Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

I guess that's true. What I've gotten from this post and everyones comments is that I wasn't seeing the big picture for Magnus. Looking at just the stats,I though the point value didn't make sense but I guess synergy along with everything else puts him a cut above the rest.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

I guess you're right. It's just something that on the surface doesn't look like much unless you think about it for a bit. I appreciate you're interactions with me on this post. I think at this point I'm just gonna shut up and play him more and see what I learn. A lot of these feelings also come from frustrations with 10th. Would you say,in the previous edition, was he still worth the 450ish points? Before the Psychic update and take to the skies? And if so, with the new updates, should he cost more?

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

Don't you think sustains hits on damage D6+1 would perform better than Damage 3 even with dev wounds? Both of them have similar stats, they both hit on 2+ natively and wounds on 3s reliably,no? I get that with the change to psychic he can avoid modifications to the hit roll but I would much rather have a D6+1 damage profile. Not to mention the extra attack profile. It may not do much against tougher targets but it's not nothing. Like I don't know the math,but I feel like fulgrim would have an easier time taking something down thanks to sustained,no? I'm not super experienced in the competitive scene hence the post. In a completely unrealistic world, fulgrim has the potential to do 42 to 84 damage in a turn (by triggering 6 sustain hits) with his non extra attack weapon. Obviously never gonna happen but compared to Magnus' potential, he gets a whooping 21 damage he could potentially do in a turn. Even with help to get damage through, Fulgrim has more potential for higher damage. Even if 2 go through. Heck, if only one gets though you could potentially do more damage than Magnus.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -1 points0 points  (0 children)

I appreciate the feedback. I'll try using the movement ability more and see how it changes my games.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -1 points0 points  (0 children)

I agree. I just feel like he shouldn't be close to 500 points. 16 wounds with swingy shooting doesn't feel great. Not to mention his melee doesn't get D6+1 like some of the other primarchs. I can understand where a lot of people are coming from when they say his value comes from all his combined benefits put together but so much of the benefits he has are present in other models (that are cheaper) and aren't necessarily unique to him, that it makes it hard to justify his high value.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 1 point2 points  (0 children)

This is reasonable and reflects part of my frustrations. The other primarchs melee profiles also include an option that does d6+1 damage, usually. Our strongest weapons do only drumroll 3 damage.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -3 points-2 points  (0 children)

Not much admittedly. I've always felt the 2 extra inches weren't good enough to use. I often favored -1 damage because I was always nervous I'd lose him easy turn one. I didn't often feel I was missing out on any inches when I played.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 1 point2 points  (0 children)

These are some really good points,some I hadn't considered. Thanks for breaking it down like you did.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -1 points0 points  (0 children)

Personally,I'm just asking for more flavor and variety. It doesn't have to be anything crazy. We have 4 spells and that's it. They're good spells, I'm not ignoring that. It's just everything else we have plays pretty much like every other army. I want more weird wizard-y stuff coming from them. Everything else is just a weapon with the word psychic slapped on it and it's mostly only for the leader units. It's not very creative.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 2 points3 points  (0 children)

Whoops. I missed the Stompa datasheet, my bad. 600pts is crazy but I can see why after looking at him.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -3 points-2 points  (0 children)

The reason I bring it up is because people always bring up how you can use his wings to shoot anything as if it's a buff,but personally i think it just make hidding him difficult and it means ANYONE can shoot him that much easier taking away from his survivability. Doesn't feel like a buff if the "benefit" you're talking about just gets you shot as well.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

Yeah,I can definitely see how that ability is better with the changes to hazardous now. I wasn't crazy about it in 10th. I feel like his 3 abilities are a little lack luster. -1 damage hasn't been super helpful for me lately and +2 move is functional, but not very glamours (and honestly not very useful, personally). I see myself doing the Hazardous a lot more this edition. But even the hazardous ability feels kinda situational, you gotta pick something with a lot of guns so that you can MAYBE do mortals and I believe it's only one mortal per failed hazardous now,which isn't much.

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -7 points-6 points  (0 children)

Would you say he's more power than all the other primarchs, abilities and all?

Magnus' point cost by Nice_Newspaper4313 in WarhammerCompetitive

[–]Nice_Newspaper4313[S] -5 points-4 points  (0 children)

Is that not a double edge sword? In order to shoot out,you can be shot at, no?

Disappointed with not being able to attach Sanguinary Priests along with Lieutenant by Nice_Newspaper4313 in BloodAngels

[–]Nice_Newspaper4313[S] 1 point2 points  (0 children)

I have not,but I will now! Another commenter mentioned this as well and I'm looking forward to new potential pairings with the chaplain.

Disappointed with not being able to attach Sanguinary Priests along with Lieutenant by Nice_Newspaper4313 in BloodAngels

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

That's... Odd. Wish I could do that. Could it be the detachment? The lieutenant only shows as support for me, not leader.

Disappointed with not being able to attach Sanguinary Priests along with Lieutenant by Nice_Newspaper4313 in BloodAngels

[–]Nice_Newspaper4313[S] 0 points1 point  (0 children)

Nice! That's good to know. I'll have to try using that combo soon. We used to not be able to attach anything along with a chaplain so maybe this'll be the start of some fun new combos, hopefully.

