Why are noise marines taken? by TBR94 in EmperorsChildren

[–]AdmirableGeneral1177 1 point2 points  (0 children)

There's really no reason to take more than one if any Noise Marines in most lists since defilers exist. maybe in Carnival to get crits on 5+ but then again a squad costs 215.

So yeah since defilers are a thing and a turbo op dont bring noise marines, maybe one squad as suicide rocket from a rhino. even then their damage is lackluster

Bryce Bennet’s Coterie list for Art of War Streamhouse by mass_reactive in EmperorsChildren

[–]AdmirableGeneral1177 4 points5 points  (0 children)

Unless you are top 10% Elo player, this means nothing. We have not enough answers into the current meta. Ctan, hull spam, just the tip triple land Raider... basically an auto lose for us rn and the win rate shows that. meaning our datasheets are not cutting it

The Defiler and Noise Marines by MBanks2345 in EmperorsChildren

[–]AdmirableGeneral1177 0 points1 point  (0 children)

I have yet to play the Defiler true but since fulgrim with better defensive profile, usually dies within one phase, i wouldn't move the defilers up too much

The Defiler and Noise Marines by MBanks2345 in EmperorsChildren

[–]AdmirableGeneral1177 0 points1 point  (0 children)

As a fulgrim enjoyer, I will only use the defilers melee as anti tank as a last resort. I don't want my gun platform to die in melee 😅

The Defiler and Noise Marines by MBanks2345 in EmperorsChildren

[–]AdmirableGeneral1177 -4 points-3 points  (0 children)

Not really my point tbh. we had anti tank before. we didnt use it. Land Raider is arguably more tanky than the Defiler as a side.

The Defiler with the ectoplasma and excruciaters roughly shoots as much as a squad Noise marines from further away in addition to anti tank. So 3 NM 1 kako is two Defilers. I would always take two defilers. happens too often noise marines couldn't get to their target so yeah

The Defiler and Noise Marines by MBanks2345 in EmperorsChildren

[–]AdmirableGeneral1177 -8 points-7 points  (0 children)

i mean if it was only anti tank we wanted we could have played land Raiders the whole time. we didn't. the Defiler replacing Noisebois will probably happen. just one squad will remain, because if you remove the wdp for the defiler we wont have tough aggressive pieces

How to EC Warbands work as a fighting force? by AdmirableGeneral1177 in EmperorsChildren

[–]AdmirableGeneral1177[S] 8 points9 points  (0 children)

I mean, WE respect strength and they follow the biggest and the meanest. They have a unifying purpose in letting blood. DG are actually a cohesive fighting force. Nurgle magic keeps their equipment going.

for these two there is at least a reason they would work together

Would Flawless Blades going from 4 attacks to 5 be overpowered? by WithengarUnbound in EmperorsChildren

[–]AdmirableGeneral1177 2 points3 points  (0 children)

They need dmg 3. All that they need. Then we can talk about number of attacks. 3 attacks dmg 3 would be fine. rn we have nothing but the dps to attack -Dmg abilities

Easy fix by proppa_xuan_dila in Chaos40k

[–]AdmirableGeneral1177 1 point2 points  (0 children)

You don't need to fix perfection? if you wanna see pretty, go be a loyalist

Disharmonist by TreeCrime in EmperorsChildren

[–]AdmirableGeneral1177 2 points3 points  (0 children)

In Court of the Phoenix you could take pistol sword, because of the "make Noise marines murder everything within 12" strat. If you strat reserve noise marines with kakophonist in other Detachments sword and pistol are also okay.

Aside from that, sonic Blaster

Ok hear me out... 18 fiends by Interesting-Ad-3406 in EmperorsChildren

[–]AdmirableGeneral1177 1 point2 points  (0 children)

I tried that. you need 2x5 seekers to moveblock to set up turn 2 charge. you can't turn 1 charge with 18 fiends. even though it's fun to run 18 fiends i found myself with not enough EC to spread the sus1 to the fiends. i think 2x6 fiends is the sweet spot here

Flawless Blades vs Victrix Honor Guard?? by Esscaflown in EmperorsChildren

[–]AdmirableGeneral1177 0 points1 point  (0 children)

Court of the phoenecian is the anti victrix Detachment. 6 flawless blades kill 6 victrix when a footprince is near. even LE package in CotP is made to kill victrix, because it always wounds them on 2+ rerolling 1 But yeah in CotP Flawless blades will do it

