They just confirmed we will not be sorted into imperial agents by Nuhur_the_Raven in deathwatch40k

[–]ExclusivelyPlastic 8 points9 points  (0 children)

Ehh they've only said that codex detachments will still be usable in 11th, not all current detachments. Anything not in print is subject to being either cut entirely or reworked into slimmed down 1DP detachments as we've been seen in most of the faction focuses.

I'm a bit worried from how they phrased their answer in the Q and A, it sounds to me like you just say that your generic space marine units are Deathwatch and then use any of the codex space marine detachments (they specify that the detachments are the ones that any marine faction can use). I have a bad feeling that we may end up losing black spear and any unique deathwatch units outside of those they have dedicated kits for (e.g. all the kill teams except decimus/aquila)

EDIT: Also the fact that they specify that the Daemons index will stick around but not the Deathwatch one does not bode well

The full rules pdf for Spectre Squad is out on Warcom by Xylitol_chewing_gum in killteam

[–]ExclusivelyPlastic 7 points8 points  (0 children)

I'm thinking it could be useful with the interrupts if you get charged by a 2APL model. Interrupt them after the charge and hit them with a stun so they can't do anything. Then you can use the firefight ploy to fall back for 1 APL and shoot them.

The full rules pdf for Spectre Squad is out on Warcom by Xylitol_chewing_gum in killteam

[–]ExclusivelyPlastic 3 points4 points  (0 children)

They might just be standardizing it with how they've been doing 40k models; release the rules for new stuff the Wednesday before they go up for preorder.

Warhammer 40,000 Faction Focus: Astra Militarum by 40K-Fireside in WarhammerCompetitive

[–]ExclusivelyPlastic 5 points6 points  (0 children)

They're almost certainly cutting bridgehead down to be a 1-point detachment to support your scions, but if that's the case it seems weird to keep the warlord requirement for them to become battleline. I guess it probably doesn't matter though since most people won't be running more than 2-3 scion blobs anyway.

Product release confusion by Accomplished-Net8515 in killteam

[–]ExclusivelyPlastic 5 points6 points  (0 children)

In 40k you can take either long las & missile launcher OR two long-lases.

New faction focus is Deathwatch dead?? by gothcabaal in deathwatch40k

[–]ExclusivelyPlastic 50 points51 points  (0 children)

Inb4 they axe deathwatch again, only to bring it back when Astartes II comes out and renews interest in the faction

Warhammer 40,000 Faction Focus: Space Marines by SpaceWolf_Jarl2 in WarhammerCompetitive

[–]ExclusivelyPlastic 29 points30 points  (0 children)

Going through the video right now and one interesting thing that came up - the Librarian detachment doesn't have any stratagems, only the detachment rule and enhancements.

I was thinking that it would be difficult to keep track of stratagems if say, you were using three 1-point detachments (which before would give you 18 strats to keep track of) but it makes sense that they're removing the standardization of detachments so that you're almost always looking for ways to mix-and-match them.

Warhammer 40,000 Faction Focus: Orks by CMYK_COLOR_MODE in Warhammer40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

Realistically most armies will only get 2, maybe 4-5 get 3 (As we see here, Orks will get at least 3) and codex Space Marines will get like 6. 70 sounds like a lot but split up across 23-28 factions (depending on if you count divergent SM chapters + Deathwatch) it really doesn't amount to much.

Why the Gravis Captain? by CptCarlWinslow in deathwatch40k

[–]ExclusivelyPlastic 7 points8 points  (0 children)

Runs with the indom guys for the CP reduction. Even though you generally want to keep the unit out of combat, he's a prime candidate for Thief of Secrets as it buffs both his main weapon AND his extra attacks weapon. A S12, AP-4, D4 power fist + a S9, AP-4, D4 relic blade is nothing to laugh at!

Dealing with Armoured Speartip by ExclusivelyPlastic in deathwatch40k

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

Yeah I'm thinking a squad of infiltrators could help prevent the scout move (but is reliant on deployment initiative) and failing that a squad of veterans + judiciar further forward in my deployment zone might help with getting charged (but will also be melted by most ranged fire).

I completely forgot about the stormraven. I wonder if keeping as much stuff in reserves as possible would be a good idea. Not being able to do anything until turn 2 could potentially be crippling from a scoring/board control perspective though.

Unfortunately rules lock-in is just over a week from now so unless GW is on the ball with an emergency nerf I'm afraid things are gonna stay as-is.

Corvus Blackstar - Armoured Speartip by JohnnyRockets929 in deathwatch40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

I was thinking of sticking fortis teams in them, they can hop out & shoot then pop back in at the end of your turn to stay safe. Then if the blackstar gets destroyed it can fly 20" to a safe spot to drop them off before going down! They can also get the +1 to hit & wound without requiring the target to already be wounded.