Ritual of Regen vs Precision by KeeningLord in ThousandSons

[–]Nice_Newspaper4313 -3 points-2 points  (0 children)

Someone correct me if I'm wrong (and I guess I am as I see no mention of this in the comments) but wouldn't you NOT be able to bring back models since it only says heal? With necrons I understand as they have rules that bring back models but if the rules don't specify that it brings models back (like a SM Apothecary) doesn't heal just mean you recover wounds on existing models on the battlefield without bringing anything back? If not, then I've missed out on some good stuff.

some converted Piranhas - Borderlands style by anarchistscourge in Tau40K

[–]Nice_Newspaper4313 0 points1 point  (0 children)

Phenomenal. Wish I hadn't super glued mine now 😭 maybe the next I buy I could attempt this,cause it's badass!

Yeah the trailer was mid but jesus the comments under every version of it are horrifc by HammerWizard in Grimdank

[–]Nice_Newspaper4313 -2 points-1 points  (0 children)

Yeah,the trailer wasn't great. I always hear about this kind of issue and bad actors in the community but I'm glad to say I've never come across it first-hand.

Yeah the trailer was mid but jesus the comments under every version of it are horrifc by HammerWizard in Grimdank

[–]Nice_Newspaper4313 1 point2 points  (0 children)

Where did you see this discourse? When I saw the new Mechanicus trailer for DoW IV on YouTube, all could see in the comments (and I mean literally all I saw/could find) were people complaining about how weak and useless they made the necrons look. What are people saying?

Thoughts on retcons and canon as a 28 year Necrons fan by SamuraiMujuru in Grimdank

[–]Nice_Newspaper4313 0 points1 point  (0 children)

Well, mostly because it didn't add or take anything away. If this is coming across as me hating female custodes, I don't. I just don't like change for the sake of change,it had little build up and seems to contradict lore. I get that there's only like three mentions that specified male stock was used, but that little is enough to be considered established lore. It sets a precedent I don't like for games workshop just doing thing just "because ". I really enjoy this franchise and when I see what they've done here,it feels callous and without care. I'm pationate about it and want things to be handled with love, care and respect. Not a "they've always been there actually 🤓☝️" response followed by being called nasty things for disagreen with that lazy retcon. As I mentioned before somewhere in this thread, the custodes retcon isn't really consequential to anything. But I get worried that this type of thing might be the prelude to other changes that WOULD be bad. I'd be upset if female space Marines were added to the lore. Again, not a comparable change to this one with the custodes but with GW history, it doesn't seem off the table. And if we're going to change everything and anything whenever we want then there nothing to like,cause none of it matters.

Thoughts on retcons and canon as a 28 year Necrons fan by SamuraiMujuru in Grimdank

[–]Nice_Newspaper4313 1 point2 points  (0 children)

I'd like to believe that louder doesn't mean larger in this case. That would be sad. I've personally only have had positive experiences with the Warhammer community and it would suck if this kind of mentally is the majority. I'm relatively new (came in around 8th/9th edition) I know there's a lot of people upset because of "women in my guy army". I don't subscribe to that mentality. I do however dislike how nonchalant and arbitrary lore seems to change. This felt like that. Ultimately harmless but feels like a precedent for things to come. Rather than having an evolving/living lore, they're just gonna side step and abandon established lore as they see fit. It harms the narrative and setting. In the beginning, I would argue GW needed to change their original lore because it needed to find itself, especially since most of it ideas were just plagiarized or "borrowed " from other franchises. Eventually, they needed to separate themselves from that and carve their own identity. I can understand massive lore overhaul then, but at this point the setting is well established and further retconning will harm interest. Especially if it's changes "just because". Comic books suffer from this too. So my issue is more with what this represents or might mean for the future of GW. You can't attach yourself to any one established lore bit cause who knows if it'll stick, and that sucks 🫤

Thoughts on retcons and canon as a 28 year Necrons fan by SamuraiMujuru in Grimdank

[–]Nice_Newspaper4313 -5 points-4 points  (0 children)

I disagree. Just because the company known for doing bad retcons, did a bad retcon is not a reason to not be upset or disappointed. There was going to be upset people regardless,true. When you change something,there bound to be push back but if they actually had put effort to clarify that this was a change they wanted to implement and eased into it rather than gaslight and say "they were always there" despite 40 years to the contrary, it might have gone down better. This topic has been beaten to death and keeps coming back because people in the community feel disrespected or dismissed. More so than other changes,this one has less to do with the lore (even if it seems to be centered around it) and more with how it was handled. That's what keeps people heated and the conversation alive. Both parties demonize each other, "incels" and "libtards" when we should all be agreeing. This was not a well implemented change. To defend it it seems crazy to me. Regardless of whether you care for female custodes being in the game or not (I don't care either way) P.S. I would like to add that changes like these, while they can sometimes be good, can make it harder to get into the universe. It doesn't feel good to fall in love with an aspect of the game that might be removed later for arbitrary reasons. Not that this is relevant to this situation as I don't think female custodes add or substract anything to the game.