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Castellan Cato

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About Castellan Cato

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    Shepherds of Rot

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  • Armies played
    All things Nurgle

Castellan Cato's Achievements

  1. If you face something not marines: Militia/cults: Artillery squads a very killy, while still being T7. Ogryns will have a ton of attacks, and medium sturdy Solar aux: Veletaris storm squads. Elite humans with very powerful weapons. But still die like humans Ogryns again, except these have a better save. Mechanicum: Everything. Mechanicum is built to kill marines and not take much damage in return.
  2. My 2 cents: 1) Pick a legion or other force. Sounds like you’ve got this covered. 2) Pick a playstyle you like. Bikes, mechanized infantry, tank platoon, whatever. 3) Spend so much money that your significant other threatens to leave you. 4) Paint it all, cause fully painted is the way to go. 4) Roll dice and enjoy the hobby! 30k is a lot less about playing the best army and maximizing your points than 40k. Most players have a narrative or theme to their army that they stick with.
  3. I believe taking the Daemon Princes of the Ruinstorm as an HQ allow 7th edition daemons as primary... but I don't have my rules with me to confirm.
  4. https://www.warhammer-community.com/2017/07/15/new-and-updated-forge-world-faqs-july16gw-homepage-post-2/ Well I guess we were too hopeful again. Fixes to the typos, and a few more unit entries, but no changes to our stats or points...
  5. Mutants with shotguns are the one thing I'm excited about from our new book. I took two squads of 30 in a game. The look on my opponents face when I said I got 60 overwatch shots on his bezerkers was pretty priceless. I'll definitely be playing around with them. One main problem is that the range of the enforcer bubble is so small. Hopefully that gets addressed as well.
  6. I'm excited for under strength squads. I can run multiple squads of 3 three to spread out the super power slightly cheaper than before.
  7. The list of things we can take includes Earthshaker and medusa batteries. The "earthshaker batter" is a thing. No crew. But there is no medusa battery. The "medusa carriage battery" has crew. So is there an entry missing for a medusa with no crew, or are we supposed to get the crewed option for both?
  8. I agree that this book sucks, but maybe we can try to bring some positivity up in here? List of things we can do that regular IG can't: Slanesh covenant's movement <35 point 2 sniper maraduer teams <60 point lascannon disciple squads (bs 3+) 8" movement mutants (there are a lot of downsides to that random roll though) Renegade command squad taking offering their LD to everything on the table That 10 cost power is supposed to be cast by the 5 man HQ squad, in which case you need an average roll on 3d6. It's worth at 6" range needs to be assessed though. I find it very odd and lazy that our commander offers NO buffs to nearby things
  9. Yes. The dark mechanicus got two characters in the chaos book. A magos and magos on abeyant. Theyre interesting. The abeyant gives +2" movement, 1 wound, and a heavy weapon that I would say is comparable to a plasma gun (lower strength, but more damage). They buff an odd collection of things, basically all models that would be available to the 30k line, with +1a and LD. They can also repair the above and dark mech knights. I'm not sure where they fit in an army really, but they certainly make you think about taking one!
  10. I would say yes. And the same is true for the good ole blight drone.
  11. If you're playing the GW cultist models and want to go wysiwyg, then AM isn't the best place. At least half the GW cultists have close combat weapons and pistols, and that's not an options in AM. If counting them all as rifles is not a big deal, the AM is a pretty solid list. R&H In 7th was a very awesome list that ended up having some fairly competitive options. Only time will tell if we will be able to do that in 8th.
  12. I believe the giant blight drone is just the current blight drone renamed to be a little bit more different from the thing in the starter box... Interesting that there's no zombies. They were a mainstay. I really want to know what happens to the devotions and demagogue rules. I hope they make the cut
  13. I could see doctrina and/or canticles being our faction specific command point abilities. Still pretty strong, but having a significant cost.
  14. After seeing the rules for the radium carbine in SW:A, I'm a little worried for our vanguards. The RC is a good place for a multiple damage basic weapon though.... hopefully we still get the play style of having lots of weak shots from them. Something like assault 3 s3, no rend, 2 damage would be perfect for their current stats, but maybe too good VS vehicles
  15. It would be really nice if power weapons were in our special weapons list. The CC punch would be nice, even if probably way overcosted.
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