I don't i use it as a inishal starting place if it is horably broken in this stage very little can fix it. if points per wounds are of by 3 times synergies don't matter and that's if you don't account for them in the first place. you are right it's not the end all be all but it's a quick and dirty way to gage power.Also, don't place so much value on cost efficiency and things like average points/wounds. It's a very one-dimensional measure and thanks to how statistics work can lead to some peculiar false equivalencies. Not to mention it gets thrown completly out of the window when taking into account synergies, or worse how the meta has developed and what the meta ends up valueing..
SCE paladins have 3, and they're only taller cuz they stand up straight instead of the saurus' hunched pose.I kind of think Guards should never have 3 wounds. 2 is fine, but it's Knights that should go up to 3.
The resilience of Guard should be depicted in their save or a FNP. I feel that 3 wounds might raise some eyebrows in terms of how small the model is comparison to its number of wounds.
On the other hand, if we got some new beefcake Guard sculpts on 40mm bases...
You'd be surprised how bad a gauge statistical comparisons like these can be. Even as a rough indication you should be carefull with them.I don't i use it as a inishal starting place if it is horably broken in this stage very little can fix it. if points per wounds are of by 3 times synergies don't matter and that's if you don't account for them in the first place. you are right it's not the end all be all but it's a quick and dirty way to gage power.
in this case its relevant because we where comparing a fully buffed unit to a barely buffed unit and the difference was so huge as to be untenable.
yes when taken in a vakume it doesn't account for number of models, speed, acses to teleport, command ability, whether they fly, healing, coming back from the dead, bravery, spells, or general shenanigans. if you ignore all of these then terrorgists are middle of the rode. this is not the end this is a starting point. but if point comparisons didn't matter points would have little meaning as well. what this can tell you is don't stand next to that unit or don't charge that one they will kill you. and if at the start of it all you find out that you can bring 165 wounds worth of unkillable doom lizards it has done it's job.You'd be surprised how bad a gauge statistical comparisons like these can be. Even as a rough indication you should be carefull with them.
Skink Starpriest has 4 wounds and is smaller than both guard knights and paladins... Just sayingI kind of think Guards should never have 3 wounds. 2 is fine, but it's Knights that should go up to 3.
The resilience of Guard should be depicted in their save or a FNP. I feel that 3 wounds might raise some eyebrows in terms of how small the model is comparison to its number of wounds.
On the other hand, if we got some new beefcake Guard sculpts on 40mm bases...
In fairness heroes do follow a slightly different paradigmSkink Starpriest has 4 wounds and is smaller than both guard knights and paladins... Just saying
SCE paladins have 3, and they're only taller cuz they stand up straight instead of the saurus' hunched pose.
Skink Starpriest has 4 wounds and is smaller than both guard knights and paladins... Just saying
The size difference is actually rather minor. They appear a bit broader, but that's cuz they have stupidly big pauldrons that go up till their elbows when they stretch their arms out. They appear a bit taller, but that's cuz they stand up straight and saurus guard are hunched. However their limbs are of roughly the same thickness (and that includes the SCE's armour) their hands are the same size, their weapons & shields are of a similar scale. Their chests are about as thick. And saurus of course have a tail so they're a bit longer in that direction. And that's of course ignoring the fluff that the average saurus is literally a 2.5 meter tall giant lizard & guard are a bit taller still. Unless SCE are basicly Giants they're not gonna be taller by any significant measurePaladins might not he taller, but they're definitely larger in general, and are on 40mm bases to boot.
A skink standing up straight is supposed to be similar in size and weight to a human. And being a magic space dinosaur has some inherent advantages in terms of strength/durability that negate the need for armour. So no, he isn't any more scrawny than the average hero.The Starpriest is also a hero. If heroes had the same amount of wounds as a model from an equivalent unit then the game wouldn't work very well.
You might say that if it's about game balance then why does Guard having three wounds matter? The same reason a Starpriest only has four wounds to most heroes' five: it makes sense as he's a skinny lizard who is decidedly smaller than most other heroes.
mmm a lot of game wide changes like that have really hurt us without meaning to paired with targeted nerfs it's a wounder we do as well as we do.The reason for our relative low wound count is simply because when our battletome was written we could freely summon anything and everything so to have some semblance of balance stuff's just low on wounds. And since we haven't had a complete rewrite yet, and only bandaid solutions to try and keep us in the game, that hasn't changed yet.