Jump to content

Kilamandaros

+ FRATER DOMUS +
  • Posts

    222
  • Joined

  • Last visited

About Kilamandaros

Recent Profile Visitors

112 profile views

Kilamandaros's Achievements

  1. Yea no changes to Ad Mech and Necrons feels deliberate since they're recent codexes. probably need more data first. Enjoy 3 months of tournament dominance necron players!
  2. Just annoying we're now back to having expensive vehicles again since the marine codex point drops don't apply to ours - hopefully won't have to wait for whenever our codex comes out which could be years...
  3. Just seems like an attempt to streamline Necromunda into 40k, I'd rather just play 40K. Necromunda is all about the very detailed and specific interactions like setting someone on fire and watching them run off the edge of a building. Not a fan but just a free idea to TIOLI so no complaints, some may enjoy it.
  4. The removal of the MM tax is all I could have asked for, our Primaris vehicles are strictly better than any other chapters now which is nice. The other drops gained me about 100 points so more painting needed!
  5. Wraithguard nerfs, no more crazy GSC cult ambush positioning, Necron buffs to C'tan, silent king. No Ghaz in a trukk.
  6. The fact BT players are finding themselves forced to play Gladius with librarians in 10th to try and be competitive is really disheartening for the faction this edition. Seems obvious marines are nowhere near as strong as people thought they would be overall, hanging around a 45% win rate at tournaments with some like Wolves and Bangels much lower. Hopefully GW will start seeing the abomination that is BT lists with librarians and do something about it.
  7. So this confirms box dreads aren't going to legends even though we were told previously they were?
  8. Consolidation is welcome but even these significant changes won't render previous books useless, they're closer to faq tweaks than a new edition of the game. Combined trading post with the black market is very welcome!
  9. So the max squad size is 10 now, does that include the Castellan if so? And all models in the unit can take MC power weapons? I'm confused...
  10. Were Sword Brothers really having that big an impact on the tournament scene to warrant an increase?
  11. Not to mention the marines in the box outnumber the nids by several hundred points. Very surprised if it's not a runaway marine victory.
  12. Lots of game groups in my area insisting on house ruled Eldar nerfs and we've already seen some places banning them outright, what do people think needs to be changed to avoid all this backlash they're getting right now? Would halving the number of fate dice or preventing them being used in conjunction with devastating wounds be enough?
  13. You do have the strat to give lethal hits when you really need it, otherwise Uphold is probably the best bet - and not just for the FNP, don't forget the second part of that rule which gives all our units the same leadership as a primarch. Don't sleep on how big a factor battleshock is going to play in this edition.
  14. A great example of why math-hammer is not always applicable to actual gameplay. Warhammer 40K is not played in a vacuum. You are missing a key scenario from your list of outcomes there: Multi-melta vs any toughness: 0 hits 0 wounds 0 unsaved wounds 0 damage Can you guess what scenario this is? Correct! Your MM is out of range of its desired target. The lascannon is infinitely better in this scenario. Saying 18" vs 48" range doesn't matter is just ludicrous and renders your whole argument laughable. Unless you're playing combat patrol it's a massive restriction on the weapon. And comparing it to 9th just shows how badly it was nerfed. In 9th it was a premier anti tank weapon for a number of reasons: They were often FREE upgrades, not 20-25 points 24" range is a lot better than 18" Wounding on 3s/4s is a lot better than 5s Let's take an actual example of gameplay - not mathhammer in a vacuum - using a BT list that was popular in 9th; Impulsor spam with (FREE) Multimelta upgrades - designed to rush forward and secure the midboard and use the MMs to deal with tough targets. For deployment we'll use the Only War example from the 10th downloadable rulebook (see attached). On a 60" x 44" board for Incursion/Strikeforce, with 24" between deployment zones. You deploy your MM Impulsors on the edge of your deployment ready to race forward. Your opponent (who we assume has some understanding of the game) sees this array of MM-armed tanks and keeps their obvious target (usually some kind of long ranged anti tank of their own) in their deployment well out of range to shoot without fear of the MMs, contesting the midboard instead with infantry and softer targets. You move the Impulsors forward their 12" move to the middle and guess what - you're not even close to in range. The guns you've paid 20 points each for to be one of your main source of anti-tank cannot reach their ideal target. In this battle it's not even guaranteed you would get in range of the key anti-tank target in turn 2! Let's assume best case scenario and the Impulsors have survived the opponent's return fire over 1-2 turns, dropped off their cargo and you then move 12" to the edge of their deployment zone - only those Impulsors who have moved up directly in front of their target will be within the 18" range to finally begin using the MM for what it's meant for. Let's instead then say you replace all of those MMs with Lascannons, whether it's devastator squads, dreadnoughts, predators etc. etc. on the same board you can easily get these lascannons in range of whatever target you have, most likely the target you're using OoM on; probably a very obvious target with its own long range capability like a Stormsurge, Knight or even something smaller like a Redemptor, Riptide - something you want to get rid of before it impacts your units going forward to contest objectives. Lascannons work so much better with OoM for this reason, you can reach out and focus fire a target, with the 48" range making it virtually impossible for your opponent to keep their key target out of range. Yes cover plays a part and they may be able to mitigate some of what can be shot at using cover in their deployment zone, but there's a big difference forcing them into cover and limiting their own target selection than being able to stay out in the open safe in the knowledge they're out of range. Unless the opponent wants to lose the game with all their key units sat in hiding, they will need to engage and then can be focus-fired. To note, I'm not saying MMs are useless, and in the scenario above they would have other targets to shoot at, but are they worth 20-25 points for the upgrade? Absolutely not. 18" range is horrendous and saying it doesn't matter is just laughable. You can call me childish and throw mathhammer at me all you like, in the practical application of a game, we absolutely should not be forced to pay for them.
×
×
  • Create New...

Important Information

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