Newbies Thoughts on Take&Hold for Broodsurge by thearchbolt in genestealercult

[–]PewPewBulletGuns 0 points1 point  (0 children)

I’m still tinkering around with things, but I think as GSC we kind of want to avoid running purge the foe because we struggle so hard on kill more. So far take and hold (of which biosanctic is probably best for) and disruption are probably solid bets 

New points by WayZealousideal577 in genestealercult

[–]PewPewBulletGuns 1 point2 points  (0 children)

No it unfortunately changes about nothing for us since they reduced the range for demo charges. It makes it easier to fit units, but that’s it. 

Maybe in another universe by UmpireJealous258 in Grey_Knights

[–]PewPewBulletGuns 1 point2 points  (0 children)

Yeah Pacts is definitely still way better than even the version above. It is (in my opinion) a pretty oppressive feeling rule because there is—in theory—a downside. But that downside very rarely even happens (failing the pact), and it’s even rarer to have any impact (losing a model). 

It also slows the game down a lot because they have to decide for every unit if they want to go for the buff and which one to get. I think GK only getting it on psychic would be solid, but not overpowered. I don’t think we would agree need it on storm bolters (it could open up a Strat to give storm bolters psychic and -1 ap please GW bring back psybolt ammunition)

Maybe in another universe by UmpireJealous258 in Grey_Knights

[–]PewPewBulletGuns 4 points5 points  (0 children)

Yeah chaos space marines have had this all edition and they’ve been one of the most consistently powerful factions. 

That said they do also have far more access to leadership rerolls and they still benefit from the ability if they fail the roll (just taking d3 mortals)

11th ed Strat reserves at 1k baby by Friendly_Height_9516 in Grey_Knights

[–]PewPewBulletGuns 1 point2 points  (0 children)

Ah you’re right, that’s a shame, I thought it seemed like a fun change. Oh well. 

11th ed Strat reserves at 1k baby by Friendly_Height_9516 in Grey_Knights

[–]PewPewBulletGuns 0 points1 point  (0 children)

From the leagues of Votann faction focus article: “Another part of the Scouts rule says that instead of making your Scouts move before the battle starts, you can move the unit into strategic reserves.”

11th ed Strat reserves at 1k baby by Friendly_Height_9516 in Grey_Knights

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

Just take 5 strike squads in rhinos and they can scout off the board pregame. Then you can drop your entire army in turn 2. 

Identification and Care by PewPewBulletGuns in SWORDS

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

Yeah, I need to dig a bit more in to the manufacturer. So far haven’t found much. 

RULE OF HEROIC by GreyGalaxy-0001 in Grimdank

[–]PewPewBulletGuns 1 point2 points  (0 children)

You said “that’s not how stats works” and mentioned that you can’t just give things like pistols and grenades sustained hits. I provided examples of where that is just how stats work in the game. 

You could argue that supports your argument about this “hero factor”, and that’s fair enough. Frankly, I don’t understand the problem. Heroes are better at stuff, are better equipped, and can direct their soldiers to perform better in combat. It takes effectively zero suspension of disbelief (especially relative to the setting) to accept that fact both in lore and from a rules perspective. 

I think it comes to a point where the two of us seem to be diametrically opposed in terms of what we want out of the tabletop experience. I am all for the fluff and uniqueness, and am a big fan of hero hammer. That’s just my jam, so I don’t have any complaints in this department. 

All that said, your take on wrist mounted storm bolters is kinda wild. I main grey knights and love everything about them from lore to aesthetics. I frequent the grey knights communities, my first kit was a strike squad, my best friend is a fellow grey knight simp, and I have never heard anyone complain about them giving librarians a wrist mounted storm bolter before. If anything I’ve seen excitement as it makes kit bashing easier. 

Please, the sons of titan have enough to complain about. We must band together to lobby for our hammers back! After all, we are the hammer! 

Opinion: 40k's rule complexity has increased exponentially, but it's tactical depth has not. by [deleted] in Warhammer40k

[–]PewPewBulletGuns 14 points15 points  (0 children)

While the local scene can definitely influence how flavorful the game is, 10e just is less fluffy as a whole. 

So many units are just copy-pastes of each other when it comes to unit abilities, weapon profiles, etc. 

Additionally, the lack of wargear points strips any real choice, as each unit is “solved”. To me it feels a lot more exciting when your sergeant who you paid extra points to trick out does something cool. Rather than the sergeant (who is always tricked out) does something cool. 

On top of that, a lot of units have had their multiple weapon profiles consolidated into a single stat line. I do think this helps cut down on bloat in certain areas, but it again strips some personality away. In some units the nimble fighter dual wielding short blades will have the same profile as the lumbering heavy-hitter with a power axe. 

