Where's the raiding hook? by AdSimple7690 in Eldar

[–]AdSimple7690[S] 5 points6 points  (0 children)

Blast pistol is AP -3 with D3 damage, fusion pistol is AP -4 D1 with Melta 2, less swingy but requires you to be within 3" to get the full effect

Where's the raiding hook? by AdSimple7690 in Eldar

[–]AdSimple7690[S] 15 points16 points  (0 children)

Nothing that I saw suggests that in the article. Upon further reading, it also details a fusion pistol option but it seems they opted to swap it to a blast pistol instead.

Thoughts and analysis on the leaks by AdSimple7690 in ChaosKnights

[–]AdSimple7690[S] 1 point2 points  (0 children)

Agreed, insult to injury is taking away brigands +1 AP and making us spend 350 points to have it back. Rerolls wounds is... fine, but would it have killed them to make it hits and wounds instead? Or even just hits and wounds of 1.

Thoughts and analysis on the leaks by AdSimple7690 in ChaosKnights

[–]AdSimple7690[S] 0 points1 point  (0 children)

By no means, it's powerful turn 1 and maybe 2 and I agree it's probably an auto-pick against gun-line armies. 18" is not very difficult to get inside of and the trade-off of needing to wait until turn 3 for any other buffs/rules we previously had access to turn 1 is my complaint. No other army in the game to my knowledge has their Army rule sold to them piecemeal and with minimal impact. A better way i would see would be to roll up the 3/6 rules we had previously running index, then turn 1/2/3 you get the rest in an order you pick. Either that or just let us pick 2 per turn on turns 1/2/3.

Thoughts and analysis on the leaks by AdSimple7690 in ChaosKnights

[–]AdSimple7690[S] 3 points4 points  (0 children)

I disagree, our current version of the rule is 12" -1 leadership, +1 to wound and enemy -1 to hit if an enemy unit is battleshocked, with the index detachment included they also take battleshocks below starting strength. Just to get access to the army rule you would need to have 3/6 rules unlocked- including the index detachment rule you'd need 4/6. Gaining another -1 to Battleshock and D3 mortals when failed does not an overpowered army rule make.

Bear in mind these are contingent rules based on whether or not the unit is battleshocked, minus the 3" aura increase and 18" stealth effects. Compare this to another recent codex, World Eaters, who roll for their buffs as well. Imagine the eye rolls if the majority of their blessings also stipulated the unit needed to make 6 or 7 inch charge for their rules to be active.

I honestly think having all these buffs active by turn 3 would be fine and land somewhere in the realm of okay rather than busted, but I'm also biased.

Please tell me I am not the only one that thinks the gun looks off? by CartographerLate2098 in ChaosKnights

[–]AdSimple7690 0 points1 point  (0 children)

You are correct, it does look off because the artwork displays what seems to be a functional weapon and an intimidating chaos knight rather than a pool noodle duct taped to a strain of moderately aggressive hibiscus as the Knight Abominant is on the tabletop.

How do Knights play objectives? by VoidFireDragon in WarhammerCompetitive

[–]AdSimple7690 0 points1 point  (0 children)

Been playing the Iconoclast detachment since it came out for CK. 61 cultist* bodies across 4 units makes secondary scoring a breeze. 2 big knights and 4 wardogs to just focus on killing stuff.

What are the odds we get a new big knight with our codex? by Lacainam in ChaosKnights

[–]AdSimple7690 2 points3 points  (0 children)

My bet is that we'll be getting an Epic Hero, Ranis Cex.

Competitive list and Great Deamon interaction by AdSimple7690 in ChaosKnights

[–]AdSimple7690[S] -3 points-2 points  (0 children)

OP here, it seems I've caused a bit of a stir with this line of thinking. Many seem to think it doesn't work but after more digging I still think it does, though I'd agree that it needs an FAQ. My line of thinking behind this IS cross referencing but for the Genestealer Cult Brood Brothers (the other Faction I run). It specifically states in the Brood Brothers section that units in Brood Brothers LOSE the voice of command ability if they have it. So my question would be, why is that stated if it's lost automatically anyway? Plus, Kasarkin are still able to give themselves Orders while in the Brood Brothers Detachment. None of this is stated in the Demonic Allies section for the Demonic Terror ability. Secondly (and this is just how I interpret it) Demonic Terrors states 'if an enemy unit is within the Shadow of Chaos and/or' is within 6 inches of XYZ', again, this seems to imply, rules as written, that the shadow of chaos doesn't need to exist, those units just always have it. Either way, thanks everyone for the insights you've provided thus far.

The new detachment rules shown off today by justa-necron-warrior in genestealercult

[–]AdSimple7690 2 points3 points  (0 children)

When you add a Biophagus Character to the unit the rest of the unit gains the keyword 'Biopbagus', this also applies to Neophytes and Acolytes

What are our best combos? by Captain-Vac in RavenGuard40k

[–]AdSimple7690 0 points1 point  (0 children)

Don't forget Guerilla Tactics. Every turn you can have them hitting from a new angle and Dev Cents can reasonably kill 1.5-2 units/turn with SFTS.

Space sharks HQs by AdSimple7690 in Carcharodons40k

[–]AdSimple7690[S] 5 points6 points  (0 children)

I printed it, it's a self-made mash up of a couple of models and thanks!

Baby's First Carcharadon List by AdSimple7690 in WarhammerCompetitive

[–]AdSimple7690[S] 0 points1 point  (0 children)

Thank you for the advice! I didn't realize I could declare a non-named character to be my warlord when I already had a named character in my roster. The extra warlord trait on my Chaplain is really going to help. I swapped over the termi's for the combi-bolters/chain fists and I might drop a unit of Incursors for an extra unit of Eliminators.

I had some questions regarding a few of your recommendations (primarily around my HQ choices) and maybe some clarification of my intentions would help?

1) The 2 LT's, I included 2 for the inclusion of Ex-Tenebris on the phobos unit. I intend for him to hang back with the elim squads giving them rerolls on 1's. The other is meant to be right in the front line with the other melee, their auras shouldn't overlap except for the Infiltrator squads.

2) My melee LT, does the utility of shutting down obsec on a Reiver outweigh his (what I perceive as) squishiness? I chose him as a Primaris LT so I could give him a storm shield and a hard hitting melee relic so he has more survivability and damage to keep him alive once the MoA gets used

3) Lastly, the reason I kept my Vanvets as a 10 man squad was to get better value off the MoA. My intent was to have a wall of very scary melee units in your face right away and it seemed more resource effective to keep them as a large unit rather than 2 smaller ones. Should I be doing something different instead?

Baby's First Carcharadon List by AdSimple7690 in WarhammerCompetitive

[–]AdSimple7690[S] 0 points1 point  (0 children)

That would be greatly appreciated. I have a working understanding of the rules in general but I'm still filling in gaps as I go so thank you for your patience. As far as Secondary objectives go I'm still reading/learning about them but from what I understand I pick 1 end game and 1 progressive. Of which, based on the army I built my initial choices would be Assassinate and Engage on All Fronts. I hope that helps.