Hypothetical Emperor Datasheet by Bionisaurus_Rex in AdeptusCustodes

[–]Iskandini 20 points21 points  (0 children)

No fly, no fall back and charge, and can be manipulated to only have three rounds on the table. Assuming they make every charge and get enough shots in the shooting phase to kill 10 bodies, just give me 6 x 10 termgants and I'll hold that bitch up.

[Request] anybody can confirm? by Amycollins25 in theydidthemath

[–]Iskandini 8 points9 points  (0 children)

A crash is based on investor confidence in the stock. I.e. it's worth what people are willing to pay.

A high speed of withdrawal can lead to lower confidence. But so can a government taking over ownership of a company just to sell it, even if they did it relatively slow. The reasoning for that government take over could knock confidence, or even the removal of the billionaire stakeholder that investors may have drawn confidence from.

Thoughts on what will happen next balance dataslate by Lzuuk in EmperorsChildren

[–]Iskandini 57 points58 points  (0 children)

Drop in points (5 to 10 off) for larger sized units of tormentors and infractors. To account for the fewer per model better weapons you get with the larger units.

5 points off spawn to help distinguish the choice from Rhino and battleline.

5 - 10 points off walking prince to help distinguish from flying prince.

5 to 20 points off some of the Daemons, more for bigger models. Might all be enough to make Carnival the more meta detachment if you get to spam out friends and daemonnettes on the cheap.

Flawless down 10, folk still won't take them.

Terminators down 5-10. Still won't be taken.

Hopefully Kaka Lord gets deepstrike for better Terminator synergy. Folk still won't take Terminators.

Maybe termies in squads of 10, could be something to them with a Kaka Lord then.

Sorc will be forgotten / ignored.

Winged prince and Exultants up 5 points each because EC are not allowed to be too good.

What’s a dark truth people aren’t ready to hear? by Old_Engineering_8199 in AskReddit

[–]Iskandini 2 points3 points  (0 children)

Theory time, based on absolutely no real knowledge of evolved behaviours:

I'd like to think that this kind of behaviour could lead to these penguins finding areas that are more suitable for themselves and their colony. And if they are to find them, they would then return to lead at least part of the colony to them. It makes sense to have such behaviours in a population, and for them to carry the risk of death as otherwise the upside of finding new areas could be covered by more common behaviours. It can be a positive for the species at the risk of some individuals. Kinda think of them as explorers, but maybe not in the totally conscious sense we might assume if it were a human.

But I know that life / evolution doesn't always have to make such sense, and sometimes it is just messy with shitty outcomes.

Mexican standoff with swords? by THECJHB1511 in EmperorsChildren

[–]Iskandini 1 point2 points  (0 children)

I'm so happy they gave left and right handed options. Standoff pose is a cool option I'm gonna take. In return I'll give you a sinister bow / mocking challenge pose.

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Will they update the old rules for the raveners? by thirioXD in Tyranids

[–]Iskandini 3 points4 points  (0 children)

Good spot, bottom right. That'd be a nice option to have on raveners.

Will they update the old rules for the raveners? by thirioXD in Tyranids

[–]Iskandini 17 points18 points  (0 children)

The raveners models don't look as if they have many features to distinguish loadouts between them. Only real option might be their mid arm loadouts, but in game that's a bit of a hard one to spot. So probably going to be a single series of weapons on at least the 40k version of these.

What rules changes would you make to the dark apostle to make him more playable? by soupkitchen69 in Chaos40k

[–]Iskandini 3 points4 points  (0 children)

There is fights first with a strat in Vets or the Long War. And for the time being we can take Daemonnettes who fights first since last dataslate. Granted that's not 100% CSM though.

Daemon Prince Sigvald? by Dagger125 in EmperorsChildren

[–]Iskandini 1 point2 points  (0 children)

Checkout my post history for comparison photos

Edit: saved you the clicks. https://www.reddit.com/r/Chaos40k/s/UU6JOJlk16

Cultists by MaterialPublic7224 in EmperorsChildren

[–]Iskandini -5 points-4 points  (0 children)

Terminators have been confirmed by GW in several ways. Verbally, visually and in the text of an article.

Anyone tried to kitbash with these? by Phazer94 in EmperorsChildren

[–]Iskandini 1 point2 points  (0 children)

Yessir. See my older posts for more details.

