It's presumably the contrast thing. No idea if they're going to announce it at WH fest in two weeks or before then though.
I bet Contrast is some sort of GW airbrush product.
Today on "Redditors who can't understand any army they don't play"
https://files.facepunch.com/forum/upload/134138/660384c3-94ad-4006-947d-28aa16946005/today.png
Someone made a meme post mentioning that eldar aren't busted like in 7th any more and its just nothing but people whining that Alaitoc is overpowered because they can't 1 turn kill 400 points of T3 dark reapers.
Altiaoc can be pretty busted but not because of Dark Reapers, though a bunch of people still erroneously believe that they can get their fliers to -3 to hit even though the psychic power that gives an extra -1 to hit can only target infantry. Fighting my friend's Altiaoc with -2 to hit fucking everywhere is probably the least fun I've had in 8th ed though.
You can get them to -3 with the stratagem if enemies are outside of 12"
Also how is it "not fun", Its no different than having someone save a bunch of important wounds with a 5+ FNP or armies spamming high toughness models so all your shots wound on 5's.
Like why does it make a difference that the part of a shooting phase in which the dice get mostly removed is when you hit rather than wound?
Because it's just oh so much fun having some units that are literally unable to hit.
its gonna be that like water-based printing stuff, just dip your mini and you're done.
It's not fun because it statistically fucks over certain armies (BS4+ is half as likely to hit as BS3+ when a -2 penalty is applied) and offers little counterplay. Especially when that -3 can make units literally impossible to hit for nearly the entirety of my army. That's not a fun mechanic.
I can shoot high toughness models with lascannons, so a high-T army forces me to be smart about how I deploy high-S weapons to counter the threat. A 5+ FNP only saves 1/3 of wounds, so it has a comparable minor effect. Those are both manageable. But there is very little I can do as a Guard player against stacked hit penalties, especially against an army with enough of a mobility advantage to make getting within 12" to reduce the penalty (or use flamers) very difficult. Like you said, either it works or it doesn't, and as a general rule I think mechanics that favor listbuilding over gameplay are intrinsically bad.
Probably air washing and air glazing techniques and tools. Also probably overpriced as hell.
They can't sell it as a whole new toolset á la airbrush if they want to get people into making sure they dont amass grey stuff.
Speaking of that video
https://pbs.twimg.com/media/D2v5nZEXQAAbyEb.jpg:large
Essentially daemons don't have effective delivery methods and really want to be in close combat, Nids can get T1 charges pretty easily.
I have a whole cabinets worth of daemons and have yet to win a game in 8th, shooting and overwatch combined with t2 charges means you lose most of your army before getting anywhere. Only nurgle has the staying power with trees and buffs.
Kraken genestealers or behemoth gaunts can get across the board super quick or with trygons etc.
Is Dark Imperium a good place to actually get started with tabletop 40K? I've been a fan of 40K stuff for years but have never actually done any tabletop stuff. Just read the lore and played the video games and such. I was looking at the Games Workshop website and it advertised this set at me as the best place to start.
Not exactly a fan of the Death Guard but hey it comes with a full set of Primaris Smurfs I can paint to not be Smurfs.
It's a decent enough place to start if you want marines.
If you don't want to start either of those armies you could get two start collecting boxes off Amazon for about the same price. You would of course need the codices too, but you can find plenty of downloads for those if you don't mind using a .pdf over a hard copy.
Did a few (~6-8) iterations on Tyranid paint schemes as a break from my Death Korps, and came up with one that I really like. Most of it's just washes, so I was able to knock this out in about thirty minutes.
https://i.imgur.com/PoPEb8V.jpg
Nids were my first army and the low-effort paint scheme is a nice change of pace, so I'm thinking I might pick up a few.
For a gimmick, I always wanted to use glow in the dark paint as a drybrush against the white/skin (?) part for 'nids. I know it's a thing nobody would see unless in a shade against darker areas but I think it'd be interesting. Same with using some specialty paint like Black 2.0 against either a sergeant's cloak in a primarily-white army (thus making it look like a black fucking hole) or as something like wings for a Night Lords army. Pretty sure you would *not* want to prime with it though.
dont know what other 'gimmick' paints exist out there. Even stuff like GW's "Blood for the blood god" specialty still warps my mind with how much it looks like actual blood with it's tone, transparency and glossy nature.
I've got some black 2.0 coming, I haven't heard good things about black 1.0 on miniatures though.
