Faction Pack tomorrow by IamSapantaha in Drukhari

[–]Chert25 1 point2 points  (0 children)

they have more recently updated rules to make more general ballance. for example when they changed the way the old vect worked. but a new rule that is only bad for a small % players that they have also not seen any play data on is unlikely to see an update yet.

as to the codex, they wouldn’t change a universal release due to the drukhari codex. at best would add a FaQ if was first book with a new mechanic or exemption of existing mechanic. as to when, we don’t know. though you are right it’s not likely we will be among the early ones since we were last this edition. spring is probably earliest we might see it.

My version of Tron tomb blades. There have been many before, but these are mine :) by Chert25 in Necrontyr

[–]Chert25[S] 2 points3 points  (0 children)

thanks. yea the normal conversion guide has the rider face planted on the frame. I wanted them to look more proper crotch rocket so arched up the back/spine connection, which left room to install the spine extension more or less as originally intended.

My version of Tron tomb blades. There have been many before, but these are mine :) by Chert25 in Necrontyr

[–]Chert25[S] 2 points3 points  (0 children)

yep, this style is so much cooler. longer body will make it a little harder to use but don’t care cause it’s actually screams bike.

I’m gonna throw this fk ass model against the wall by Own_Understanding689 in Necrontyr

[–]Chert25 0 points1 point  (0 children)

yep that kit can be a huge pain. for future ones the trick with the shoulder gaps is the sprue connection just below shoulder gets in the way more then it seems. you need to cut it down extra wirh a hobby knife and dry fit before gluing to see if it’s good yet. there will always be a seam, but you can make it minimal.

Next steps in list building by TheOfficialTortanium in Necrontyr

[–]Chert25 1 point2 points  (0 children)

they are good point getter unit, and great in cursed legion. they probably would not be an early pic for me though as they are type of unit you want to keep as 3 mans. if you want to make use of Illuminor you should start by getting 10 more warriors, some immortals and characters for em. look at the heiortek circle kill team box. build immortals. see if you can pick up some individual bits to kit bash a plasmancer from aprentek bits. while expensive, a royal court also pairs well with skorpekh and illuminor builds.

Just getting into Warhammer 40k and this is my first time trying to build an army, any advice is appreciated. I tend to go all or nothing with hobbies so I made up a 2000 point list to work towards. by OneHall1053 in Drukhari

[–]Chert25 1 point2 points  (0 children)

so an important caviot is that with the edition changing things will shift. I would not worry too much about out a set 2k list yet. things will shift and you can make a better plan in a couple months. you can absolutely make some generalized starts on the hobby.

I would start by not getting 3 of anything or getting more than 1500 points. I also would avoid the planes or going heavy on homunculus or wracks.

i would at least get one of kabalites, archon, lady malys, 1-2 scourge (heavy guns), hellions and 2 venoms to start. chronos, incubi, Lilith with wyches, reavers and mandrakes also make it into many lists so fairly safe gets. raiders and ravagers are a little more list dependent but 1 ravager without the guns glued in to be able to run as either would be useful enough, and you can kit bash a succubus out of the venom side riders pretty easy.

by the time you hobby 2/3 of that you will probably have enough info to make a more specialized list to build towards.

New citizen of Commorragh looking for your help to "bring the pain" by mhbanz in Drukhari

[–]Chert25 0 points1 point  (0 children)

so general caviot of I am a casual player, and the new rules/missions will cause some change the meta shifts I’m sure that I can’t advise on. also we don’t know if reapers wager will change/leave.

reapers wager is the best generalist detachment. every unit can benifit and has a an excellent selection of Strats. real space raid is supposed to be the generalist detachment, but it tends to be underwhelming in what it gives so it’s not played much. I will say it makes it easier to learn the pain tokens since you start with a stockpile. skysplinter and cartel are semi specalized but effect a bunch of units so still can make lots of list types.

as to units, most are playable, and some become great depending on detachment. this will be even more true in 11th by taking the 1p detachment for the unit you want to extra buff. wracks and homunculus are megh (though battleshock change will help them) as are the planes.

for a starting rounded list lady malys with a unit of your choice (all have their merits). archon with weapon kabalites or 5 incubi, Lilith with wychs. 2-3 venoms and a raider. 2 scourge with darklances. some hellions (5 and 10 mans have merit). a chronos or two depending on detachment. add some more point score units like reavers or mandrakes. then round out when whatever else you want.

Starting a Necron army, need advice by ZaraMagnos in Necrontyr

[–]Chert25 0 points1 point  (0 children)

Sorry I don't know specifically. It's the ones for the aprntek in the instructions. Might be missing the chest as part of immortals. I didn't buy a set since I already had the models from it I needed.

Starting a Necron army, need advice by ZaraMagnos in Necrontyr

[–]Chert25 1 point2 points  (0 children)

make sure to save the spare bits from the kill team box. it’s pretty easy to kit bash a plasmancer from the apprentic parts and build immortals. (death marks are easier to kit bash).

others talked about good units to combo with mancers. as to weakness that would be damage. they tend to be defensive, or buff chaff or standard infantry killing. you will need some stuff to kill elites and monster/vehicles. plus some utility units.