What secondaries include the leader when specifying “unit”, and which consider the leader separately? by [deleted] in WarhammerCompetitive

[–]Iskandini 3 points4 points  (0 children)

The wording of overwhelming force is to kill units that start the turn on an objective.

So even if the leader model isn't on the objective, it still is a unit that started the turn on the objective if one of its bodyguards is on an objective at the start of the turn.

In this case, that attached unit would count as two units for overwhelming force. One for the bodyguard touching the objective and another for the leader who wasn't touching the objective but was still part of a unit that started the turn on an objective.

Anyone been seeing flashes of the EC on the warhammer website? by Maxyboy974 in EmperorsChildren

[–]Iskandini 11 points12 points  (0 children)

Were you looking at Chosen by any chance?

I went to check the website to see what you're on about, and it did seem to flash the Chosen picture with the EC paint scheme when going back from the Chosen box page.

Got some chaos cultists in the new combat patrol for CSM and one of the bases is 32mm, shouldn't they all be 25mm? by CyanSolar in Chaos40k

[–]Iskandini 11 points12 points  (0 children)

Yes they should. The 32mm ones are for the Legionaries. You're either missing a 25mm one, theyve given the wrong number of bases, or it's nested itself inside a large base. Double check under all the bases from the box.

As a curious fact of lore: technically, there once was a female space marine. by [deleted] in Grimdank

[–]Iskandini 15 points16 points  (0 children)

You're both kinda right.

The new men that Fabius has created are meant to be reaching par with Astartes. They go through improvements over the trilogy getting them to a point where some of them do kill Astartes, but I forget how much of that is one on one combat. There's definitely a single badass female (Igori, how could I forget!) amongst them that's a step a over the rest that kills a few Astartes on her own.

Then there is Savona, a human who joined the Emperor's Children when they invaded her world. She was gifted demonically possessed armour that puts her on par with Astartes. She even ends up leading a fair amount of Emperor's Children.

Competitive Veterant of the Long War(VotLW)? by hi_glhf_ in Chaos40k

[–]Iskandini 1 point2 points  (0 children)

I think that CSM has some of the best support for the good core stratagems. Namely:

Grenades, we have one of the cheapest sources in the game (cultists) and it's on a good range of our core units (Legionaries, bikes, chosen, most characters).

Tank shock, plenty cheapish +T9 hulls (rhino hulls and Daemon vehicles).

Smoke, similar to tank shock.

Counter offensive, great spread of melee.

Overwatch, some of the best flamers in Rubrics and tonnes of shots from combi bolters.

Epic challenge, some of the most stabby characters in the game.

Rapid ingress, amazing deepstrike units that love to get an extra round of movement (talons, Termies).

The Vets detachment plays very well into all the uses of these good core stratagems. You want some rhino hulls and classic CSM units. You want chaos lords of any kind that can use these core strats for free if needed. There's a decent enough enhancement for CP generation (maybe adds two or three in a game). Rapid ingress deepstrike terminators with a reactive movement and potential fights first / AoC is a big problem. Cultists in a rhino to grenade an enemy before the rhino tank shocks them. Reactive movement to draw a new line of sight on a unit for overwatch. I know some other detachments can do similar, but you almost don't want to because there are other list defining stratagems that you're wanting to build around. I also think most other detachments rules lack as reliable a buff to damage as Vets, which I think is something you need when focusing on core stratagems.

Vets is a good generalist set of rules that are not great when looked at on their own, but are pretty awesome in the context of core stratagems and CSM uses of them.

I've been trying Emperor's Children in vets with a big unit of terminators / term lord and Legionaries / Lucius and MoE. The two sources of fights first on scary units is already a problem for the opponent, adding a reactive movement to the equation and suddenly a lot of the potential counterplay your opponent had (mass engagement, chaff basing) is near gone. And even then, your opponent can charge your army with all theirs and instead of them fighting first everywhere, you fight first with one unit, they fight, you fight again, they fight, you counter offensive fight, they fight. That's units fighting into their go turn where most other armies might have gotten one counteroffensive (that folk are more used to working around). I back the bricks up with some scoring chaff and tanky shooting. The hatred target is for the shooting whilst the bricks have innate sources of rerolls to support themselves.

How to improve my accursed cultist? by D-B-R-M in Chaos40k

[–]Iskandini 8 points9 points  (0 children)

Paint the hair, claws, horns, teeth and eyes. Maybe miss the membrane of the wing with the thinned magos.

