• Warhammer v11: Fires of plastic Squats when
    999 replies, posted
There's a bit of speculation we'll see a faction made up of remaining old one drones or something. Whatever is in the vault in Blackstone is supposed to have a fairly big lore implication, enough that it's sealed in it's own envelope and you're encouraged not to open it until you actually reach the vault in game.
https://cdn.discordapp.com/attachments/448563062585425920/510377953604141057/traitorguardsmen1.jpg "Imperial Robot" https://cdn.discordapp.com/attachments/448563062585425920/510377954199601152/beep_boop_motherfucker.png
So Curse of the Vampire Coast is pretty great. They're probably the only faction that can rival the Empire in terms of raw firepower.
The Blackstone chaos lord is really boring after transitioning to the base game https://i.imgur.com/rc0BscH.jpg
So Taddeus is like Confessor Kurov (Or whatever his name was) just equipped with a Servo Skull and currently cannot be taken with guard? Well, here is hoping at least they FAQ the keywords so he can be taken with guard so at least then I can finally use the Kurov model with a power maul without having to take a priest from the Index.
So in my last game I basically lost in my own first turn due to exploding knight shenanigans. Their turn they get max advance and charge getting right into the middle of my frontline chaff, kill a few chaff whatever, pile in so that they are most of the way into my deployment. My turn, I shoot it kill it, turns out there is a stratagem 2d6 explode roll an 8, which covers 70% of my forces cause I had not yet gotten to move very far and rolls majority 5s for 40-50 mortal wounds total.
Knights need to be hit with the nerf hammer hard, frankly. My friend has two of them staring at him from his shelf, and even he agrees they need to get hard-nerfed. If they can go toe to toe with a 2k point titan and reliably win, they are massively undercosted.
Which is funny considering they were pretty shit precodex. GW has had this consistent theme 9f buffing and reducing costs when a unit just needs the buff or cost reduction. I'd be very surprised if there are no price hikes on knights in CA.
was he playing it as an auto-explode stratagem? cause for knights it only buffs the explodes on a 6+ to an explodes on a 4+
I cannot remember if he did, I mostly remember the effects.
I don't really think titans are overcosted, they just look that way because knights and knight-equivalents are undercosted.
Imo titans just aren't the same without templates.
https://files.facepunch.com/forum/upload/58249/94f61cf0-f01c-42e0-a613-c603333c8051/image.png https://files.facepunch.com/forum/upload/58249/80cfe7d6-0cee-4db4-b4d4-70b5d807ae30/image.png https://files.facepunch.com/forum/upload/58249/c5e01867-5878-4026-b8ab-6a619ad42962/image.png ia indices https://files.facepunch.com/forum/upload/58249/9d46ca16-aa02-45c8-abe2-b5f1d8f8aca3/image.png https://files.facepunch.com/forum/upload/58249/9057ab6b-cbda-45de-82a8-641edea3b0a2/image.png https://files.facepunch.com/forum/upload/58249/c88211ce-f337-4edc-83e4-5af0a4670dfb/image.png ca2017
I think they basically decided they don't want them in matched play but decided to do it in a soft manner, because they did not change the PL on them.
The Robotica Imperialis keyword is either a cheeky nod that hes not even remotely Mechanicus, or a hint that we might be getting more "Autonomous Data Collecting" bots in the future. Unless they announce some rules like being able to run Blackstone Fortress guys in detachments similar to how Assassins and Sisters of Silence work, you will never see most of these guys played as their keywords are pretty lacking which is sad. To play with UR-025 in say an Admech army, you'd need to run him in a special detachment that would COST you -1 Command Points. (Hes not that good either unfortunately.)
It wouldn't surprise me if there is a rule that lets you take some of the Blackstone units in other detachments or something considering some of them are basically unusable otherwise. Though for the most part their rules don't motivate me much to run them anyways, I might run Rein and Raus with my guard army occasionally though. At this point though I'd be surprised if we don't get some "full" Rogue Trader mini army in the near future.