It's why I'm asking - even for an army that primaries the color black, you certainly don't want to be using it outright I imagine
Anyone have any good guesses on colours used on these? I'm reasonably sure Ionrach Skin might be the yellowy-tan, and there's probably Sybarite Green/kabalite
https://files.facepunch.com/forum/upload/223764/0b1fd901-1fa5-4f92-9f7f-54ec46a64f9b/image.png
It looks similar to the "Spirit Green" in the paint app which uses hexwraith flame and nighthaunt gloom.
https://i.imgur.com/5WMS9wg.png
Someone attempted to decipher the page
Summaries of first column: Battleforged armies can include the 3 Ynnari HQ's in any Aeldari detachment except ones with Mandrakes, Avatar of Khaine, Solitaires, or any Haem covens units.
If any of the 3 Ynnari HQ's are included in a CW, Clown, or DE detachment, you can change it from one of those detachments to a Ynnari Detachment.
If you choose the detachment to remain one of the main 3 Eldar types, then the 3 Ynnari HQ's can be included in that detachment without preventing other units from gaining subfaction rules, Dark City Raiding Force, etc. The 3 Ynnari characters do not benefit from those rules.
If you choose the detachment to become Ynnari then all units gain the Ynnari Keyword(note that this is not a faction Keyword). The detachment is no longer considered as a CW, Clown, or DE detachment and so cannot use CW, Clown, or DE abilities, stratagems, Warlord traits, relics, psychic powers, or tactical objectives. Also note that you cannot use CW, Clown, or DE Stragatems or psychic powers to affect Ynnari units from your army, even thou they may have the appropriate keyword and you cannot use a craftworlds stratagem to affect an Asuryani unit from your army that has the Ynnari Keyword, you cannot use a psychic power to affect friendly Asuryani unit that has the Ynnari keyword. In addition, all Ynnari units replace <SUBFACTION KEYWORD>.
Replacing Keywords table: Replace <Craftworld, Kabal, Wych Cult, Masque> with Reborn Asuryani, Reborn Drukhari x2, Reborn Harlequins, respectively.
Abilities: If your army is battleforged, all troops units in Ynnari Detachments (excluding super heavy auxiliary detachments) gain the Reclaim the Galaxy Ability. In addition if your army is battleforged, all Ynnari units in Ynarri detachments (excluding super heavy auxiliary detachments) gain the Strength from death ability.
Allies of the Reborn: Beast, Incubi, and Scourge units can be included in a Ynnari detachment without preventing other units in that detachment from gaining the Strength From Death ability. Note, however, that these units can never (??????) gain the Strength from death ability.
Reclaim the Galaxy: Fluff paragraph. Literally just objective secured from every other codex.
Strength from Death: As soon as any unit is destroyed, all units from your army with this ability benefit from the Soulburst ability until the end of the turn. Whilst a unit is benefiting from the Soulburst actions it always fights first in the Fight phase even if it didn't charge. If a model that is benefiting from Soulburst actions you also add 1 to hit rolls for the attacks made with melee weapons by that model. If the enemy has units that made a charge move this turn, or has abilities that allow theim to always fight first in the fight phase, then alternate choosing units to fight with starting with the player whose turn is taking place.
Oh man they really nerfed soulburst into the ground. I no longer feel as bad about conventional blob guard being written out of existence.
If I collected Ynnari I'd be pretty pissed to be honest, imagine investing in an army that's not even been around for a whole edition yet and suddenly it gets kicked in the teeth and has its core gimmick rewritten to the point that it no longer plays remotely the same
Full Ynnari codex
https://imgur.com/a/G5V4A8L
Got the sergeant from Space Marine Heroes so I made him a Lieutenant.
https://files.facepunch.com/forum/upload/196111/d2dd2ab3-8b14-4ae6-a3cb-9607fe387458/if_leiutenant_01.jpg
Amazing work as always!
Honestly I can't really say I'm surprised about the change. The way soulburst was implemented prior to this point was just so slapdash that it completely screwed up balancing them, and GW had to put multiple band aid solutions and nerfs on it in an ultimately failed attempt to fix it. Blob guard is basically in the same place Ynnari were before this change: something that used to be broken overpowered, but got subjected to so many conflicting nerfs that it became broken underpowered. Completely rewriting how soulburst works is really the only way they could fix it. That being said, it seems odd to put such a focus on melee in the new soulburst, and then require you pay a stratagem to even get soulburst on the Ynnari's best melee unit.
I'm genuinely always impressed by just how clean you're able to paint your lads.
especially with the yellow. Yellow is part of the reason I do notpaint any orks of mine as Bad Moonz.
Faqs out, now with knight nerfs.
Warhammer 40,000 Update – April 2019
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