We've got some big balance changes coming to you this week, affecting both Orks and Space Marines. Make sure to jump in and check them out.
Changes
+ The Artillery ability can no longer critically strike. + Deffgun Volley IP cost increased to 2. Deffgun Volley now has a fixed Strength score. + Tactical Marine WS down to 4 from 5. + Cybork Body cooldown down from 8 to 6. IP cost increased to 2 from 1. + Go Fasta warmup time has been reduced from 4 rounds to 2 rounds. + Null Zone IP cost now 1; Null Zone no longer affects allied units. + Rokkit Slam bug has been fixed, it now correctly hits itself at Strength 4 and enemies at Strength 6.
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First up in our line of changes is the infamous Ork Artillery. The powerful combination of Artillery, Green Is Best and Iron Gob was an oppressive force in multiplayer matches, where an unsuspecting player could find their king taking upwards of 10 points of damage in a single turn.
Though this tactic was not infallible (and indeed could be counterplayed without too much trouble by a skilled player), it dictated the pace of the game too easily with very little effort from the Ork player. To this end, we've removed the ability to critically strike with Artillery. While it can still be a punishing alpha-strike, it will no longer be as brutal as it was previously.
Next up is Deffgun Volley. Deffgun Volley is going through a few changes - Firstly, it now has a fixed Strength score, so it hits at a Loota's base strength regardless of any buffs. Secondly, it is now slightly more accurate but costs 2 IP.
Tactical Marine Weapon Skill has returned to its original value of 4. We want to increase the value of moving out your specialist units vs. turtling up and whittling down the enemy with Tactical Marines. Firing lines are still completely valid (especially with Chapter Banner), but now there's more incenctive to bring the back-line units forward and into the fray.
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That's all for this week - stay tuned for more updates in the future.
We've got some big balance changes coming to you this week, affecting both Orks and Space Marines. Make sure to jump in and check them out.
Changes
+ The Artillery ability can no longer critically strike. + Deffgun Volley IP cost increased to 2. Deffgun Volley now has a fixed Strength score. + Tactical Marine WS down to 4 from 5. + Cybork Body cooldown down from 8 to 6. IP cost increased to 2 from 1. + Go Fasta warmup time has been reduced from 4 rounds to 2 rounds. + Null Zone IP cost now 1; Null Zone no longer affects allied units. + Rokkit Slam bug has been fixed, it now correctly hits itself at Strength 4 and enemies at Strength 6.
++ACCESS GRANTED++
BEGIN CODED MESSAGE
First up in our line of changes is the infamous Ork Artillery. The powerful combination of Artillery, Green Is Best and Iron Gob was an oppressive force in multiplayer matches, where an unsuspecting player could find their king taking upwards of 10 points of damage in a single turn.
Though this tactic was not infallible (and indeed could be counterplayed without too much trouble by a skilled player), it dictated the pace of the game too easily with very little effort from the Ork player. To this end, we've removed the ability to critically strike with Artillery. While it can still be a punishing alpha-strike, it will no longer be as brutal as it was previously.
Next up is Deffgun Volley. Deffgun Volley is going through a few changes - Firstly, it now has a fixed Strength score, so it hits at a Loota's base strength regardless of any buffs. Secondly, it is now slightly more accurate but costs 2 IP.
Tactical Marine Weapon Skill has returned to its original value of 4. We want to increase the value of moving out your specialist units vs. turtling up and whittling down the enemy with Tactical Marines. Firing lines are still completely valid (especially with Chapter Banner), but now there's more incenctive to bring the back-line units forward and into the fray.
END CODED MESSAGE
That's all for this week - stay tuned for more updates in the future.
If you enjoy shopping in a perhaps Orkier store you can go to Green man Gaming right now and pick up a copy of Warhammer 40,000: Regicide! Start playing as soon as you get your key and enjoy the brutal animations and tactical play of Regicide. Check out the store page here!!
If you enjoy shopping in a perhaps Orkier store you can go to Green man Gaming right now and pick up a copy of Warhammer 40,000: Regicide! Start playing as soon as you get your key and enjoy the brutal animations and tactical play of Regicide. Check out the store page here!!
Hail loyal Imperial Citizens! It's time for our first DOUBLE REXP WEEKEND of the new year! Every victory will provide you with double the normal amounts of both Requisition and Exp, so it's time to get to kingslaying!
Hail loyal Imperial Citizens! It's time for our first DOUBLE REXP WEEKEND of the new year! Every victory will provide you with double the normal amounts of both Requisition and Exp, so it's time to get to kingslaying!