Jump to content

Valkyrion

+ FRATER DOMUS +
  • Posts

    2354
  • Joined

  • Last visited

  • Days Won

    1

Valkyrion last won the day on March 22 2025

Valkyrion had the most liked content!

1 Follower

About Valkyrion

Recent Profile Visitors

3050 profile views
  1. @Rowland I'm brand new too, and I've been playing this game since 1993. That isn't as contradictory as it sounds. I've never used an app so I can't help you there, but my way of doing 11th is simply going to be to write out the normal unit datasheets in Word but without all the 'may swap this for that' and just have what the unit has. There's probably a better way, but this is mine. It also helps to reinforce the numbers as you're doing it. 'Krak Missiles are S9 now? Okay then' etc.
  2. I'm at a bit of an impasse as my hobby butterfly flits from idea to idea before I properly start 11th. Option A - go all in on one disposition and ignore the rest; e.g Space Marines could be Purge the Foe, so collect around 3000 points to give plenty of unit options but lean in to what that disposition does. Same applies to my Tyranids and any other army I end up playing. So when I play, I play Purge but you don't know the faction Pros: Allows for my hobby butterfly to migrate to different factions when ebay throws up a deal too good to pass up. I'll learn how to play one type of way very well. Cons: I'll only learn how to play one type of way. My gaming butterfly might get bored and want to switch once I've already over-committed. Option B - go all in one faction but have an army for each disposition; e.g, have a 1500 point core of space marines then 500 points of each disposition to slot in. So when I play, I play Space Marines but you don't know the disposition. Pros: I'll learn to play one faction very well Multiple gaming modes Cons: I'll only learn how to play one faction. My hobby butterfly might get bored and want to switch once I've already over-committed. Option C - one army per disposition; e.g, 2000 points of Purge Marines, 2000 points of Asset Custodes, Recon Nids, Hold Orks and Disruption Eldar. Don't change lists, just swap out the entire faction and disposition. So when I play, you don't know what faction or disposition to budget for, but my list will be basically set in stone for each faction for the entire edition. Pros: Lots of choices which soothes my hobby butterfly. Can tailor a specific faction to what it's good at Cons: Too many choices to properly learn anything - 5 factions, 5 dispositions, 5 missions per disposition - higher mental load. Most expensive option in terms of time and money. I'm almost certainly over thinking it - do the action based dispositions really require that much differentiation between army builds? Does Purge and Hold really play that differently? What are you guys doing?
  3. Also, first Torrent (and Blast?) weapon with fixed attacks?
  4. Am I reading it right that he shoots with all three weapon profiles, or this the new wording of choosing one of those options?
  5. Firstly, no need to be so dismissive, my opinion and your courtesy hurts no one. Secondly, that one single thought isn't exactly the problem, is it? Thirdly I'm not flat out refusing anything, I'm joining in a discussion. To clarify my point, I mean that 3+ on a D6 on average is fine with regards the hit roll. This is a wargame, things need to be hit, things need to die. My only input, mild as it was yet worthy of such condescension, was that GW could open the door to D12 saves so as to make AP carry more meaning.
  6. Yes, @Indy Techwisp, but what Toughness value does the Enforcer unit use? I'd always err on equal models uses highest toughness, but I don't think that's actually written down anywhere.
  7. We are talking a galaxy at war and therefore a galaxy of warriors. Everything should be hitting everything else at least 50% of the time, and 66-75% should be the aim, so D6's are fine in that respect, IMO. So keep D6 for everything except use D12 for Saves. Make the Space Marines base save 7+ which is technically a nerf, but now Space Marines can save AP-5, which is technically a buff. It also allows for the introduction of AP-6 to make 7+ saves unsavable, AP-7 to make 6+ saves unsavable etc. You could then make Invulnerable Save 12/11/10+ etc as an additional save, a bit like FNP works now or as unmodified saves worked back in 2nd. Terminators back in second made their armour saves on 2D6, so a save roll of 12 isn't unprecedented in the game - the highest AP then (Save Modifier) was -6. Saves use the fewest dice in the attack chain so are easier on the hands and mind when rolling them compared to hit dice.
  8. picture used without permission, apologies if this breaks any rules. Link provided instead - scroll to One Model In Area Terrain - https://www.tabletopbattles.com/40k-ruleshammer-11th-edition-article-updates-01 FORGET THE TEXT ON THIS PICTURE, ONLY THE PLACEMENT OF THE GUARDSMEN AND TAU ARE RELEVANT! Is there a shooting scenario whereby the Tau player can remove the model at the front and therefore make the rest of the unit invisible during the same unit's shooting attack? For example, the 4 guardsmen have 3 Lasguns and Melta Gun. The Guard player chooses the Melta Gun first. Hits, wounds, the Tau player creates his saving groups, the shot cannot be saved, the Tau at the front is killed. Do the remaining Lasguns get to fire? Would the answer change if one of the Tau was a Character? My initial thought is that the remaining Guardsmen still get to shoot because the unit as a whole was chosen to fire at the enemy unit as a whole, but the order of events clearly states to select weapon, then select targets (which must be visible).
  9. I'll caveat this by saying I didn't play a single game of 10th and can't yet had an 11th game until mid August. Enhancements/Upgrades are free but limited to one per army initially. Each time a player wins a game they can choose another Enhancement, to a maximum of 4. At the start of the game, if one player has won more games than their opponent, the opponent gets the difference in CP per turn. e.g, I show up having won 3 games whilst my opponent has won 5, I'll get +2CP each turn. Would this help prevent snowballing whilst still rewarding the winner?
  10. Two conflicting answers in two posts - love it. So, @Lathe Biosas, would attacking custodes (or, being attacked by custodes and then defending oneself) be considered treason?
  11. I saw a youtube short of some Custodes telling some White Templars to leave a planet and nuke the site from orbit. Ultimately the White Templars agreed, but it raised a few questions about what authority Custodes have over space marines, and whether or not that authority also extends to the Inquisition chapters, or chapters that have their Primarch. Also, if Custodes authority was challenged, would they resort to violence to resolve it and if so where would that leave the chapter with regards to being considered traitors? Anything I can read that covers any such events? Cheers!
  12. The WS system is fine when taken in context with the wider combat procedure. Take for example Orc Boyz vs Guilliman; the Boyz hit with their Choppas on 3+ against him, just as they do against Tau. In isolation this seems a bit egregious. But then the Boyz must roll 6's to wound, then Guilliman gets a 3+ save. So point vs point you have 40 orks against Guilliman; 120 attacks > 80 hits > 15 wounds > 10 saves = 5 wounds caused to Guilliman Guilliman responds with: 14 attacks > 11 hits > 8 wounds > 0 saves = 8 wounds caused to the Orks. Special rules not withstanding, that feels about right to me with regards to expected outcome for the same points. The Epic Hero killed more models, but the Green Tide weakened him by half. Obviously such a fight can't happen naturally, but on paper at least the balance is solid, IMO.
  13. I think it is implied that bases extend invisibly vertically, so measure on your own level then 5" up - you have now measured to the units base. It could be clearer, but I'm sure that's the intention.
  14. If I attach a FLY leader to a unit that doesn't have FLY, does it get FLY? If I attach a PSYCHIC leader to a unit that doesn't have PYSKER, does it get PSYKER? If the answer to both is either Yes or No then I think I understand it, but if the answer to one is Yes and the other No then I need it explaining. Thanks!
  15. Epic Deed, Battle Tactic, Strategic Ploy etc? Do they serve a function I've missed during my 11th prep?
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.