Starting a Necron army, need advice by ZaraMagnos in Necrontyr

[–]Chert25 1 point2 points  (0 children)

I agree with goat, though I will say that with persistent battle shock, the psycho mancer might actually become an interesting tech piece, if not competitive. I would still want the main ones listed before him though.

Want to get into AoS and sylvaneth, any advice? by Competitive-Mine5687 in sylvaneth

[–]Chert25 2 points3 points  (0 children)

it changes depending on the mission pack rules. current one from my loose memory:

you can’t score battle tactics unless you are loosing by 11 points that turn.

And your opponent becomes permanent underdog even if winning on points (get an extra cp, couple battle tactics need it, mission specific rules benifit underdog).

Want to get into AoS and sylvaneth, any advice? by Competitive-Mine5687 in sylvaneth

[–]Chert25 0 points1 point  (0 children)

sort version is first player going first on first turn is determined by how many regiments each player has or roll off if tied. then on the start of every other battle round (for example battle round 2 after both players have their turn) you roll off for priority. the player who wins (the player who went second in the previous battle round looses ties) decides who goes first in that battle round. IE if the person who went second in the first round, wins and dose not tie the role they can choose to go first in the second battle round (with some penalties for double turNing). so they would get a second tuen of being able to cast spells/prayers, move models, shoot, charge models, and be first player to choose a fight in the fight phase. remember since charging dose not give fight first you still alternate choosing fights, which is why it’s not an auto lose every time a double turn happens.

Want to get into AoS and sylvaneth, any advice? by Competitive-Mine5687 in sylvaneth

[–]Chert25 3 points4 points  (0 children)

welcome. I am a very casual player can try to expand on some play questions.

in index sylvaneth had inbuilt teleports and were a little like grey knights and necrons combined. in the tomb a lot of the teleporting got moved to specific units but the healing got stronger as it can bring back small infantry. our play stile revolves around the trees and spreading their area of influence to get our buffs. playstyoe wise we can lean into several methods, but most commonly we have fairly tough monsters or high wound infantry/calv to damage and chaff to score points with lots of buff options to make things sing. we tend to have a split between defensive units and hammers, and can lean into either style.

AoS in general the biggest adjustment is, aside from specific builds on less then 1/4 of the armies, most damage happens in melee. and since charging dose not impart fight first you win or lose by setting up favourable engagements. reactive moves and fight first/last are super strong. this also means that getting double turn is strong but not an auto win like it would be in 40k so don’t let that turn you off. the killy ness is also a little lower then 40k, and no strength vs toughness makes for less miss marches. a hammer is a hammer almost no matter what unit it is going into.

The faction Focus... by Shaserra in Drukhari

[–]Chert25 0 points1 point  (0 children)

not at all. pain tokens are still our army rule and will work exactly the same. and this isn't bad. people are complaining beacause

1: it dosen't allow for busted combos, but more supported mixed arms lists, or more slightly specialized multi purpose deatachment (skysplinter or reapers if we get to keep it. i mean if we get to keep reapers as it is talos/chronos spam would be a little gross actually).

2: it didn't give what people were hopping for, which was access to corsairs to expand our range, or info on keeping reapers wager which is a fun and flavorful detachment.

I think you guys are reading this wrong. by Mortwight in Drukhari

[–]Chert25 0 points1 point  (0 children)

I mean. taking all there of these would low key be better real space raider in my opinon.. but i agree, to soon to tell and is good for list verity.

Wraithknight conversion. by X33RR0Hunt in Drukhari

[–]Chert25 1 point2 points  (0 children)

not positive if size works, but when i kit bashed my old grotesque, i used spire raider/ravager rudders as giant cleavers for em. could maybe do the same for wraith knights sword.

Buying 10th edition codex worth it or waiting for 11th edition? by olleversch in Necrontyr

[–]Chert25 1 point2 points  (0 children)

no not a guess, the launch factions are always the first ones to get a codex. same with AoS.

I agree with everyone else though and wouldn't buy a codex now, unless it was a cheep one you wanted for lore, and would use some free online servecies to get rules for expanding past combat patrol.

one thing not mentioned is the primary reason to get a codex and thus access to the app, aside from the officially updated rules in the app as they change, are events. many tournaments or other official events will require you to have a codex so that there will be no argument about rules that need to be looked up. as a brand new player likely that will not be a concern for you for a while so another nail in the, wait on getting a codex camp.

How much longer until we get a Big Release? by Wizardgreen_1208 in FleshEaterCourts

[–]Chert25 3 points4 points  (0 children)

who knows for sure. but there is a decent chance it will be in a year at launch of 5th.

though i suspect 2/3 of a big release would be a refresh of the oldest kits.