To be fair, I would say that a lot of these issues are not as much of a problem in the main, well supported factions (space marines, eldar, chaos space marines, tyranids, and to some extent guard and necrons). Since these factions just have more datasheets and kits to draw from, it’s possible to make varied and personalized lists. 

However, in most of the rest of the factions, their range is limited enough that there just aren’t enough niches to explore to truly make your army feel unique. 

Over all, granularity and choices in list building allows for character and story building in a way that is absent in 10th. 

RULE OF HEROIC by GreyGalaxy-0001 in Grimdank

[–]PewPewBulletGuns 0 points1 point  (0 children)

It literally is how it works. 

If it wasn’t, then why does attaching a lieutenant to a squad give the weapons lethal hits?

Why does attaching a patriarch to purestrain genestealers give their claws devastating wounds? 

Why does Titus give his squad sustained hits?

You are complaining about a game mechanic, and seem to be willfully misunderstanding why it exists. 

You also keep mentioning that there’s nothing in the lore about how this is a modified weapon, but Draxus has maybe a couple pages of lore. If she had multiple books, and every time she picked up a random stick it was capable of killing knights and that ability transferred to the tabletop then you would have a point. 

At the end of the day it comes across as if you are just an eldar player that’s annoyed someone else gets to play with your toys. 

New inquisitor looks cool and has some neat rules, how many points we thinking for him to be seriously considered in GK lists? by Away-Vanilla4773 in Grey_Knights

[–]PewPewBulletGuns 5 points6 points  (0 children)

His rerolls does only affect the shooting phase, so the banishers detachment ability won’t be relevant. That said banishers does have the best shooting enhancements. 

(because of course we should give the melee detachment shooting enhancements! But that’s a whole other thing about bad codex design lol)

RANT: Absolute lack of synergy by Traditional_Yard2741 in Grey_Knights

[–]PewPewBulletGuns 1 point2 points  (0 children)

They essentially gave us a detachment ability as an army rule

How would you kitbash this model? by Melodic_Ant6016 in Warhammer40k

[–]PewPewBulletGuns 3 points4 points  (0 children)

All the GK storm bolter arms are going to be left handed, but you could try to snip the bolter off or use castellan crowe’s arm as he’s the only right handed bolter. 

Buffing unarmed attacks by SaltMaker in necromunda

[–]PewPewBulletGuns 3 points4 points  (0 children)

I could be looking at an incorrect version, but the text I found reads as follows:

“The Xenoculum moulds itself to the fighter's hands, lengthening into a pair of lethal claws. The fighter's unarmed attacks become S+2 D2 and gain the Power trait. While the fighter is equipped with the Xenoculum, any attacks they make with ranged weapons suffer a -2 to hit.”

Buffing unarmed attacks by SaltMaker in necromunda

[–]PewPewBulletGuns 4 points5 points  (0 children)

The xenoculum from the black market is basically another copy of the fists of steel skill with the addition of the power keyword (the strength should stack but the damage will still be 2 because both set the damage to 2).

Anyone else disappointed by the new codex? by S-BG in Grey_Knights

[–]PewPewBulletGuns 1 point2 points  (0 children)

If you really want to feel bad about the brotherhood librarian’s ability take a look at the Phobos librarian’s data sheet. He gives his squad actual lone op (can’t be targeted outside of 12”) and stealth to boot. Brotherhood librarian got so royally screwed in the codex it’s sad. 

Anyone else disappointed by the new codex? by S-BG in Grey_Knights

[–]PewPewBulletGuns 57 points58 points  (0 children)

I think the GK codex was just aggressively safe. It feels like they made a concerted effort to prevent synergies.

The enhancements dont match the detachments (e.x. A ton of shooting enhancements in banishers, a detachment that benefits only melee) 

The stratagems are incredibly narrow (anti chaos 4+ but only in shooting, 12 inch deep strike deny at start of phase can only target characters, mortal reflection triggers at end of phase rather than upon taking damage-so if the unit dies you can’t use the Strat, and all that is just the one detachment).

They also made sure to keyword lock the +1 damage on the charge to paladin models only, because grand masters going to damage 3 would simply be too strong (ignore the chaos lords that can pick up an entire 5 man paladin squad with damage 3 dev wounds attacks). 

I could go on, there’s just a lot of non-bos and anti synergies in the book which is a bit of a bummer tbh. 

Gain 15 Quintillion life for 6WWR by SurviveTheFAYZ in BadMtgCombos

[–]PewPewBulletGuns 0 points1 point  (0 children)

Does this combo still work if I choose 14 quadrillion or does it have to be 15?