Balance Dataslate: Be careful what you wish for edition
You wanted it to do something.
It’s time for another Balance Dataslate, and this one is probably the biggest one yet in terms of changes. As with all Balance Dataslates, this latest one is the version in use as it replaces the previous one, and you can absolutely choose to ignore it- if you’re playing non-Matched Play games.
Now you’ve got to remember this is used in conjunction with the latest Munitorum Field Manual for points (see HERE for our comparison breakdown), as well as the Arks of Omen GT Mission Pack (Be sure to check out the Secondary breakdown HERE), so make sure you account for those when reading through these, as I’m not touching on them in too much detail here, if at all.
So, grab a hot drink, or something stronger, cos you might need it…
Armour of Contempt
No ifs ands or buts. Kaput. Finished. Laid to rest. Sent to the Black Ships. Offered up to the Dark Gods. Failed to cross the Rubicon.
This is a massive change in survivability for many armies, whilst upping the killing power of several others by proxy. Whilst a contentious rule, regardless of how you felt about it, it was pretty vital for keeping MEQs around, and so will cause big waves for sure. The common complaints about the ineffectiveness of AP1 Weapons by all those people that forget armies other than Space Marines exist can finally stop at least.
Note this also means that Salamanders, Iron Warriors and Valorous Heart revert to their Codex versions, so back to AP reduction and no more Wound preroll prevention. Obviously. See literally the 4th sentence in this article about how this replaces all the previous stuff, and so anything not in here, no longer applies.
Is this a good thing? I’m not convinced, as the game is still hugely killy, and now nearly half the field will be a lot more susceptible to the sheer amount of AP in the game. This is tempered somewhat by the other changes in here and in terms of points, but the initial gut feeling is this will probably neuter most, if not all Power Armoured armies and remove all but the most hyper efficient from the meta. On the flipside the game will be quicker as there’s less maths and more stuff will just die or not be allowed saves. So that’s cool?
In addition to the limits based on game size (so a max of 2 in Strike Force missions), all AIRCRAFT now have to start the game in Strategic Reserves, though remember in Arks of Omen Missions they won’t cost you CP at least. In addition, bombs and other abilities can’t be used when you fly off the board anymore. This limits the output of Aircraft quite a bit, making them have zero impact on Turn 1, and unable to use bomb style abilities until Turn 3 at the earliest. Whilst nice to stop those fringe lists that can nuke units with bombs Turn 1 with no counterplay, this is overall a pretty hefty nerf to those units, and could see Aircraft drop off quite a bit in use.
Indirect Fire Weapons
This remains as is, making sure that weapons which ignore Line of Sight aren’t as dominant as they used to be.
The line about Guard not being affected by this is gone, so they do suffer the -1 BS and the +1 Sv penalties.
If you honestly thought it was going to be kept, then I also have a bridge to sell you.
It’s the same. Good.