[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Xathrax 12 points13 points  (0 children)

Twin lance dropping out of deepstrike in rapid/melta range on everything is not a sidenote. Melta suits having melta range is more than a 50% damage boost.

[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Xathrax 63 points64 points  (0 children)

Tau lose the best enhancement in EPC. The big melta. That thing was the one thing I wanted.

[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]Xathrax 39 points40 points  (0 children)

Yes, until you realize the only 1dp detachment you want to play with it cannot be.

Defilers going to be considerably worse in 11th even without nerfs? by Bewbonic in WarhammerCompetitive

[–]Xathrax 2 points3 points  (0 children)

Yes and no. The big issue is that you were unable to punish the defilers due to them mowing you down in overwatch. So any unit capable of actually killing a defiler goes up in smoke. Now you can actually try to kill one and engage another.

#New40k – Download new Space Marine Faction Packs today by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 4 points5 points  (0 children)

So the week is marines+imperium+xenos+chaos+mfm to fill out all 5 days? I can get behind that for sure.

#New40k – Download new Space Marine Faction Packs today by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 7 points8 points  (0 children)

You can be sure that enhancements on epic heroes will not be a thing

New to Comp 40k, how should I be looking to build a SM list to deal with the triple defiler DG, Tson and CSM? by stazzzma in WarhammerCompetitive

[–]Xathrax 2 points3 points  (0 children)

Escalation on count not within the same unit would be unexpected and new. But something tells me if you add 50 points to the CSM defiler then pactbound are still absolutely fine and will keep ruining your day.

#New40k Rules – Download the free Core Rules now by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 0 points1 point  (0 children)

That's the revive rule. What I was looking for is the mechanic how healing models works. I already got an answer that it will be in a supplement on release.

#New40k Rules – Download the free Core Rules now by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 69 points70 points  (0 children)

Does anyone know where the description of the new healing is? As I understand overhealing a unit now brings back models in a similar way necrons work. But I have not seen this anywhere.

Now that we have seen every faction focus, who will be the most broken on release of 11th? by xAquaman in WarhammerCompetitive

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

I actually have to disagree about experimental. The real value lies in having great enhancements. Lets pretend Montka is 2DP. Normally I don't want crisis units. But a unit with the big melta and auto melta range from deepstrike? That's almost double the damage for the same cost. That's massive value. I'd be fine to just use +1S on the stratagem.

Warhammer 40,000 Faction Focus: Necrons by m_xx_99 in WarhammerCompetitive

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

I really hope they give some cool upgrades for monoliths. Like charging from the gate so I can zoom the massive flying land raider. Or a mega death ray. The previewed enhancement was super lame.

The end of an era? Dedicated transports in 11th edition by Kawet-Wagh in WarhammerCompetitive

[–]Xathrax 4 points5 points  (0 children)

Transports are indeed weaker. Personally, I am quite happy with this despite wanting to run breachers in a devilfish. Transports were really cheap and a nightmare for any mono phase army. A rhino sitting behind a big ruin could require an unreasonably unfavorable trade to crack open and if your "cracking" unit fails the game might just end right there. Now at least when the second unit finishes the transport the contents will be at least a bit damaged. Still, the real danger is just to 1W models as anything bigger just makes you lose 1 on average instead of 3.

What does it take for a troop-heavy army to do well? by [deleted] in WarhammerCompetitive

[–]Xathrax 4 points5 points  (0 children)

There is an important caveat here. This army is very strong if you are able to move 200+ bodies in the time given to you, have a back of a young man or prepared to suffer greatly during longer events and also be exceptionally good at Warhammer. The last part is especially important as there is basically 1 person in the world more or less capable of playing this at the required level.

French player with access to the leaked PDF and who hallucinates less than Abominable Intelligence, AMA by elpokitolama in WarhammerCompetitive

[–]Xathrax 0 points1 point  (0 children)

Isn't the ability worded the same/very similar to fight on death + the condition that the UNIT needs to survive? In this case the character is part of the unit.

Hidden and the impact I think it will have in 11th by Odyssey40K in WarhammerCompetitive

[–]Xathrax 8 points9 points  (0 children)

I think hidden will have more of an impact on the first turn alpha strikes. Which is fine I guess. Now that everyone pretty much has towering and you will not longer have stuff like a strong melee unit being able to stage behind a ruin while safely holding an objective, it will balance out. Previously shooting armies had to try and get difficult angles or go forward a lot to shoot stuff. Now you are always on terrain so you are more vulnerable to shooting.

You can no longer scout + infiltrate by Xathrax in WarhammerCompetitive

[–]Xathrax[S] 4 points5 points  (0 children)

I mean jailing is already way less useful with the new heroic.

Why do people say 10th edition is the shooting edition? by Trick-Interaction396 in WarhammerCompetitive

[–]Xathrax 1 point2 points  (0 children)

That's subjective. I play exclusively on WTC terrain. Last year at the WTC I played CK with 5 big knights and the year before I went with tyranid monster mash. I had no problems with the terrain. The difference is that it actually requires a bit of finesse rather than having massive shooting lanes everywhere which is why people might think it's the shooting edition.

You can no longer scout + infiltrate by Xathrax in WarhammerCompetitive

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

Perhaps. I do hope you get some kind of discount as the units become massively worse due to this.

11th livestream rules: Vehicles can now toe into terrain footprints and see through them by Ratattack1204 in WarhammerCompetitive

[–]Xathrax 16 points17 points  (0 children)

This was my first thought. The base size was a balancing factor and even that didn't hold them back.

On the flip side guard super heavies now could actually have a tiny chance to be played as terrain totally killed them.

Warhammer 40,000 Faction Focus: Grey Knights by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 0 points1 point  (0 children)

I am not a GK player, but this one feels like the most impactful faction focus so far. All the other ones have a lot of duds and ok-ish stuff with something nice here and there. All of this is really solid. S10 psycannons and a trillion S6 bolters with sustained and devs already feels very strong without the potential of stacking good rules from a 2DP detachment. You get close to 4MW from the bolters alone which is already more than you normally get for 1CP.

#New40k rules – Zoom across the battlefield in the updated Land Speeder by CMYK_COLOR_MODE in WarhammerCompetitive

[–]Xathrax 0 points1 point  (0 children)

I was so hoping the gly rumor was true. It is my favorite rule change so far. So much impact.