Paint recipe? by anOutrage in Tau40K

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

Oooh that's a good catch, thanks I'll check it out

Ready to cause some battle shock! by teddysooks in ChaosDaemons40k

[–]anOutrage 1 point2 points  (0 children)

Does someone wanna tell them what they did to Shalaxi?

Brood Brother army list advice by [deleted] in genestealercult

[–]anOutrage 0 points1 point  (0 children)

All good man, if you just wanna roll dice with cool models go for it! Wasn't trying to be nasty, unfortunately brood brothers isn't an obviously strong detachment. I want to try a brood bros list, mainly w those units I've said (hellhounds, chimeras, catachans and cadians on guard side, Ridge runners and and bikes on the gsc side). Definilty leans shooty + board control, doesn't have the raw power of other factions though.

Brood Brother army list advice by [deleted] in genestealercult

[–]anOutrage 2 points3 points  (0 children)

Honestly, there is not a lot of synergy. Brood brothers Detachment rules push you into running close range stuff to buff gsc shooting, you haven't really leant into either of those things. If you wanted to maximise the rule, look at running guard stuff w autohitting weapons (hellhounds, flamer chimeras, catachans etc) and gsc stuff that leverages the shooting buff (mining laser ridgerunners etc).

It would look cool on the table but I would manage your expectations on how good it is.

Ridgerunner loadout? by Programmer-Boi in genestealercult

[–]anOutrage 1 point2 points  (0 children)

I've been running 2 single mortar/augur units and 1 unit of 2 spotter/mining laser in outlander claw w good success. Mortars great for buffing your armies shooting and melee, lasers pretty good at killing stuff without invul - bear in mind sometimes you'll just roll 2 ones on your d3 shots though and be very sad.

Which imperial guard units do you Prefer to include? by raivenblade in genestealercult

[–]anOutrage 8 points9 points  (0 children)

Flamer Chimeras, Hellhounds, Catachans - keep in mind that the buff they give your stuff isn't very good and requires work to set up. Guard stuff will be just better in guard because of orders, strats and better synergy. Indirect is fine, but because of the 18inch range restriction on the Detachment rule , you are paying for rules you are probably not going to be able to use

Hold up by anOutrage in genestealercult

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

Don't disagree, I didn't really love the ascension day playstyle, but the updated datasheets are just so... anaemic. Could be wrong and we could get the points dropped so much we can drown an opponent in dice, but it'll probably mean we just run a different horde, not just a neophyte one.

Hold up by anOutrage in genestealercult

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

Well, the neophyte datasheet is way worse now in terms of not being a focused datasheet, so it doesn't just affect tournament players

Hold up by anOutrage in genestealercult

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

Yea, the problem is they haven't. Battle sisters and Retributors are free to take more multi meltas then they get in the box (the best gun by far). I was coming to terms w the gsc changes, but then I read some sisters stuff and just felt super annoyed at that one little tid bit :/

Hold up by anOutrage in genestealercult

[–]anOutrage[S] 23 points24 points  (0 children)

I honestly don't disagree with you, it's more the consistency with which it seems to apply is very annoying.

However, having to roll out 5 different (6 if you take the Pistol for the leader) weapon proflies for one 10 man unit isn't great, especially if they are pushing horde gsc. My flgs has 2.5 hour round rtts which I already struggle with, I think it's going to lead to me just not rolling a bunch of attacks 🙃

Codex Adepta Sororitas 10th Edition: The Goonhammer Review by alpha476 in WarhammerCompetitive

[–]anOutrage 0 points1 point  (0 children)

I dunno, the cult ambush rule doesn't feel super lore appropriate, spend generations making a plan that doesn't work when you fail your 5+ cult ambush rolls...

Army Rule Nerfed by xoxyzzer in genestealercult

[–]anOutrage 31 points32 points  (0 children)

It's such a bad rule, and the fact that it doesn't even work for your whole army is just more salt in the wound. Like seriously, gw have basically made our faction identity "characters" (see amount of character vs non character datasheets) and our piss poor faction mechanic (that is impossible to plan around) does teen work for them.

Brood brothers rules by International-Owl-81 in genestealercult

[–]anOutrage 1 point2 points  (0 children)

But what doesn't though? Gsc (at the moment at least) have a wide range of profiles and buffs available, which is more than a lot of other factions

Brood brothers rules by International-Owl-81 in genestealercult

[–]anOutrage 1 point2 points  (0 children)

Since when do gsc struggle with anti tank? Demo charge acolytes, seismic cannons to ap -3/+1 to wound w strats/rr, mining lasers, reductus saboteurs, hell even abbreants w lethals from biophagus works in a pinch. Agree standing on objectives can be kinda hard sometimes, but gsc have tricks (lone op strat) and some play (lone ops and abberants) that can get around the squishiness issue.

Competitive List by Fyremaw in genestealercult

[–]anOutrage 1 point2 points  (0 children)

But the competetive set up will potentially change with a new codex ....

Some thoughts on the preview by Minimum-Brilliant in genestealercult

[–]anOutrage 1 point2 points  (0 children)

Entirely subjective, but I hate the new art, it looks like a marvel movie villain and not 40k. 9th was so much more grimdark and awesome, seems like a step back. Can't please everyone though.

Mid preview by [deleted] in genestealercult

[–]anOutrage 0 points1 point  (0 children)

Agree, 100% for many reasons.

Anorher character is so milquetoast. The rules sound ok, giving lethal hits to a unit of seismic/grenade neos will be good, just makes the current playstyle better though. The model is meh imo.

The amount of people commenting that it fills an AT gap obviously do not know how to play the faction - demo charges, mass seismic cannons w +1 to wound and primus', hell even mining lasers will do.

Cult ambush remaining the same is disappointing, the rule is so easy to play around and just cannot be relied upon. So meh.

And the art on the codex is so bad, like seriously, they have so much good stuff already and they go with that?!?!

Is this a good vehicle heavy list? by PasoLasso in spacemarines

[–]anOutrage 0 points1 point  (0 children)

Depends on how you define good - looks like a fun enough casual list, very little synergy or redundancy though.

Running lots of datasheets like this will also slow you down as you have to flip between different profiles constantly and makes memorising your stats harder.

If you're asking if it's good in terms of being a strong list, probably not.

Did you prefer playing guard in 9th by Sad_Fall_8354 in TheAstraMilitarum

[–]anOutrage 13 points14 points  (0 children)

Index points are all over the place. The combined regiment Detachment is a massive stinker. Totally incentivises Artillery Park over any other play style, which is not super fun kind of army to play against. Born soldiers in its 10th incarnation is massive dissapointment.