Painted a GUO as a Christmas present for a friend. Definitely the grossest thing I've ever painted, but being able to play around with gloss varnish and zenithal highlighting was fun. https://i.imgur.com/9cCV7NA.jpg
Titans are very explicitly designed to be used against other Titans in modern 40K. Warhounds were historically around 750 points in old editions, when games trended around 1500-2000 points, but they required your opponent's permission to be used in a normal game. Sometime around 6th or 7th edition, you no longer required your opponent's permission to run one, and they started popping up everywhere, making up somewhere around 33%-50% of a full size army, and they were a very good lord of war choice. In 30K (which is basically the 7th edition ruleset) a Warhound is still one of the best things you can bring in a 3,000 point game at any points cost. However, FW decided that too many Titans were being played in the reduced technological setting of 40K, and were overperforming on the tabletop, so something needed to be done. They couldn't bring back the old rule of opponent permission since FW was now part of the regular game, so they just upped the points to make them inaccessible and/or bad. A friend of mine is an employee at our hobby shop, and he ran one of the shop's Warhounds as a ringer in one of their tournaments. As expected, he didn't win a single game, even against the worst armies, because its clearly not intended to be balanced for its points cost. That said, he said it was the most fun day of 40K he's ever had.
I think they should have left super heavies and primarches in a similar position, if both armies are throwing baneblades and knights at each other with knowledge of it ahead of time its fine, but when you can randomly encounter them in PUGs it kinda sucks. You have to make use of a different army makeup, and some armies don't have a real answer without drastically shifting their builds and potentially shafting their ability to be create TAC lists. Take Tyranids for example, the practical shooting unit option is hive guard as their other options lack volume of fire or strength and even then it will typically require multiple rounds to succeed without over investment. Against a knight without any additional relics/strats: T8, 24W, 3+/5++ A hive guard with impaler will do 2*2/3*1/2*2/3*2 = 8/9 damage on average So it takes 27 shots of hiveguard or 1296 points to kill a standard knight on average or 50% of the time. This is actually not far off from the concept that a good unit should kill 1/3 of its points a turn, but when an army is forced to choose between investing a majority of their points in dealing with a target or ignoring a murder machine it produces weirdness in balance. Particularly when the other guy can have multiple or push the knight up to a 3++ which requires doubling the investment to kill! Melee to avoid the invuln is an option, but that is a different bag of worms given you must consider what can fit into base contact and get into charging in the first place.
I think im gonna nurglebarf
https://twitter.com/Mechanicus40K/status/1061393218225475592
I'll wager a soulstone that a bunch of people do some amazing work on that competition only for a 5 year old who coloured a printout with crayons to win. In other news, my local store is currently divided over the ork codex. All the non ork players are complaining about bomb squigs being OP and such while all the ork players are, well, being ork players. You guys think they are a little too good or are the admech guys just mad their robots don't insta win them games against boys spam anymore?
It's definitely extremely powerful, Knight players should be sweating when they see a bunch of Tankbustas on the field. Bomb Squigs also get Dakka Dakka Dakka! which is really good. But it's also pretty expensive, and if you don't execute it perfectly they're going to die really easy. The Codex improved Orks a lot, but they still aren't super powerful, so if they've got some maybe-overly strong combos then eh, let them have it.
Ehh, I think the first faq for orks will have a few things to address. I've already seen people saying the loot it stratagem makes it so anything with a 2+ save (meganobz I think?) become unable to ever fail armor saves except on a 1 because it changes the save characteristic to a 1+ and the dark Eldar faq said if combat drugs boost a model to ws 1+ they still hit in a 2+ even if they have -1 to hit because you can modify below a 1 and 1s only fail because 1s always fail.
That goes against every previous ruling, 1+ is just 2+ where you can ignore 1ap on an attack.
The previous rulings were for 1+ from modifiers, not a straight 1+ characteristic. Though I'm not really sure what they were thinking with the de faq and I expect loot it to get capped at a 2+.
Maybe the non-ork players should create balanced armies instead of spamming tiny-dicked robo toys of cheese. Not that I'm biased or anything. Source: part-time Ork player
Honestly AdMech are really mediocre outside of bot spam and are particularlly really week against armies (like orks) that can reliably get into assault.
AdMech really need Fires of Cyraxus to flesh out their roster.
It would help a lot considering AdMech has several pretty good/decent units, they just lack a lot of utility and are very limited in what builds they can do. For fucks sakes GW give me an Alpha Primus already
Sorry, you need to Log In to post a reply to this thread.