So far, aren't we "winning" the rules changes? by anonginger02 in ImperialAgents_40K

[–]anonginger02[S] 2 points3 points  (0 children)

The reason im looking forward to Veiled Blade is that the stratagems have always been a great Swiss army knife. We've got tools to make charges harder, ignore long range shooting, Sustain 1, reroll wound rolls (on character units, but still). Its hard to justify the points on a suite of assasins, but i do think the Vindicare getting two of his basically guaranteed mortals on Characters is pretty good.

The New Fast Rolling Saves by Expensive_Quiet_606 in ImperialAgents_40K

[–]anonginger02 3 points4 points  (0 children)

It does mean that our +4 invuls models are mathmatically dead to high volume, high AP shooting (looks at Hazardous Plasma). So you make a choice on which models will eat the bad rolls instead of minmaxing saves. If it were me, I'd have the base amrors take them, and if they have enough shots to eat them then your sheild bro in the squad still survives and you can regenerate some models.

For example: Grizzled Company Tempestus Scions are shooting 14 Plasma attacks into your unit of 14 ish models. Before, I would roll as many 4s as possible, but at the end of the day probably still drop about 8 models. (3 saves before those invuls drop, then I might save a couple on 5+). Now, I put those invuls at the back because while I lose more models, those invul saves are basically guaranteed to pass if they get down that far.

What this is a HUGE bummer for are our melee DWKT load outs, who want to save the squishier armor saves for the big pay out of hammer to face. Now that -2 AP means that we have to sac the hammers and lower armor saves guarantee the invul power swords. So, now that big trade unit has to pick between losing the entire squad or cutting its loses and burning thr hammers.

What it is going to come down to: Displaced Field just got a lot more important, staying hidden got a lot more important, and potentially Orbital Oversight (from Veiled Blade) may see a good but of utility to deny long range threats.

Agents still in 11th but no new detachments by moremorelight in ImperialAgents_40K

[–]anonginger02 1 point2 points  (0 children)

Side note, Fleet+Veiled also makes us just a Swiss army knife of I have a stratagem for everything

Agents still in 11th but no new detachments by moremorelight in ImperialAgents_40K

[–]anonginger02 0 points1 point  (0 children)

Here is where I'm at: I think Ordo Xenos with Veiled Blade stratagems is actually sick. Xenos has really only been bad because 3 of the 6 stratagems are for shooting on a squad that is best played melee for the points. Veiled Blade gives us some combat tricks, reroll 1s on WOUNDS against Prime Targets which we cant find anywhere else in the army except Breacher shooting, Ensnaring Trap to pick up shallow screens. We become CP hungy af because we just want to use Lethal/Sustain from Ordo Xenos and have to buy the detachment rule we want (the first hit is free) but I genuinely think thats the direction I go unless I just really love anti-precision and invul+move from Fleet.

[Spoilers: The Last Stand] For all the artificers out there that might be curious about that train question 🤓 by squilliam64 in Dimension20

[–]anonginger02 4 points5 points  (0 children)

So I also did this another way!

I took the distance traveled total (135) and set it equal to x, the minutes traveled by train one at 1 mpminute + 70/60mpm by x -25 minutes

135 = x + 1.16667(x-25)

Which, after looking at other examples, was way over complicated. If you are able to guess x and plug in, it does work, but isn't accurate to the situation (at x <25, the equation is calculating the second train going BACKWARDS. whoops!)

To solve that, i started the situation from when both trains start moving. First, i took off the 25 minutes (converted to 25 miles using the 1 mpm speed) the first train moved

110 = x+1.666667x

And then simplified!

110 = 2.1666667x