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Karhedron

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Karhedron last won the day on September 14

Karhedron had the most liked content!

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About Karhedron

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    Tending the Shrine of Asuryan

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  • Armies played
    Eldar, Space Wolves, Blood Angels

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  1. Same here. I think Assault Brethren, Gauntlet Taskforce and Beastslayer will be a good combo. 10 GHs getting out of a Rhino get 30 S5 Ap-1 shots with Sustained Hits and Lethal Hits into Vehicles/Monsters. Ragnar and 10 Blood Claws leaping out of a Land Raider are even stronger too.
  2. I don't think the increased number of attacks is going to lead to a significant increase in lethality. OOM is gone, cover now provides -1 to Hit and the codex has lost several sources of rerolls (e.g. Ballistus strike among others). My hunch is that many of the buffs will work out neutral. Also a lot of the buffs have been focussed on units that have not been popular in 10th. Bladeguard Vets for instance saw no improvements because they are already good. Some popular choices like the Ballistus and Lancer saw mild nerfs. Flamestorm Aggressors look actually good now and are on par with the Boltstorm variety (nice for my ETB squad). So overall it looks like a lot of levelling has taken place. The strongest buffs seem focussed on the weakest units so I am not convinced Marines will be meta-breaking. Hopefully they will go up a bit as they are currently flirting with the 45% win-rate threshold so a little buff would not go amiss. But a lot of the boosts seem to focus on bringing under-performing units up to the level of the others.
  3. Just looking though the leaked Codex and apparently Infiltrators don't have INFILTRATE anymore. I wonder if that will get errata'ed?
  4. Yes, I just spotted the same thing myself. It is ironic that the one squad that is better at overcharging now has less incentive to do so. I wonder if it is a typo? Vs Marines, it is hardly worth supercharging. Going from S7 to S8 no longer changes the wound roll vs T5. You already do 2 damage and the only change is the extra pip of AP. You are likely to do as much damage to yourself from overheats as you will extra damage to the enemy. Against units with an Invuln, you are actually better off NOT supercharging!
  5. I think Tactical Doctrine will possibly be even more valuable once you get stuck in. Fall back shoot and then charge again. Especially tasty if we can still add ATVs (seems unclear at this point).
  6. If you look at the unit profiles, they list OC on a per-model basis so I think logically the Ancient rules would work in the same way. I.e. you increase the OC by +1 before you multiply by the number of models in the Unit.
  7. Gotta sell those new minis! On a more serious note, there is a lot to like in the new codex. @Orange Knight has already highlighted some contenders that look strong out of the gate. Personally I am glad that some effort has gone into buffing underused units. Giving Ancients Sticky finally gives them a reason to exist and Flamestorm Aggressors look really nice now. A 6-man squad led by a Gravis Captain rolling out of a Land Raider or Repulsor will cause some serious BBQ damage even before they charge.
  8. Lots of glow-ups. However one thing that is noticeable is that a lot of rerolls have disappeared, not just Oath. I think in a lot of cases these boosted stats will generate a similar number of kills to 10th edition. Some units have some very nice new abilities though. Inceptors get uppy/downy with +1 to Hit when they come in from Reserves. Hellblasters get +1 on their Hazardous rolls which is very thematic. Ancients now give Sticky which gives them a reason to exist. Flamestorm Aggressors are now deadlier at shorter range giving them a legitimate reason to exist next to the bolter variety. We can generally count on getting +1CP per turn as long as we keep our Warlord alive. A few units get free spammable stratagems (Rhinos get Smoke, Firestrikes get Overwatch) which might encourage people to take them. In the round, the army still functions as you would expect. I think we will see new units rise to the top of the meta as people work out tricks and combos. In the detail, I expect quite a lot of points fine-tuning for the first 3 months as lethality has generally gone up but accuracy has gone down (compounded by the loss of Oath).
  9. I don't think that the Overwatch from multiple Firestrikes will be game breaking. In fact it will probably be the only reason to take them (unless they are dirt-cheap).
  10. I played Mech Wolves back in 5th and it looks they they are back on again! Time to get painting those 20 Grey Hunters! In other news, Rhinos get to use the Smoke stratagem for free every turn, regardless of who else has used it so I can definitely see a role for them. They are especially good in the Gauntlet Taskforce detachment as they can light up a target with their storm bolters and any squad that Disembarked that turn gets Sustained Hits 1 when attacking that target (both shooting AND melee by the looks of it). I dunno, the Codex has lost almost all sources of rerolls (apart from Twin-Linked), most notably Oath. These improved profiles will probably generate a similar number of casualties in a lot of cases.
  11. They have the same durability as other Aspect Warriors. Basically Eldar have always been "fast but fragile" (with the exception of Wraith units) so the question that really applies to the whole army is: Can you leverage their lethality while using a combination of innate speed and Agile Manoeuvres to keep them out of harm's way?
  12. Saga of the Beastslayer has down to one DP. I am willing to bet it is now just flat Lethal Hits vs Vehicles/Monsters with no way to unlock army-wide Lethals. Saga of the Greatwolf also survives with "minor changes". This is strange as it has 3 once-per game effects, just like Doctrines. This means that we may be able to dial-in exactly the combination of bonuses we want on a turn-by-turn basis which could potentially be very strong.
  13. At least you can still get your old rule. Spare a thought for us poor Blood Angels players. Red Thirst is just gone completely at this point and it is supposed to be our defining characteristic. Maybe it will survive as a stratagem.
  14. Space Wolves look to be doing about as I expected. Grey Hunters still have to be bought in 10s but at least now you can split them into 5-man packs without having to use a dedicated Detachment to do it. Cunning Hunters gets significant sidegrade as it now only affects melee attacks but +1S and +1AP is probably better than the rerolls granted previously. This means that a 10-man pack is throwing out 50 S6 Ap-2 chainsword attacks while on an Objective. Detachment-wise, Beastslayer remains and goes down to 1DP. My guess is that it now only grants Lethal Hits against Vehicles and Monsters without the ability to "unlock" Lethal Hits vs all targets. The interesting thing is that Saga of the Greatwolf has apparently received only minor tweaks. Given that it currently grants turn-based abilities in the same manner as Combat Doctrines, it looks like Wolves will be able to dial in the precise balance of tactics and ferocity they need for any turn. The Heroic Resolve stratagem looks pricey at 2CPs but the ability to get -1 Damage will be huge against elite opponents.
  15. £9 is not bad considering a sheet will do multiple squads. Thanks for sharing!
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