A few weeks ago we ran the first round of changes intended to help balance the game by looking at Warlords and their special rules. This achieved the desired effect of making some previously unpopular Warlords (hi there, Yarrick) viable, but we’ll be returning to the Warlords again at some point as some of them (like Fury of the Craftworld) are too effective and need further balancing.

Bodyguards

But before that we wanted to look at which bodyguards needed boosting or toning down, so we compared several sets of data including whether a card had more or fewer ‘stat points’ when compared to other cards of the same cost.

This gave us a shortlist of offenders that most need to be adjusted, so as of next week (Tuesday unless anything changes) these cards will change points:

T’au

Shas’vre Tassar, Vior’la Sept XV95 Ghostkeel Battlesuit
Cost increased from 26 to 30 points.

Shas’vre Ob’Lotai 9-0, Farsight Enclaves XV88 Broadside Battlesuit
Cost increased from 28 to 32 points.

Longstrike, Master Gunship Pilot
Cost increased from 56 to 61 points.

Khagguk Glekh, Krootox Rider
Cost increased from 12 to 30 points.

Aeldari

Deliquescence, Drukhari Talos Pain Engine
Cost increased from 38 to 48 points.

Uthrielle, Craftworld Saim-Hann Wraithlord
Cost increased from 47 to 58 points.

Tyranids

Specimen: LV-111-AP-Θ, Hive Fleet Leviathan Tyrant Guard
Cost increased from 15 to 21 points.

Old One Eye, Hive Fleet Behemoth Legendary Carnifex
Cost increased from 45 to 57 points.

Hisser, Genestealer Cults Aberrant
Cost increased from 12 to 28 points.

Specimen: LV-400-HF-Θ, Hive Fleet Leviathan Exocrine
Cost decreased from 64 to 49 points.

Specimen: LV-714-FM-δ, Hive Fleet Leviathan Hive Crone
Cost decreased from 49 to 35 points.

Specimen: LV-209-WT-Φ, Hive Fleet Leviathan Carnifex
Cost decreased from 79 to 65 points.

Space Marines

Captain Karludo, Iron Ravens Captain
Cost increased from 26 to 30 points.

Arjac Rockfist, The Anvil of Fenris
Cost increased from 35 to 46 points.

Brother Venix, Salamanders Ironclad Dreadnought
Cost increased from 59 to 60 points.

Hammer of Titan, Nemesis Dreadknight
Cost increased from 54 to 69 points.

Brother Garros, Ultramarines Invictor Tactical Warsuit
Cost decreased from 59 to 57 points.

Sven Ironfist, Space Wolves Redemptor Dreadnought
Cost decreased from 87 to 74 points.

Adrax Agatone, Salamanders Captain
Cost decreased from 35 to 27 points.

Kayvaan Shrike, Raven Guard Chapter Master
Cost decreased from 28 to 23 points.

Servants of the Emperor

Sevora Devout, Death Cult Assassin
Cost decreased from 12 to 7 points.

Sister Aliesha, Adepta Sororitas Battle Sister
Cost decreased from 7 to 3 points.

Prisoner #01159004151, Penitent Engine
Cost decreased from 55 to 44 points.

Chaos

Khan’zhar the Red, Wrath of Khorne Bloodthirster
Cost decreased from 100 to 90 points.

Subject Deceased, Poxwalker of Nurgle
Cost decreased from 4 to 3 points.

Aku Syn, Chaos Rogue Psyker
Cost decreased from 7 to 3 points.

Returning

We haven’t tried to address every single bodyguard in one go as that would be an overwhelming number of changes, so will be returning to balancing bodyguards in the future, after the changes have had a chance to settle down and we’ve done another pass on balancing the Warlords. Next time we’ll start looking at the cost / value ratio of the cards in each faction, which will show up over or under performing cards within that faction.

Value

I wanted to end today’s post by talking about why we need these changes at all. I don’t mean ‘why are we balancing the game’ because hopefully that’s obvious – we want as many cards as possible to be viable choices when you’re building a deck.

I’m referring to why these cards got into the game with unbalanced stats in the first place, because we’re well aware no-one likes it when their favourite card is suddenly rebalanced (particularly when we need to rebalance a card that we’ve sold, like Longstrike). The fact that some cards have the wrong points cost is entirely my fault, but in my defense it’s a complicated problem to solve!

A card’s cost has to take into account:

  • Its points / Power costs in tabletop Warhammer 40,000 including an ‘average’ amount of wargear.
  • Its relative stats compared to all other cards in the game with the same points cost.
  • Its ‘value’ to that faction. This is something that Games Workshop talks about with 40K points, where some units cost more or less depending on which army they’re in and how valuable they are to that army.
  • And finally, what the battle software, Dreamcrusher, thinks they should be worth after it spends a while making every card fight every other to see how efficient they are.

The point is, it’s difficult to ensure all cards are perfectly balanced, particularly in an always evolving metagame. We’ve recently changed the way we calculate points cost to hopefully tone down these issues, but it’s perhaps inevitable that some cards will slip into the game in an over or underpowered state.

Do let us know what you think of these changes and if there are any cards that you think are in need of adjustment.

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Thanks,
Stu