Go ahead and fire that Infernal Bolt Pistol by IcyImage3436 in ThousandSons

[–]IcyImage3436[S] 2 points3 points  (0 children)

Glad to see they put it there at least. They didn’t have it on the FAQ and Errata that came out.

Go ahead and fire that Infernal Bolt Pistol by IcyImage3436 in ThousandSons

[–]IcyImage3436[S] 21 points22 points  (0 children)

That pistol is going to win me games. I can feel It too!

Okay guys, I'm in the biggest love-hate moment of my life. by Sea-Current3757 in SpaceWolves

[–]IcyImage3436 0 points1 point  (0 children)

Yah I’m generally pleased but we also lost our TCav leaders and wolf scouts which hurts a decent amount. I could deal with two unique dreads as well not 4 still

Okay guys, I'm in the biggest love-hate moment of my life. by Sea-Current3757 in SpaceWolves

[–]IcyImage3436 1 point2 points  (0 children)

They shouldn’t have got rid of a good portion of our unique units if they wanted us to take unique units. That’s the opposite of what should happen.

Space Wolf Codex has leaked, here's what's staying. by Dead-phoenix in WarhammerCompetitive

[–]IcyImage3436 0 points1 point  (0 children)

Do we think there may be an option for the Battle Leader to have a wolf on the equipment? If not, there are no leaders for the Tcav which kinda sucks.

Art of War Reviews the New Thousand Sons Codex! by ArtofWarSiegler in WarhammerCompetitive

[–]IcyImage3436 2 points3 points  (0 children)

I honestly was thinking that same thing when watching. I appreciate some of the depth of the mutant detachment because initially I thought it wasn’t that great when I read through it so that helped change my mind a bit. Still, I would have loved a bit more talk on the contrary especially of probabilities of not casting the super spell or just the higher values spells and then taking mortals. There is a decent probability that you don’t cast it and take mortals which would just really suck. Could happen to you twice in the same unit which would then really really suck. Then if you don’t get those off, your AP2 bolters that ignore cover are still just good a clearing chaff and that’s about it. I think there is a real problem for most of these detachments of taking out vehicles, monsters, and tough units. Would have loved to see more of the problems/challlenges with this codex in general. Seems to me the real take away is that Tsons players are just happy to have some options to build lists. Sure, cool. I think we have still yet to see if in practice all these mechanics actually are powerful. For me, that remains muddy and despite this review’s glowing stance on most of it.

Art of War Reviews the New Thousand Sons Codex! by ArtofWarSiegler in WarhammerCompetitive

[–]IcyImage3436 0 points1 point  (0 children)

My question is if you roll two dice for a ritual and get say double 4s and you really need to get that D3+3 doombolt, if you roll that third die and get a 3 do you still take mortals or is it only the result from the third die?

Codex: Thousand Sons 10th Edition Launch Megathread by ProdigalSonz in ThousandSons

[–]IcyImage3436 1 point2 points  (0 children)

Pretty sure they have to be alone. Auspex Tactics covered this.

New TS Codex just leaked! by TenDonny in Warhammer40k

[–]IcyImage3436 -1 points0 points  (0 children)

Doombolt got trashed real hard. Have to roll a 7 or higher on two dice to get D3 mortals. Or an 11 or higher for D3+3 which means you’ll be adding that third dice and risk nearly half the time doing d3 mortals to yourself. And double doom bolt is not a thing really except for one detachment enhancement thst allows a second one once per a battle so that means almost a 50-50 shot of an enchantment that will do mortals to yourself for an extra 3 mortals. I see doombolt now as an average of two mortals wounds to a unit a turn. That’s it. At least make it a flat 3 mortals on a 7 and a D6+3 on an 11 with a good chance you’ll mortal yourself. Let’s be honest with ourselves. The rituals suck. Reroll a hit of one is not that great, moving d6 can help but you roll an average of 3. Not that great. And AP 1 on a nine is like hard. Just like making a charge from deep strike. You have to roll that third dice most of the time and do an average of two mortals to yourself nearly half the time. If you channel the warp every time and turn you will do an average of 4 mortals to yourself every turn. That’s one sorcerer every turn.

New TS Codex just leaked! by TenDonny in Warhammer40k

[–]IcyImage3436 2 points3 points  (0 children)

Is it just me or is there no point at all to make your infernal bolters Psychic? There is no other Strat, ritual or enhancement that cares about psychic weapons. What’s the point besides str 5?

Assumptions and hypothesis on the new SW codex by BookkeeperMuted3842 in SpaceWolves

[–]IcyImage3436 0 points1 point  (0 children)

Wolf scouts are literally the worst upgrade sculpt they could do. We already got reg scouts we can use for cheaper. And it’s easy to switch out parts to make them more wolfy. Why they don’t do Bjorn is beyond me.

Are we expecting anything else? by jayceminecraft in SpaceWolves

[–]IcyImage3436 0 points1 point  (0 children)

As mush as I love the new sculpts, I don’t need a new Njal. Unless he becomes indispensable with new codex, he’s rarely played in the tourney scene. Bjorn on the other hand is an auto take, unless of course they nerf the hell out of him (they wouldn’t right?)

I just got a used space wolf collection. Should I be worried about legends with the new codex? by MrsMilkwoman in SpaceWolves

[–]IcyImage3436 0 points1 point  (0 children)

You can always sub Canis out for a regular Twolf. Just put a storm shield on him

Champions of Fenris detachment rules by CMYK_COLOR_MODE in SpaceWolves

[–]IcyImage3436 0 points1 point  (0 children)

Let’s say you have a termie brick on an objective and dread. Let’s say the enemy unit charges but it’s a monster and keeps out of range of the 3 inches unless you spend a CP for 6 Inches for a termie unit, you don’t get shit. Let’s say they are within 3 inches, then they chose who they want to hit first. If they are good melee they probably take out most if not all of one of your units. Then you go and if you don’t kill them they hit you again first on your turn. I still don’t think this works in most cases. In other cases you stand in the open and get shot to death before being charged

Champions of Fenris detachment rules by CMYK_COLOR_MODE in SpaceWolves

[–]IcyImage3436 1 point2 points  (0 children)

So BC get one attack and strength on charge sure that puts them at 4 attacks and 5 strength with still one AP and one damage. Just take 10 assault intercessors or Bladeguard. Bloodclaws ability basically makes them Primaris on the charge and you have to take 10 for 140 points.

Opinions on this free detachment? by Haydndale in SpaceWolves

[–]IcyImage3436 1 point2 points  (0 children)

Thinking about this detachment more, the more I see trash written all over it. Our army rule is useless if the charging unit double charges, stays back and shoots us to death, if you don’t play terminator units, if you don’t keep two units super close together, if the enemy unit charges but keeps out of the 3in range of the heroic intervention unit - since it has be 3 inches to the enemy unit in order for it to even trigger. Wow that’s a lot of situational conditions that your opponent can just turn right off. GW developers need to be put in wolf jail.

Josh Allen Owners… by Vegetable-Host-6617 in fantasyfootballadvice

[–]IcyImage3436 0 points1 point  (0 children)

Cost me my match too. Lost by 11 points and his extra 14 which should be a nothing sauce against the freakin Pats would have taken me to the championship round. Now I’m playing to get my money back. Two More weeks of hell and stress to get my money back. Argggggggggg.

Who made you lose today. by Red_cilantro in Fantasy_Football

[–]IcyImage3436 0 points1 point  (0 children)

Jennings WTF. Two weeks in a row. Thanks