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Corvus Fortis

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  1. Almost all rules for 10th edition are free, including core rules, army rules and points.
  2. Against stuff like Leman Russ it is barely going scratch up paint. Against 3+ vehicles it will be random - 4+ is 4+. 3-6 wound is the best you can expect in single volley against lighter vehicles.
  3. I am not sold on it at all, to be honest. There's a lot of stuff based on trying to catch opponent off-guard. There's a lot of focus on vehicles, but what about fast/strudy melee armies, which want to get close by themselves? Stormhawk is just a flying rhino which will be popped the moment it makes into the line of sight of something with good AV weapon or two. NDKs are all about lucky rolls - 4+ to-hit, 4+ invluln. Strikes themselves simply do not apply any pressure, unlike our named characters. And, most importantly, no librarians? I can understand why discard any other hero, but them. I like the idea of bringing more strikes, but they need some good distraction to support them. I woild look at Voldus + 10 paladins/terminators.
  4. How could one lose a model through new battleshock? Did I miss something?
  5. I don't hold much hope, since I am pretty sure 'other space marines chapters' are ones, which can use general space marines rules/gladius detachment. So, basically everyone except GK. But we'll see tomorrow.
  6. Huge disappontment for me. They basically halved its firepower, making all weapons twinlinked with half shots. As far as I can see, universal -1 to-hit on aircraft is gone (correct me if I am wrong) and -1 damage is not exactly a lifesavior. There are still enough anti-vehicle stuff out there, which could remove SR in 1-2 volleys. They raised strength of its missile weapons disproportionately compared to toughness rise of most of vehicles, so I can't see it as anti-vehicle platform either. Anti-infantry is kind of ok, but I do not see any problems with our SB drill and heavies. The only thing left is a fast transport for terminators, but we do not lack mobility. I want to see the point cost, but I am pretty confident, that my centerpiece model will guard the shelf for another edition.
  7. I really like how we are moved from "solely anti-daemon guys" to "special force space marines to strike at the very heart of the enemy, but preffered target are still daemons". I hated anti-daemon bonuses which were useless in 95% games for me and I just forgot about have when I played against actual daemons. I like how all nemesis weapons are one profile, so I can model my knights the way I want without looking which is best in current meta. No more points tax and no more separate rolling. Great! Hammer and stave should have stayed as separate profile though. I wished our psychic might would be incorporated into army rules, but teleportation also looks great. Each unit will have a psychic power anyway. Both army and detachment rules look at least solid. 2+ save on PA guys is great. We really deserved it. I am a bit dissappointed by special weapon profiles, GW still do not want us give strong guns, despite the fact is is all we have. And no hammers now to do anything too. Psilencer should've been something like anti-infantry 3+ or lethal hits and psycannon s9 at least, probably with devastating wounds. But they hit on 3's now and Psycannon didn't lose AP, which is actually a buff now. If they won't cost much, I see no reason not to take a gun or two in every squad. We don't have much to kill vehicles, so should rely on ndks and lascannons now. Maybe, taking a Land Raider would be a good idea now? Overall, I am very content with new rules. Can't wait to see all datasheets.
  8. You may try to bring gmndk + 2 dreadknights to try and deal with eradicators at range. You can try to go wardmakers and give gmndk their trait so. Then shunt it and 3-dice empiric amplification on eradicators, than make additional cast to gate him away from the charge range. If you roll 8+, it cannot be denied with 4+ deny strat. It will cost quite a bit of CP, but now you will be able to take eradicatorns out, and they are main threat to your ndks at range. When eradicators are dead, engage carefully in close combat. You have to strike first and cleand bladeguard. Probably deal with intercessors from range or send interceptors after them.
  9. I believe, if GK become too popular, meta will eventually shift to anti-ndk builds again. Expect lots of eradicators and meltra retributors. I don't think, that pagk need point hike. TDA need price drops, hefty ones, like 5 pts per model, 3 at very least. Purifiers need to lose their additional point over gkss. I
  10. Symphonic strike gives 1 additional attack for each model in unit. It is 10 additional attacks on a 10 man unit. 10 additional attacks = 2 more basic strike marines + justicar. Add to that additional hits on 6 for just 1 cp and words of power still not being limited to 6 mortal wounds in convergence. Heck, you don't even need convergence to decimate anything, but primarchs when fully buffed. The are not going anywhere from competitive scene.
  11. So boring, tbh. Now expect NDKs to be overnerfed and keep shelves for another 3 years.
  12. Just for a reference - DA terminators are priced like any other terminators + have in-built transhuman physiology. Besides SM prayers are plain better than ours and they have better targets for them. 3+ is a very bad roll, if it decides if something important will happen in the whole next battle round. Statistically, you will fail it 2 times in 5 turns game. Which is, IMO, very unreliable. The other thing is more important - will it go off when you really need it? There's no need in words of power, if target unit is not in combat. We are very CP-hungry army. There's a couple of "button" stratagmes which we want every turn. It won't happen more often that once per game any way. It just gave us a bit more variety. I miss the days when we could chose casts/strats before the game. But the games have to be as fast as possible nowdays, so GW sacrifices more and more for this goal.
  13. Which doesn't matter at all, because every single unit in our army is a psyker. I can take Brother Captain and with the same psychic power get better melee and constant reroll bubble. We also lack the option to take chapter chaplain to both get additional litany and make it more reliable. Knowing two litanies from the list was absolutely fair and shouldn't be nerfed. It doesn't kill chaplain as a unit, since words of power+ToC is still a very powerfull combo - but it makes him super-straightforward. I don't see much value in +1 to blessing casts. Units which need to cast something are not always withing 6". And 2 CP, which you have to spend instead of chanting, is just too much of a tax. BC wins here, because his strat affects all casts of his brotherhood. But, to be honest, I would just stack all important casts on single character - Draigo or Librarian - and triple-dice them just for 1 CP. Way better investment. I don't really think, that the change forces other brotherhoods either - rapiers still have symphonic strike and 6's to hit = additional hit strat which both too good to ignore. It just amuses me for how much DE raveged the meta and only received a slight nerf after like almost half a year after release, but we were struck with a nerf hammer immediately.
  14. I'd go with rapiers. 8+ is not that reliable at all and it is only for single character. 5+++ against MWs block quite a bit of psychic damage anyway and our buffs have too high WC cost to rely on them anyway. BTs usually want to get close on you and that exactly what you want your opponent to do. Rapiers will allow you to strike as hard as possbile and interceptor's superior mobility well allow you to chose engagements.
  15. I don't feel ToC nerf like something we needed, really. Statistically, we were going about 6-8 MW anyway with 10-man unit with swords and hammerhand/symphonic strike. Chaplain is the same. 2 CP to chant any litany was redeeming strat for most of our stuff. Why give only 1 litany per chaplain and than limit it even more? It is clear that players choose one best of them and will use only it. TBH, now I think about dropping chaplain at all. GMNDK, Draigo and Libby will be my trio. All in all, I don't think it will affect our winrate at all. The only problem with ToC is when you charge something big like a knight with multiple units and want to fish for those mortal wounds. We shred infantry to pieces with sheer melee power anyway.
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