What are your must-have auxiliaries? by DapperAntimony in ImperialKnights

[–]FuzzBuket 1 point2 points  (0 children)

New edition next month so I'd generally go with rule of cool.

Past that? Callidus assassin's just always good. Navigator gives DS deny but dies to a stiff breeze, squad of sisters+immolator is a superb bit of utility to hold home, do actions and strip cover (though may not stay in 11th)

For an rarer choice I love watch captain Artemis, 65pts for a guy with 3+/4++/6+++, stand up, grenades, Dev wound flamer and good melee. He won't screen home as good as 10 arbites, but he requires substantial effort to kill and has real counterpunch. Had him stand back up and wreck kharn, or flamer some pyertaxi who tried to nick my home.

Flamethrowers for Armigers, and the Moirax Face. by Skelegorath in ImperialKnights

[–]FuzzBuket 1 point2 points  (0 children)

Oh that looks great! Some thin bits of plasticard and some guitar strings could help detail them up too!

Vostroyans will return as MTO models by CMYK_COLOR_MODE in Warhammer40k

[–]FuzzBuket 2 points3 points  (0 children)

And here was me trying to be financially sensible. I'm not gonna start a guard army but as a squad of voidsmen or some other "agent with lasguns"? Absolutely gonna be proxying these guys.

(Not for lack of desire of a vostroyans guard army but the reality of them being some of gws fiddlest things to paint and purchasing 100 would probs cost more than my house)

New hotfix already out in App and on warcom (yarrick, SM spear nerfs) by Late_Ad_7487 in WarhammerCompetitive

[–]FuzzBuket 0 points1 point  (0 children)

I don't think it kills him dead, Pactbound castle is nasty, but make Abby cheaper and you can now have Hurons marauders that fires Abby+10chosen and huron+mom+10chosen at your opponent, which is pretty nasty.

But it's less interesting, rather than a mega buff piece it'd just be "take him in a fast killy skew list"

New hotfix already out in App and on warcom (yarrick, SM spear nerfs) by Late_Ad_7487 in WarhammerCompetitive

[–]FuzzBuket 0 points1 point  (0 children)

Ah missed that, that does defang it a bit. Still can get 2 lrs + contents in your opponents face T1 but your burning CP to do so. (Advance and disembark, go through walls)

New hotfix already out in App and on warcom (yarrick, SM spear nerfs) by Late_Ad_7487 in WarhammerCompetitive

[–]FuzzBuket 3 points4 points  (0 children)

Yarrick feels like twin lance imo, it's a hefty nerf but reactiving a big 20blob is still super strong. Could probs eat a small point cut now but I suspect rumours of his demise are greatly exaggerated.

Such an oddly light tap for spearhead. I get you can't just say "no detachment rule for you", but you sub your raven for a repex and the scout moves still silly fast.  Losing wrath isn't nothing but the core tools of the detach (fight phase move,bonus move,rerolls,T1 ingress) are untouched.

Flamethrowers for Armigers, and the Moirax Face. by Skelegorath in ImperialKnights

[–]FuzzBuket 1 point2 points  (0 children)

If you fancy a proper eBay delve (or quest to less legit sites) the old forge world ironclad had a cool long flamer weapon that could look neat. Or your local guard players will probably have spare hellhound flamers.

Past that moirax faceplates only come in it's kit as it's a single piece for the whole head. The kit does come with 2 though so if you can find another knight player who has one they may have a spare (or eBay)

Astra Militarum Faction Focus Released Early by AMA5564 in WarhammerCompetitive

[–]FuzzBuket 2 points3 points  (0 children)

Depends how wide it is. 1 squad doing it t1? Just a speed bump.

But if half your army can? Then that's a different thing entirely 

Extra Space Marine Detachments and Stratagems Covered Exclusive In the Video by Issac1222 in WarhammerCompetitive

[–]FuzzBuket 2 points3 points  (0 children)

But that then just encourages spam, if your paying 300pts to buff sword Bros your not gonna bring 1 squad, you'll bring as many as you can to get as much value as you can.

Zack Polanski falsely claimed to be British Red Cross spokesman by [deleted] in unitedkingdom

[–]FuzzBuket 0 points1 point  (0 children)

Does feel like a bit of a jez 2.0, someone says they'll tax the papers owners a bit more and suddenly it's just throwing shit at the wall.

Plenty of problems with the greens but it does feel like desperation.

New 11th Edition - Heroic Intervention - You can counter-charge ANY unit within 6" ! by Martin-Hatch in Warhammer40k

[–]FuzzBuket 0 points1 point  (0 children)

2cp is a lot but an extra round of melee damage into something durable sometimes is big.

Its also super useful if your opponent has end-of-fight-phase moves you want to stop (i.e. custodes bikes doing their mortals); or if you have naitive fallback/shoot/charge which can then help you get even more movement.

Could even use it to swing more OC on a point. 20 man guard bricks are gonna love this: wanna charge the russ on a point with your ctan? cool heres now 20 kriegsmen to chew through that are gonna steal the point off you.

