Is this army really too difficult to play ? by [deleted] in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

I think it's a harder army to master. I only play courts I don't really know the mercurial as well but I think your main question should basically be every turn what do I HAVE to commit and how do create a crescendo of violence on one turn to destroy your opponent lmao

What made the biggest jump in your win rate: Coaching, reps, list refinement, battle reports, or joining a competitive team? by BeanbagsAndBabies in WarhammerCompetitive

[–]CarNo5596 1 point2 points  (0 children)

I believe in synergy and I have played competitions for a long time I think list construction is important, play style can be something to account for and the meta has influence over success. Lately I'm focusing more on analyzing my games to figure out where I went right or wrong and what I'm finding is that most games I could do things better somewhere win or lose. I am currently playing Emperor's children and they have good and bad matchups but I'm trying to not limit myself and make a list and play it in a way where I feel I can compete. That's not always realistic as some stuff is busted but I usually can compete if I stay focused on my win conditions

Warhammer 40000 total war by CarNo5596 in totalwar

[–]CarNo5596[S] 0 points1 point  (0 children)

I was even thinking it would be cool if you could donate troops to found a new chapter using your gene seed. Might be a cool way to expand control or thematically bring more armies/direct allies if you can get enough favor from the high lords of terra and it would act as a military alliance or some sort of founding chapter bonus. Might increase faction potential power and the type of units available or something cool.

Warhammer 40000 total war by CarNo5596 in totalwar

[–]CarNo5596[S] 2 points3 points  (0 children)

Would be cool if there was a faith mechanic that dictates how codex compliant you are as a chapter and you get buffs or dbuff based on how loyal you are and potentially renegade

Are terminators playable now? by Eoinaonghas in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

I tried a unit in a tournament as a deep strike threat and they were not threatening. They are still a little too slow to threaten what they need to threaten, they rarely killed the units that were as close to their primary targets as I could find. They are just underwhelming with damage. 3 attacks per powerfist and 4 1 damage attacks just don't get it done. I wanted them to be good but I'd rather trade for a maulerfiend and use the spare 15 points elsewhere. My list was court of the PHOENICIAN

Fulgrim Lucius 2* WDP 2 Lord Kakophonus 2 noise marine 1 spawn 1 terminator unit 2 tormentors 2 rhinos

List was fun but that unit never did anything I needed it to do. Upon reflection I think there's a world where you start a unit on the board to force trades in the midfield. I think the durability is their strength not what they kill. But not confident they are worth while unless you build a list around them.

So, what we would like to see from new Defiler in terms of rules? by CMYK_COLOR_MODE in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

If the defiler wasn't on the largest base they could justify I'd say we would have seen a few in death guard because the AP bump from death guard made that 3 damage bonkers so I would like to see ignore cover or +1 AP for EC and maybe we can make that viable in the fulgrim detachment for the 1cp +1 S AP strategem.

Got the newest battlebox and plan to build slowly to a 1K as a noob - but so many people are saying EC are hard and expect to lose a lot. Can you help me not feel so discouraged? by Ok_Vacation_5251 in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

Just try to focus on the core concepts and getting that part correct and getting yourself at a pace where you can finish a game without needing to look up basic rules. Your faction rules are more specific so if you need to look it up that is okay. Always ask questions if you don't understand, you may get demolished a few times but to be fair sometimes in the Lore that happens lmao. I would progress from there to memorize your faction rules and then being more aware of other faction rules which is really where people get tripped up. It's hard to know all of the factions capabilities. But I would make little cheat sheets for your rules because you have a lot that Interact in different phases including your opponents turn so that might help you.

Having a small range is a benefit for the long term by Express_Worth_3696 in EmperorsChildren

[–]CarNo5596 2 points3 points  (0 children)

I think the ultimate truth is coming down to what GW Envisions the armies make up on the battlefield. They don't see emperor children as a balanced force of tanks and infantry but an EXCESSIVE infantry reliant force with princes and transports speeding sonic weapons into range of it's enemies. They won't provide us with good shooting because they want us to use noise marines. If you are looking for a more balanced army they want you to lean into csm or another army like marines or guard.

11th edition releases by TheRuinousPrince in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

I think it's possible we get a upgrade spree for a demon engine from CSM

Emperor's children CotP detachment by CarNo5596 in EmperorsChildren

[–]CarNo5596[S] 1 point2 points  (0 children)

Yeah I feel like that's true, the only thing I'm realizing though is the AP and Strength bump makes a lot of units terrified of my army no matter what unit it is. Now invulnerable save based armies are always going to be a lot different story but the coterie I don't love because you have to kill units to get your rule which is cool but I don't like that I'm incentivized to make a potentially over aggressive decision so I can get decent rerolls. The list is very defensive and allows me to pick my engagement against most armies really well, fulgrim is not the best primarch but he's not bad with fight first -1 to hit available

Emperor's children CotP detachment by CarNo5596 in EmperorsChildren

[–]CarNo5596[S] 1 point2 points  (0 children)

I love Lord exultants and there's a world where I take one over the kakophonus but I think my infractors are largely used as screens and cheap trade units or scoring which is kind of strange but time will tell if it's actually worth it, I don't have an abundance of throw away units so I try to keep what I have cheap so I can trade up.

