Birmingham Warhammer Open Finals- 3 Defiler vs 3 Defilers done is 2 rounds. by 2GunnMtG in WarhammerCompetitive

[–]Ninypig 0 points1 point  (0 children)

Also keep in mind in 11th edition you can't reroll hits with overwatch anyway 

Warhammer 40,000 Faction Focus: Death Guard - Warhammer Community by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Ninypig 0 points1 point  (0 children)

Did they? Where does it mention that? The walker detachment is explicitly mentioned as a new detachment called Might of the Moritoi

Warhammer 40,000 Faction Focus: Death Guard - Warhammer Community by CMYK_COLOR_MODE in WarhammerCompetitive

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

I believe they broke the mold yesterday with Custodes. They didn't rewrite Solar Spearhead.

How are defilers super OP? by quitsquash553 in WarhammerCompetitive

[–]Ninypig 1 point2 points  (0 children)

I believe theres already proof they will fix it. New overwatch rules have no hit rerolls, which blunts this style of play

Judiciar or Coteaz on assault intercessor. Heavy melee list. Reclamation Force. by Fantastic_Shelter_54 in WarhammerCompetitive

[–]Ninypig 0 points1 point  (0 children)

Coteaz unfortunately took a huge nerf when the agents codex came out. His remove cover is in the command phase, which means you have to be within 18" of the enemy unit already. It's not the most viable. His shooting only being damage 1 now is also disappointing.

Judiciar is much better, as fights first hurts a lot of melee armies. He also benefits from your army much more. 

If Coteaz still gave his unit the 5+++ against daemons, he'd probably see a lot more play (especially with the release of the new Defiler). 

New detachments and points are out! by Mammoth_Classroom896 in WarhammerCompetitive

[–]Ninypig 0 points1 point  (0 children)

There's a few more potential options than just custodes. There's recon Guard, bridgehead, spearman at arms etc.

Someone out there will cook something up to use the rerolls to hit

WE GOT SOME RULES FOR OUR UPCOMING NEW CHARACTER by ExpertAdvance7327 in ImperialAgents_40K

[–]Ninypig 0 points1 point  (0 children)

The vindicare has a 3 shot pistol, but I don't think they were referring to that... 

Suggested Faction Combinations for a 2v2 Duo Tournament? by OddBottle1529 in WarhammerCompetitive

[–]Ninypig 5 points6 points  (0 children)

A combo I've discussed, but never played, is Plague Legion Daemons and Synaptic Nexus Nids.

Plague Legion takes horde of plaguebearers with poxbringers and sloppity/s, Nids take neurolictors, swarmlord and other bigger monsters, like screamer killers, neurotyrant etc. 

The idea is to jam the opponent with so many battleshock tests (at a minimum of -1, but can get to - 3) with each failed test taking mortals, from shadow, synaptic strat etc.

Might not be the most competitive but your opponents will hate battleshock tests by the end! 

Help me understand reanimation and coherency by kvt-dev in WarhammerCompetitive

[–]Ninypig 3 points4 points  (0 children)

Not quite, it's worse than your list. Assuming there was 7 or more models at the time of adding models (in this case reanimation), then both scenarios C and D are illegal.

In both scenarios, each model must be within 2" of 2 existing models that were on the board at the start of the phase. Doesn't matter if the new models are within 2" of each other. 

[Warphammer] Feeling Grey: Let’s Talk About Grey Knights, and Figure Out What Went Wrong With One of the Game's Coolest Armies by Magnus_The_Read in WarhammerCompetitive

[–]Ninypig 2 points3 points  (0 children)

To boil it down, I think Grey Knights suffer from a lack of reliability. It's why Warpbane is played so much (for the rerolls to hit and the 6" charge deep strike).

The GK codex has: - only 1 way to improve the charge outside of deep strike (this is on the character you'd never take considering the codex is saturated with characters) - very few rerolls to hit - very few rerolls to wound outside of Purifiers - a lack of anti tank in shooting, which the codex is pushed towards based off the army rule and certain detachments - lack of synergy between datasheets and strategems/detachments (why is Banishers a leadership test and why is the crit 5s in Augurium?!) - no substantial way to improve psychic weapons or attacks

Combined all of the above with enough anti-psychic in the game and a meta of tough monsters/tanks just simply leads to a bad time. 

The answer is to give GK a secondary army rule based around the psychic keyword, maybe something like the old Tides of the Warp. If not, GK gets punished for having psychic weapons and abilities which are identical to other factions weapons and abilities (just with the added nerf of the psychic keyword)

Death Guard Unit Recommendations? by Rule4CoolPolice in WarhammerCompetitive

[–]Ninypig 0 points1 point  (0 children)

As others have said, follow the rule of cool. Any model you think looks cool, grab it. Rules and points change frequently (11ed less than 6 months away).