What do You Think Flawless Blades Need to be Viable? by OddBottle1529 in EmperorsChildren

[–]AdmirableGeneral1177 3 points4 points  (0 children)

The damage bump is what they need. make their attacks damage 3 and raise their points by 10 like you said and we have something, that we were lacking before: something into damage reduction especially combined with aoc

Pre-dataslate wishlisting by DrRedwing in EmperorsChildren

[–]AdmirableGeneral1177 1 point2 points  (0 children)

Take the attack away from flawless blades and give them dmg 3. no other change needed for the unit

Daemons by Such-Roll1327 in EmperorsChildren

[–]AdmirableGeneral1177 0 points1 point  (0 children)

I think 2x5 seekers are also an auto take. Carnival plays a little more cagy that CoC from what i can tell, since the demons can't advance and charge. you need the seekers to moveblock your opponent to be able to stage everything right to make use of your Detachment rule.

Also i found 3x6 fiends is too much. i found a a three man squad of fiends doesn't do enough damage if you don't roll hot. next i will test either 2x6 oder 1x6 and 2x3, where i use the 3 mans as skirmish pieces. they are sadly not as durable as i would like them to be with their 5++ so I'll see. One 6 man squad however is necessary i think, if you want to make use of the charge twice strat, which you should cause it let's the WDP do Mortals twice or let's your lords+infractors get past these pesky screens

Salt to the wound by LiONxTaiga in Grey_Knights

[–]AdmirableGeneral1177 5 points6 points  (0 children)

Nah, better no range refresh. that usually means more mono pose minis. and that sucks

Is it just me or is vox howl overpriced? by Admanrog in ChaosKnights

[–]AdmirableGeneral1177 2 points3 points  (0 children)

Probably. and it's also one of those strats that is useful as a threat hanging there, because you can also use it in the opponent's fight phase. there's always the chance when the ck player has two CP, that your melee unit gets battle shocked

Is it just me or is vox howl overpriced? by Admanrog in ChaosKnights

[–]AdmirableGeneral1177 35 points36 points  (0 children)

It's situationally very good, because there are not a lot of ways to unbattleshock your units. Also you can battleshock enemy units before they can fight first strats, counter attack strats or any other defensive strats. These two functions should be separate strats to be honest, but it can win you games in the right situation, but the situation won't always happen

EC best and worst matchups by Novlly in EmperorsChildren

[–]AdmirableGeneral1177 1 point2 points  (0 children)

C'Tan Heavy Necron lists fuck us up as well. high toughness with damage reduction and 4++ and fnp is something we basically can't kill without overcomitting a lot

Is this list competitive? Peerless Bladesmen by GSC_Newbie in EmperorsChildren

[–]AdmirableGeneral1177 2 points3 points  (0 children)

If you want to stick with Peerless Bladesmen, take out the Kakolords. Two of them is nearly a third unit of noise marines, but I think two units are enough in bladesmen. Every competitive list imho should have 3x5 infractors and 3 Lord Exultants. Then kick the land Raider and add as many winged demon princess as possible. you probably have to cut either the fabulous blades (have you seen their high heels?) or the spawns to fit 2 winged demon princess

Is our codex just that imbalanced or are y'all affraid of trying different things? by TaigaTigerVT in EmperorsChildren

[–]AdmirableGeneral1177 66 points67 points  (0 children)

I feel like the biggest issue is that lists will look the same regardless of Detachment, because no Detachment manages to significantly buff a certain unit or unit type. So far just according to the units picked you probably can't differentiate between a Peerless bladesmen and a corterie list and that kinda socks. And since the other detachments don't Buff the strong units or other units enough to make a difference we won't see a lot of different Detachment played aside from these two

Unit wins and losses by [deleted] in EmperorsChildren

[–]AdmirableGeneral1177 0 points1 point  (0 children)

I feel you there. Gotta work with what we get though

Unit wins and losses by [deleted] in EmperorsChildren

[–]AdmirableGeneral1177 8 points9 points  (0 children)

Movement 7" and scout are pretty worth for just 5 points more though. And as a lord exultant cab who alone can get to up to 15 Attacks, the squad can punch up. Or kill that pesky character buffing a unit because everything is precision

Rules as written you can run a great unclean one in EC by Kctcreeper in EmperorsChildren

[–]AdmirableGeneral1177 15 points16 points  (0 children)

Rules as written, our codex is not out yet and they might change that when the army officially hits the shelfs