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SpiritFox22

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  1. Honestly I love the update for Crow as he always seemed a little lackluster. Though I do have minor nit picks that I know I'm going to spend far too much time working on to remove. Gotta get rid of the flames on the sword, tacticool rock, and that stupid rear head guard.
  2. Have the spreus been sighted?? I was just thinking it was disappointing there where no special weapons. Yeah they're in the Octarius thread page 18
  3. Yeah the gauntlets count as both Melee and Ranged weapons so they definitely get the 3" ranged increase for their shooting.
  4. Yeah Skitarii went from being the chaff of the 8th ed Codex to being the best options for most of the slots 9th. Add in the Marshal being able to remove the penalty from the Doctrina Imperitive from anywhere on the map so long as they have a Data-Tether or are given one that turn from anything with an BSDT which for Skitarii means anything that's not an HQ can work better than usual. Though IMO for an aggressive gunline I think Metallica is the best option. Makes the Ironstriders more flexible since you can advance them into positions and suffer no penalties. Rangers also love it since they have a free 3in move T1 so they don't gimp themselves with their heavy rifles. Plus Metalica's Deafening Assault is nice both for it's defensive and offensive option, Halving the enemies move can stop a sledgehammer unit from reaching something important while the other option gives you a safe charge for 1 CP. Also if the Plasma Cav's aren't FAQ'd they have 30in range. That is damn scary for how cheap the model is, sure it's a max 2 per 20, but MSU spam with Vanguard means they're still very much an option. Though Lucius is 100% the best defensive Forgeworld of the bunch. There's no debate that +1 Sv vs D1 is amazing vs most armies. Though Morale may be a problem if you go for max squads. I actually can see Rust Stalkers not being Trash this edition. Cheap enough at 170pts for a max squad that throws 31 Str 5 AP-3 d1 swings, or 31 Str 4 AP-2 + 10 str 4 Ap-1 and MW's on 6's to W isn't bad. Add in they cant be slowed down minus from the Bulwark Doctrina putting them down to 5", which if they're near a BSDT unit you could delete that. Also them getting +1sv if they benefit from any cover means with decent positioning they're much more resiliant that expected.
  5. Again no, not until the Codex is released. Just like Standard Chaos has been in no mans land without their 9e codex.
  6. Yeah add in a bare bone squad of 20 costing a whopping 160pts and Rangers can be scary this edition. Which I personally love seeing as I have 80 rangers. Though for pure ranger spam, I think Metallica for the ignoring of all weapon movement penalties or Agripinaa for an additional AP-1 to any weapon in half range are better than mars. GRANTED I'm ignoring Canticles.
  7. Honestly I'm still just going through the Codex online, but I'm stupidly happy that I'm no longer forced to include Cult Mech units in my army anymore. I'm torn on my favored troop the Rangers though. One one hand the rifles going to heavy and getting AP-1, synergizes exceptionally well with them being a passive gunline but that's just a minor issue. On the other hand a 2CP strategem to turn them into RF2 is something that's gonna hurt if you can get them into half range. Which with them now getting a T1 scoot of 3in looks like something I'd be tempted to use them as a mini rush unit since most players would focus down Vanguard instead. Vanguard definitely got slapped a tad on their basic rifles since they no longer do 2D on a 6 to wound, but unmodified 6's to hit Auto wound instead so it's a fair trade. Add in Enriched Rounds for 1CP and they're shredding anything that's not a Vehicle with their A3 flashlights of doom. Though once again I foresee the Electric Chicken of doom Rearing it's ugly head with Dragoons getting -1 to hit regardless of range and Tazer Goads being infinitely better than the Jezzails they start with. Ballistari OH MY the changes to Cognis made them a steal for their points. The Auto-cannon being the clear winner IMO for anything that's not a super heavy, which the Lascannon isn't bad but it's a lot less flexible. Still with Enhanced data Tether they're going to be flexible enough to help toss buffs to specific units that need the Data Tethers that turn.
  8. Honestly DE are strong, but the majority of the hate is they're basically nightmares for SM armies. DE bring plenty of quality weapons that straight nuke and overwhelm SM armies with little effort. Honestly I've been nuking my friends RG and IH armies just from my ability to T1-2 charge phases. However inversely any army that doesn't care about quality and brings Quantity Guard/Nids/Orks I struggle far more against. Honestly the two tweaks for DE imo are simple. Raiders need a point increase at the base to 120-130pts, Ravagers 20-30pt increase. The other is Fixing Dark Technomancers to not work on Liquifiers or make them deal MW's on the 1 for Shots/Wounds.
  9. They were bonuses to hit on WS/BS I believe +1/-0, +2/-1, +3/-2 bonus to penalty. Which I personally would love to see come back. Though I'm gonna be honest Stygies and Metallica look to be the best options this round of forgeworlds. Stygies a better defensive option for backfield, Metallica for offense.