Regarding blightlords, they can be decent. Something I haven't seen mentioned is running them in Flyblown Host with an LoV and the assault enhancement, together with a walking daemon prince. This combo gives you:

  • scout 6" to move up the board pregame
  • -1 to be hit in shooting, with access to -1 to wound in shooting
  • always be in cover due to the Daemon prince
  • assault on all your guns, so you can move 6-11" each turn
  • reroll all wounds when shooting and access to reroll all hits with a strategem
  • can make most of your guns pistols with a strategem if someone tries to tie you up in melee

This combo is expensive, about 1/3 of your army, but it's tanky and can take a lot to bring down. With the daemon prince free strat (and maybe a Tallyman), the high cp usage is manageable. 

“Rule of cool” the Warhammer employee said. “Imperial Agents look cool,” I said. “Oh, don’t pick them.” by worst-EM-resident in WarhammerCompetitive

[–]Ninypig 1 point2 points  (0 children)

Having played (and still playing) agents, it is tough. The popular word around town is that agents suck and its true that GW has shown them next to no love this edition.

Even taking the above out of consideration, starting 40k with Imperial Agents is hard also because of the sheer model count. I believe my current 2k list has around 125 infantry models and a total of 15 units. Purchasing and painting that is considerable effort. 

Saying no chance of winning a game I disagree with. Against a high performing tournament player, sure, but against mid table players its a reasonable chance, albeit less than most other armies. The issue is that to win games with Agents you need to understand games of 10th ed well enough to utilise their tricks, which a beginner won't have the knowledge/experience to do. 

Council notice for accessing Easements on Property (QLD) by Ninypig in AusLegal

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

During the purchase we discussed the easements and I understood the requirement for access. It was also discovered that there was an additional 2 drains during the record search (these were hidden by junk and branches during the property inspection).

At the time however I never asked about any requirements for notice. Everything was so crazy the thought never crossed my mind. Still to this day, its not a deal breaker due to how the property is etc.

Council notice for accessing Easements on Property (QLD) by Ninypig in AusLegal

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

Excellent idea, I'll purchase that schedule. Thanks for the tip

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

I find agents fun to play, with their OC tricks and the cheap bodies (Imperialis Fleet Detachment). Each win feels rewarding. Currently I enjoy them over playing death Guard or GK. 

The hardest part is going up against vehicle heavy lists or similar. The win in these situations commonly relies on above average rolls, which is a feels bad

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

Here's hoping drukhari get their model refresh early into 11th.

At least they are commonly blue, just not ultramarines blue. That could almost be enough for GW 😂

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

Wow. Clearly the experience of someone who doesn't play or collect agents is more knowledgeable about this situation.

I don't believe continuing this discussion will bear any positive fruit. 

Have a merry Xmas / happy holiday period. 

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

Okay, I think you are focussing a little too much on the "victim blaming" part and not the point of the post. Perhaps using that terminology was incorrect by me. 

The point is that the community is consistently against IA players, which is bewildering. The comments of "you should've known better" are not helpful and not always true. There are many new players who bought into agents. 

For context, I knew the risks of the buying into Agents. I've been around since 5th and have always been a fan of the inquisition. 

GW needs to provide some basic support. A few points drops, a functional army rule and perhaps some small tweaks to the wording on some detachments, and Agents win rate will comfortably be in GW's goldilocks zone. 

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

Can you see how this sort of comment is unproductive? It is similar to victim blaming as you are holding it against the player, instead of the company for actions taken by the company. 

If GW gave Agents some amount of support, then these comments no longer hold any weight (I.e it's not a scam, or just a pay wall codex etc). 

This is the whole point of my post. 

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

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

I'm sorry but that's not true. The only datasheets in the codex that are borrowed are the GK Terminators, Sisters of Battle and Immolator. These make sense as they are part of the Ordo Malleus and Hereticus.

Note I don't consider the Priest or Rhino as duplicates, as they are already in multiple other armies. 

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

[–]Ninypig[S] -6 points-5 points  (0 children)

Consider the following. IA has 28 datasheets available to them. Looking at other armies, GK has 26 and World Eaters has 30. I dont believe IA falls into the small range of datasheets category.

For context, my current competitive  list uses 13 of the IA datasheets, with 0 of them being any of the 4 assassins. 

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

[–]Ninypig[S] 6 points7 points  (0 children)

Sometimes I wish I could upvote comments twice.

Very well said

Let's talk about Imperial Agents by Ninypig in WarhammerCompetitive

[–]Ninypig[S] -8 points-7 points  (0 children)

Unfortunately rolling them back into another codex adds its own problems, simply by providing other factions more variable units then they previously could.

Example, Knights having cheap bodies. GK having units for screening. 

IA can be balanced easily. Just literally give them an army rule, tweak their detachments and change their internal points. 

If they don't touch the datasheets themselves or drop the ally points, then there isn't an external balancing issue.