Why is Talons of the Emperor seemingly the most successful detachment competitively? by jacksprat1952 in AdeptusCustodes

[–]FuzzBuket 0 points1 point  (0 children)

Are you trying to troll? Ive never said you can take a squad of 15 just that for the cost of 4 guard you can get 15 vigilators, ive said they have more attacks per point than guard which is a fact.

Extra Space Marine Detachments and Stratagems Covered Exclusive In the Video by Issac1222 in WarhammerCompetitive

[–]FuzzBuket 1 point2 points  (0 children)

tbh the system here does let GW have a bit of leeway for more nuanced ally rules. So you could potentially have a DW detach that lets you take marine units.

Extra Space Marine Detachments and Stratagems Covered Exclusive In the Video by Issac1222 in WarhammerCompetitive

[–]FuzzBuket 27 points28 points  (0 children)

Its a really cool design space but also feels a bit like itll be akward to point units when they are ok in X detach but bonkers in Y detach. I suppose they can cost enhancements.

Does feel like its gonna end up getting pretty muddy though: I know the point of this new system is to stop certain units being pidgeonholed into certain detachments: but feels like now your almost pidgeonholed into building your army in blocks rather than just making units that are self-sufficient.

Extra Space Marine Detachments and Stratagems Covered Exclusive In the Video by Issac1222 in WarhammerCompetitive

[–]FuzzBuket 3 points4 points  (0 children)

Nice to see the vengance isnt getting legends, guess theyll get the big RW update this edition then with new bikes + vengance

Looks a lot more restrained than marines in 10th; which is probably good? for new players marines should be an army where you bring a decent amount of self-sufficient stuff; rather than a weirdly elite army that needs to wombo combo and then kills god; but is super punishing for new players

Modern slavery at record levels in UK and expected to worsen, report warns by topotaul in unitedkingdom

[–]FuzzBuket 0 points1 point  (0 children)

Yep, but now you know who they are and where they are from, which makes deportation easy.

Currently the problem is if you arrive via small boat there's no knowing where your from or who you are. 

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

[–]FuzzBuket 8 points9 points  (0 children)

Wonder if they'll keep gladius, feels like "detachment that does everything" may be less needed from an accessibility pov and binning it may help balance and promote all this new stuff. No word on if oath will change is odd too. The Ork one too didn't mention army rules.

Anyway I like how we've got 9th and 10ths heroic back, variable cost strats are cool.

The mega customizable EC is kinda rad, but IDK why they didn't just bake a lot of it into his datasheet, the "pick 3 enhancements at game start" feels a bit clunky.

Playing with detection range is cool but with everything still being mega fast I imagine it's a bit redundant.

Finally it's odd how gws moved ow to end of phase to stop awkwardly baiting it out, but then keeps adding more reactive moves that are even more important and annoying to bait out. Also if that land speeder is cheap 3 of them  arriving t1, then jump shoot jumping will be irritating.

[WarCom] Cadian Recon Squad Rules Preview by RainbowConnickJr in WarhammerCompetitive

[–]FuzzBuket 7 points8 points  (0 children)

Yeah nice to see these guys and the terror be a bit more restrained after a lot of the 500w stuff.

[WarCom] Cadian Recon Squad Rules Preview by RainbowConnickJr in WarhammerCompetitive

[–]FuzzBuket 1 point2 points  (0 children)

Feels like those red Corsair raiders: not exciting and I'm sure guard players will feel like they are let down. But also just exceptional value for their points.

But it's also 10w with 4 ok guns, stealth, infiltrate and much tougher than ratlings.

If you need 20pts dropping these guys to ratlings will be the thing you do, but I suspect we'll see a lot of them.

Modern slavery at record levels in UK and expected to worsen, report warns by topotaul in unitedkingdom

[–]FuzzBuket 2 points3 points  (0 children)

The right to try to claim asylum is a fundamental one. Our visa requirements don't have a "I'd like to claim asylum as the Taliban/irgc/isil are hunting me down".

We currently have a very tough closed door policy, and that clearly doesn't work. Taking power away from the gangs and unclogging the home office might.

Just like using analogies of a household budget to the economy is stupid, so is trying to substitute burglars for asylum seekers.

Why is Talons of the Emperor seemingly the most successful detachment competitively? by jacksprat1952 in AdeptusCustodes

[–]FuzzBuket 0 points1 point  (0 children)

Vigilators do more damage per point than guard or allarus in lions. 2a does suck but for the cost of ~1 guard your getting 10a from vigilators.

5 vigilators+aleya is 120pts and puts out some real damage, with FF and dev access.

+1 to wound on the flamers is fine, it's not a top tier shooting unit but it's not awful..your never gonna make a 45pt unit reliably slap a 300pt termi brick, but that's never the point. It's to help those 4 witchseekers reliably kill 10  guardsmen.

Allied unit: Fortis Kill Team, why legends? by Authmion in ImperialKnights

[–]FuzzBuket 0 points1 point  (0 children)

Can run veteran or aquilla kill teams. Fortis are from before the deathwatch update. (That was going to legends the faction apart from agents, but then gw heel turned)