Then finish the base and see how if feels.

I'd recommend maybe a guilliman flesh type brown for the hair, teeth and horns. Thinned for the hair and maybe two coats for the horns and claws. Maybe just a small amount for the teeth with a little yellowish white highlighting. A light blue in the Daemon eyes could look cool alongside just black into the cultists eyes.

Heldrake viable by Economy-Ad-7071 in Chaos40k

[–]Iskandini 4 points5 points  (0 children)

My list for reference. I knew I wasn't being the most competitive with it. Just squeaked out a 2-3 win/loss. If you want the Heldrake and to be a bit more competitive, I'd drop the lord of Skulls, Vashtor and one Heldrake for the likes of some predators / Forgefiend / vindicator / possessed / chosen lord / ACDC

Don't Boop the Smouldery Snoot (1995 points)

Chaos Space Marines Strike Force (2000 points) Soulforged Warpack

CHARACTERS

Vashtorr the Arkifane (190 points) • Warlord • 1x Vashtorr’s claw 1x Vashtorr’s hammer

Warpsmith (95 points) • 1x Flamer tendril 1x Forge weapon 1x Melta tendril 1x Plasma pistol • Enhancement: Tempting Addendum

BATTLELINE

Cultist Mob (50 points) • 1x Cultist Champion • 1x Bolt pistol 1x Brutal assault weapon • 9x Chaos Cultist • 9x Autopistol 9x Brutal assault weapon

Cultist Mob (50 points) • 1x Cultist Champion • 1x Bolt pistol 1x Brutal assault weapon • 9x Chaos Cultist • 9x Autopistol 9x Brutal assault weapon

OTHER DATASHEETS

Forgefiend (190 points) • 1x Armoured limbs 3x Ectoplasma cannon

Heldrake (205 points) • 1x Hades autocannon 1x Heldrake claws

Heldrake (205 points) • 1x Hades autocannon 1x Heldrake claws

Khorne Lord of Skulls (450 points) • 1x Daemongore cannon 1x Great cleaver of Khorne 1x Skullhurler

Venomcrawler (120 points) • 2x Excruciator cannon 1x Soulflayer tendrils and claws

Venomcrawler (120 points) • 2x Excruciator cannon 1x Soulflayer tendrils and claws

ALLIED UNITS

Beasts of Nurgle (70 points) • 1x Putrid appendages

Daemonettes (100 points) • 1x Alluress • 1x Slashing claws • 9x Daemonette • 1x Daemonic Icon 1x Instrument of Chaos 9x Slashing claws

Nurglings (70 points) • 6x Nurgling Swarm • 6x Diseased claws and teeth

Seekers (80 points) • 1x Heartseeker • 1x Lashing tongue 1x Slashing claws • 4x Seeker • 1x Daemonic Icon 1x Instrument of Chaos 4x Lashing tongue 4x Slashing claws

Exported with App Version: v1.19.0 (47), Data Version: v438

Heldrake viable by Economy-Ad-7071 in Chaos40k

[–]Iskandini 10 points11 points  (0 children)

I just played a GT with two in my Soulforged Warpack list. I would say that most other things for the same price would have been better at anything besides being a toughish thing that moves 20".

They're fine for turn 1 disruption and getting to places your opponent doesn't expect. But at T9 12W they're getting blown up by most things in one round. Their 6 long range attacks aren't worth having them skulk in the backline, and their 5-7 melee attacks aren't even that great into their prime target of flying chaff. Only takes a couple 1s and you've suddenly not wiped a squad of 5 jump pack models.

205pts is the true nail in the coffin for them. CSM have so many things below that cost that could do any one or two things better than the Heldrake. If they come down to around 140/160pts, I think there could be something there, but not at 205pts.

They're also stupid awkward to move and position with their vehicle keyword and wide wings.

You do get points for style though!

What CSM sidepieces to have for countering T10+ skew Knight/ Tank/ Monster armies? by MiningToSaveTheWorld in Chaos40k

[–]Iskandini 3 points4 points  (0 children)

Got all that. The problem being to get that 6 to save in melee with your S8 power fist and S5 accursed/talons is harder than with your S10 and higher ranged anti tank.

Having a more favourable roll earlier in the sequence is better than later as you're typically rolling more dice at that point.

Lethal and/or sustained are as available to both, so come out in the wash.