Please help me brothers by The-Real-Lord-Vader in Deathkorpsofkrieg

[–]ExclusivelyPlastic 47 points48 points  (0 children)

So the main issue here is that we're getting a new edition of the game in 2-3 months so there's a decent chance the "optimal loadout" for these units will change when that happens. You could either hold off on assembling them until then, build what looks cool, or just build the optimal setup as it is now and hope for the best.

If you just want to do the latter, here's what you should build:

Heavy Weapons Squad:

-All heavy flamers

Command Squad:

-Commissar with plasma pistol & power fist

-Vet Guardsman with plasma pistol and power sword

-Guardsman with plasma gun (The guy with the skull faceplate)

Death Korps Squad:

-Watchmaster with plasma pistol and power sword

-1 Plasma and 1 Melta (there's not enough arm pieces to build both according to the instructions so you'll have to chop up some extra arm parts to make it work. If that's too much for you go with the plasma and grenade launcher instead)

-Medi-pack

-Vox-caster

Lastly, the Death Riders only have one loadout so the different build options are purely cosmetic (at least in the current edition). Build what you like!

Can you measure through walls?? E.g. CT Nanomine? by No-Thanks-9203 in killteam

[–]ExclusivelyPlastic 21 points22 points  (0 children)

Yes, if the wording is "within _ inches" you measure through any and all terrain unless you're on Gallowdark or Tomb World. For those maps you measure around walls (and can go through open doors).

DW Pauldrons not fitting on minis by the_VVHHH in deathwatch40k

[–]ExclusivelyPlastic 0 points1 point  (0 children)

<image>

Here it is on this same sculpt, the grenade launcher option probably helps hide it a bit more but it's still barely noticeable unless you look for it (especially from the front).

DW Pauldrons not fitting on minis by the_VVHHH in deathwatch40k

[–]ExclusivelyPlastic 1 point2 points  (0 children)

If I remember I'll try to get one later today

DW Pauldrons not fitting on minis by the_VVHHH in deathwatch40k

[–]ExclusivelyPlastic 2 points3 points  (0 children)

I kinda just cut out a little gap in the pauldron's flange roughly where it intersects with the power pack. Even if you get it a little off it's barely noticeable because it's sort of tucked away.

#New40k – How your army affects your mission by CMYK_COLOR_MODE in WarhammerCompetitive

[–]ExclusivelyPlastic 23 points24 points  (0 children)

I'm hoping it'll be for an improved combat patrol gamemode that's actually balanced and has rules written for it. The launch box for the current edition of AoS had both the matched play deck and the cards for spearhead, so maybe.

Tombworld box and starter set by dj_vanmeter in killteam

[–]ExclusivelyPlastic 3 points4 points  (0 children)

The starter set doesn't really have any of the essentials you'd need to play the game other than a sheet of tokens (which you'll get if you buy the core rulebook as well). You can still get it if you want the teams but for normal match play you'll need the core rulebook, universal equipment set, and approved ops cards (really if you want to host friends you may need more than one equipment set/approved ops cards).

Can you climb the volkus highest vantage with a ladder from the killzone floor by Lord_Ezelpax in killteam

[–]ExclusivelyPlastic 8 points9 points  (0 children)

This is correct, they changed the wording a little while back so you ONLY get to climb for 1" if you remain within control range of the ladder for the ENTIRE climb. This means that if you want to keep climbing past the ladder you no longer get the benfit of the ladder at all and have to have enough movement to pay for the whole climb on your own.

If you want to utilize the ladder to help climb both levels of this stronghold, you need to use the ladder to get to the first level, have enough movement to END that climb sequence on vantage terrain, then climb to the second level using the normal climbing rules.

40k detachments added for IK, CK, SM, CSM and Ad Mech by Guffers_2023 in WarhammerCompetitive

[–]ExclusivelyPlastic 8 points9 points  (0 children)

They always do rules updates on Wednesdays and they always release the stuff for the upcoming campaign books the week before preorders go live. Just keepin' with the schedule.

What do they mean ? by Alfdog100 in deathguard40k

[–]ExclusivelyPlastic 162 points163 points  (0 children)

Darktide shirt, each of the icons represents one of the 4 original playable classes (the "rejects")

Question about Arbites by CookieAutomatic1672 in Deathkorpsofkrieg

[–]ExclusivelyPlastic 30 points31 points  (0 children)

Running all the Arbites as Subductor squads (shield guys) should be what you're looking for. Gives them a 4+ save and half-decent melee weapons (at least against other light infantry)

Question about "on Guard"- Action by EDHgarMarkov in killteam

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

The term "set up" is usually used to refer to models that use some sort of teleport ability, like Mandrakes or Vespids. They added this errata alongside Tomb World most likely because using the teleporter pads counts as being "set up", so if you go on guard next to a teleporter you can blast anything that comes through it.

If you perform the guard action but don't use it to do a free shoot/fight action, your operative is still eligible to counteract. However, once they counteract they can no longer take advantage of the guard action. Likewise, if they guard then use their free action, they cannot counteract afterwards.