  10. My only gripe is Galvanic rifles going from RF1 to H2. Hopefully they'll get their ignore penalty to shooting back from 7th with that change. Otherwise their roll as cheap backline filler remains unchanged. Everything else is just nice to see
  11. I've had a couple games where I just built a Battalion of DT and maximized my Liquifier spam. It's definitely a fun option, but it's definitely not the way to make a Marine player cry that it's unfair. +1D and to Wound is nice but at least where I'm at it's 85% Plague or Gravis so I just benefit on wounding on 4's for the most part. Honestly Wracks are not my go to with the spam though. Grotesques are since they can take them 1 for 1 at the cost of losing anti infantry in melee since they keep their Flesh gauntlets.
  12. That's the fun thing. You don't have to drop the Blast pistol for the PGL. The Hekatrix can trade her splinter pistol for the BP and hekatarii blade for either a Power sword or Agonizer. They can also take the PGL for an additional 5pts. There's no trade-off for taking one unless you're looking for points to come under the limit. PGL+Grizzly Trophies is gonna be decently reliable Mini-smites against most armies that don't have 9/10LD base. Which IMO for that it's going into every Kabalite, Wyche, Hellion, and Raider I have purely for shenanigans unless I desperately need to upgrade another unit.
  13. True. I dont rly see the difference it makes tho. I use hexrifles and agonisers on all of my acolytes, so i wouldnt want to give them liquifier guns anyway.It's more to abuse DTs new rule with liquifiers since it ignores the downside.Ah. i havent bought the new codex yet, and Im currently only collecting, or rather, building my new army, so I havent seen that rule yet. What does it do? +1 to wound and I believe AP, but any to hit rolls of 1 deal 1MW or d3 MWs to monsters/Vehicles. Liquifiers don't roll to hit and are AP-2 base so wrack/Grot spam DT is probably going to happen. I'm just pulling from Skareds stream of the codex +1 to wound is actually great, it makes my dream on rerolls against marines come true.Do you mean +1 strength or do you mean that the weapons are now poisoned(3+)? Cuz there is a huge significance. And I heard that wracks were maybe going to get +1 strength. Neither actually. The way DT is worded its +1 to wound, ie Str 4 vs T4 you wound on 3s. The downside is the way poison is worded it has no synergy with DT at all. Because poisoned wounds on an unmodified roll of 4+ with Poisoned Tounge rewriting it as unmodified 3+. Wracks got nothing really. They're now a 6+//5+++ save base and PFP gives them a 6++ T1. No extra attacks/toughness/strength etc. Yeah, I know they got nerfed. But otherwise they would have been very strong. But they're still strong imo. 5+ FnP and skin-save is pretty good for a 8 pts cost unit. I dont think it makes them much worse. While it's a minor nerf to the Wracks Grots/Talos/Chrono's all could be considered buffed by the change. Getting a 6++ from PFP and a natural 5+++ made those three far more survivable against Multi Wound weapons that Target them. But really minus a Loadout restriction Wracks are literally in the same place as before overall. They're still the tanky troop choice with access to the only sniper rifles the army has. Poisoned Melee means nothing bar Vehicles can reliably charge them without risking a decent amount of saves.
  14. True. I dont rly see the difference it makes tho. I use hexrifles and agonisers on all of my acolytes, so i wouldnt want to give them liquifier guns anyway.It's more to abuse DTs new rule with liquifiers since it ignores the downside.Ah. i havent bought the new codex yet, and Im currently only collecting, or rather, building my new army, so I havent seen that rule yet. What does it do? +1 to wound and I believe AP, but any to hit rolls of 1 deal 1MW or d3 MWs to monsters/Vehicles. Liquifiers don't roll to hit and are AP-2 base so wrack/Grot spam DT is probably going to happen. I'm just pulling from Skareds stream of the codex +1 to wound is actually great, it makes my dream on rerolls against marines come true.Do you mean +1 strength or do you mean that the weapons are now poisoned(3+)? Cuz there is a huge significance. And I heard that wracks were maybe going to get +1 strength. Neither actually. The way DT is worded its +1 to wound, ie Str 4 vs T4 you wound on 3s. The downside is the way poison is worded it has no synergy with DT at all. Because poisoned wounds on an unmodified roll of 4+ with Poisoned Tounge rewriting it as unmodified 3+. Wracks got nothing really. They're now a 6+//5+++ save base and PFP gives them a 6++ T1. No extra attacks/toughness/strength etc.
  15. True. I dont rly see the difference it makes tho. I use hexrifles and agonisers on all of my acolytes, so i wouldnt want to give them liquifier guns anyway.It's more to abuse DTs new rule with liquifiers since it ignores the downside. Ah. i havent bought the new codex yet, and Im currently only collecting, or rather, building my new army, so I havent seen that rule yet. What does it do? +1 to wound and I believe AP, but any to hit rolls of 1 deal 1MW or d3 MWs to monsters/Vehicles. Liquifiers don't roll to hit and are AP-2 base so wrack/Grot spam DT is probably going to happen. I'm just pulling from Skareds stream of the codex
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