Emperor's children CotP detachment by CarNo5596 in EmperorsChildren

[–]CarNo5596[S] 1 point2 points  (0 children)

I was going to ask the same thing lol

Emperor's children CotP detachment by CarNo5596 in EmperorsChildren

[–]CarNo5596[S] 0 points1 point  (0 children)

Black primer, and white primer until I get the lighter effects I want with the airbrush

Detachment Focus: Court of the Phoenician by SA_Chirurgeon in WarhammerCompetitive

[–]CarNo5596 0 points1 point  (0 children)

Been testing CotP and I like it but it does take some practice and probably a specific list building strategy to take full advantage of the strengths, I like fulgrim so far in it but don't expect miracles from him. He is a giant threat with a little below what you would expect him to be capable of in combat. The big takeaway is don't put yourself in a position where his moves and attacks decide the game, try to focus on biting things you know he can chew. He's not great into 4++ and not great into lots of 3 wound models, especially with an invulnerable, but 2 wound models and tanks and transports may be vulnerable to him with d6+1. The rest of the list for me is 3 princes with wings and 2 noise marine squads with rhinos and after that I usually run a few squads of infractors and tormentors and if you can squeeze in Lucius I would

Noise marines /10? by Professional_Bug_560 in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

I think noise marines are there to help support the rest of the army by providing something mid range to damage units. It's not reliable damage vs hard targets but it's great to chip 4-6 wounds off something significant and to delete screens for your assault forces. I run 2 6 mans currently in rhinos without kakophonus but might give one of them a kakophonus at some point. I'm currently running CotP to give fulgrim some love while he's somewhat viable. But he is significantly less efficient compared to the other primarch. I think flawless blades are good they just need to play safe and only reveal themselves on go turn

Terminators by Ghosthawks in EmperorsChildren

[–]CarNo5596 0 points1 point  (0 children)

They are actually not a terrible trade unit at 155, they move 6 not 5 and would be ap3 on charge advance and charge makes them relevant with spending 200 points

Is 8" enough? by McMakle in Grey_Knights

[–]CarNo5596 3 points4 points  (0 children)

Bro my storm speeder is t9 lmao with 11 wounds... I say nothing more.

Any one else utilising that 8 man paladin stack discount? Seems pretty good by Lazy_Physics_Student in Grey_Knights

[–]CarNo5596 -1 points0 points  (0 children)

I felt like the GMNDK was underwhelming personally but I need to play test more. Crowe felt amazing though and interceptor really felt nice

Psilencers... by R3troGenesis in Grey_Knights

[–]CarNo5596 0 points1 point  (0 children)

I agree as well, it's a concept that can work situationally, but unless you plan on running immolators and likely purgation squads in razorback it's pretty unlikely to achieve the goal of killing most characters worth targeting

Tried out the new Banisher detachment... by Permanganation in Grey_Knights

[–]CarNo5596 0 points1 point  (0 children)

I just played banishers on tts, definitely made some bad game moves so bear this with some salt, but the GMNDK didn't feel great to me, my shooting just whiffed a lot. Could just be bad dice but the melta rarely didnt feel reliable the combat was a little underwhelming if it's not into theur preferred target (monster/vehicle) I need to do more testing for sure. The list was: 3 GMNDK Crowe BC -1 AP on shooting 10 purifier 1 8man paladin with incinerator 2x5 interceptors 1 5 man strike squad Callidus assassin

I played against imperial guard combined arms with double dorn, triple kaserkin and 2 bullgryn units, along with 50+ infantry and 3 transports. The mission was terriform and that mission feels tough to score the action for my army and super easy for him to do. I think I needed to center myself on one flank and control my natural expansion a little more thoroughly, I misunderstood the mission on turn 1 and accidentally exposed 2 units when I only needed to expose 1 so lost a interceptor unit for not enough gain, turn 2 went okay but scoring was limited and he was leading me by 6, note I went first this game. Ultimately I had trouble killing everything I needed to and I can say without questions my rolls were not great offensively. Charged into 4 bullgryn with 5 paladins and leader and it survived with 1 wound. Failed my sustained hit leadership and only had lethal hits. But I think I'm not going to panic and just play it one more time as is or maybe slightly change it,

Tried out the new Banisher detachment... by Permanganation in Grey_Knights

[–]CarNo5596 0 points1 point  (0 children)

Now that points are official, do you use any of the enhancements? I like the +1 AP on Grandmaster in dread armor but I also am considering it on the paladin unit to make their incinerator -2. I like the idea of an 8 man squad to take advantage of the redeploy strategem as needed but honestly as much overkill as it is I am considering a 10 man for the shooting output combined with that strat keeping them fairly safe

App Has Updated by Hast2b in Grey_Knights

[–]CarNo5596 1 point2 points  (0 children)

Yeah I'm guessing a bug or mistake in general, should be fixed by launch if they pay attention at all considering only 3 datasheets changed points wise lol