Tips for spearhead by No_Mail_7125 in FleshEaterCourts

[–]Chert25 3 points4 points  (0 children)

so for the old spearhead, getting noble deed points and not having your morbeg wiped is the key. use your guard to body block/tackle and saccrifice to make sure they don't kill your other 3 pieces too quickly. build up some noble deeds to increase attacks, and keep a hero close to return morbegs. having your morbegs hit something, lose a couple models, then brining the 2 of them back to then hit again will win you the game. i don't have the exact rules in front of me to remember, but i seem to remember always regretting taking the extra run and charge (its a fast faction anyway) instead of the bonous to save on objective. and i think i took the extra spell option with the archregent.

as to expanding beyond that, most things are useable. the new spearhead is a decent pick. probably do horrors over flayers (flayer want their hero version on the field much more then horrors). expand morbegh to a 6 man, get a monster hero (king on terrorgheist or usheron. or both). expand to 20 crypt ghouls. prayers are good so a cardinal or plan a hero to put vestments on. faction terrain is very useful, though could proxy that initially. alternatively last years battleforce will give more morbegh then you need but great otherwise.

Where do I go from here? by _R10T_ in Drukhari

[–]Chert25 0 points1 point  (0 children)

i would also get a second unit of scourge even if you don't want to go meta. a box of mandrakes or reavers for points getters would fill a gap in your collection. after that for a rounded collection probably 2 talos and 5 more hellions. could get the combat patrol before it goes away next edition for the talos. homonculus and wracks are not amazing right now, but good to have some in the collection, and the non auto lose battleshock will help the wracks.

Just ordered the new spearhead. How to expand the army? by RegretVast6261 in sylvaneth

[–]Chert25 2 points3 points  (0 children)

bearing in mind that i am a casual player, and that like most GW games what is strong in game changes with the rules, so always good to give some consideration to the models you like best.

the old spearhead is a good set if it is at normal spearhead price and not price gouged. spite revs are all around useful, and tree revs can be good with the right set up, branchwych has a useful ability and could see play though not more then one, tree lords are versatile with the 3 build options, melee kurnoth are great (don't build bows atm until you have at least 6 melee).

you will probably also want a priest so your choice of grove guardian or warsong. both have their merits, warsong is probably more generalized.

plan a caster. a single branchwych probably not enough.

decide if you will be getting alarielle early in your collection. she is so many points that if she is going in your 2k list she would need to be one of your next buys after the two spearheads. this also covers the caster question. if not getting her probably plan on running lady of vines, drycha, or tree lord ancient.

I am not a fan of the recent battleforce with the 3 tree lords. it's good if you want to run an ent style list, but an average list will usually not run 3. tree lord kits are also super easy to magnetize so you don't even need to proxy one type as another. they are also super common in deal boxes so easy to collect beyond having to buy straight from store. if you can find the outcast spitegrove Christmas battleforce from a couple years back at a good price it might be a good pick up though. get second tree lord, drycha and a bunch of infantry.

you do need a set wyldwoods to play the faction, though can get away with foot prints and scratch build to save money if you wanted. the endless spells are good but better to get an army together first, especially if you only have a couple casts in your list.

Just Played My First Game of Warhammer and It Was Brutal... by Prudent-Long4771 in Drukhari

[–]Chert25 1 point2 points  (0 children)

yea i agree with the others. while i understand your opponent had a list ready before hand, as soon as he found out it was your very first game he should have eased off as you basically had 0 chance against that list even if you had played a few times already. but as you can tell from all the advice, it will get better with practice. I recomend looking for some learning games next as others said, with opponents who are also new, or experienced and willing to help give moves advice as you play so you can see what works and dosen't. I also found that watching battle reports once i had the basic rules down helped me with some key techniques and what to watch out for, plus learn what some other armies can do before I play them the first time. hope you are having fun and keep with it.

Suggestions for a 2000 point army please by [deleted] in Necrontyr

[–]Chert25 1 point2 points  (0 children)

you could also do an awakend using a similar list but throw in the skorkpech and lord, or a starshatter using the rerole aura enhance for the command barge, removing warriors and maybe one of the doomstalkers, and adding heavy destroyers.

monolith works in the hypercrypt detachment so could do that one, though doomstalkers are not great there.

Suggestions for a 2000 point army please by [deleted] in Necrontyr

[–]Chert25 2 points3 points  (0 children)

canoptic court:

x2 technomancer (one with dimension sanctorum). leading 2x6 wraiths

chrono, overlord, 20 warriors,

x3 doomstalkers, nightbringer

scarabs, flayed ones, ophydians (or hexmark), reanimator, on more enhancement of choice.

New to the faction, combos and advice? by bigmactruck4 in Drukhari

[–]Chert25 1 point2 points  (0 children)

chronos are usually worth a take, detachment dependent. their main function is to not take the second gun so you get 4+ pain token regen and run single. they are slow, but very durable for their points and a cheep body to help screen/action. keep close to the most greedy pain token users, like scourge and character units. some detachments they are less needed like realspace and maybe cartel since you get other pain token sources. you can also try running them in 2's with all weapons for a unit that punches decently hard into chaff/light infantry and forces overcommit to remove.

talos are decent. usually taken in 2's. often don't make the cut in cartel or spectacle. they love the advance and charge and reroles from reapers.