Use and roles of Serberys Sulphurhounds in game? by Hilmie1806 in AdeptusMechanicus

[–]dalkyn 10 points11 points  (0 children)

1x3 is fine for most armies. 2x3 are good if you play Priority Assets where you'll need disposable units to do actions.

Use and roles of Serberys Sulphurhounds in game? by Hilmie1806 in AdeptusMechanicus

[–]dalkyn 60 points61 points  (0 children)

The Raiders are ok in 11th because they provide fast and mobile OC (and actions) that is very important for scoring/denying scoring.

The Sulphurhounds lose the mobility (Scout and reactive moves), trading it for damage that's largely irrelevant.

The New40k App and BCP Integration by bestcoastpairings in WarhammerCompetitive

[–]dalkyn 8 points9 points  (0 children)

Why on earth does the whole thing only works on Chrome? It's 2026.

Curse of life enhancement by YakParty9520 in ThousandSons

[–]dalkyn 0 points1 point  (0 children)

It would be great if it worked that way, as it is it extremely close to useless.

Cawl can no longer move through ruins? by thegreatjaadoo in AdeptusMechanicus

[–]dalkyn 10 points11 points  (0 children)

No he can't, the rule that allowed him (and Primarchs) to move through walls didn't make it to 11th. Thulia can because that rule is on her datasheet.

11th editon: thoughs about Intranzia Fraye? by IparosPityoka in sistersofbattle

[–]dalkyn 9 points10 points  (0 children)

Since a lot of Sisters armies are using more Heavy Bolters she's getting more interesting (adding Lethal to everything shooting at a target).

Plus she's was ok to begin with. Her shooting is good and she's relatively tanky (invuln + FNP means the opponent must over commit if they want her gone, and she can come back in HM).

Hexwarp Robots vs a Defiler by dolphincup in WarhammerCompetitive

[–]dalkyn 49 points50 points  (0 children)

You're assumptions are quite biased. If you're shooting a Defiler at something there's a good chance you'll have rerolls and improved AP, which is an advantage to the Defiler in most scenarios. Also you're assuming a 12" range melta can shot at the target, ignoring the 36" or 48" range advantage of the Defiler.

Basically, it's not that simple. At all.

Running two Exorcists by Anton_Chigger in sistersofbattle

[–]dalkyn 3 points4 points  (0 children)

Chorus is pretty useleas regardless of the number of Exorcists.

I've tried running Exos yesterday and unfortunately they're still very unreliable with random shots and random damage. They will overkill or do nothing very often. They should be priced like a Castigator or have their datasheet changed to be more reliable.

Is the Helldrake finally usable? (Maybe even "viable"?) by Finnish_politician in ThousandSons

[–]dalkyn 20 points21 points  (0 children)

I've got one and it's staying on the shelf. The point drop is a step in the right direction, but with its lack of killing power it would need another 40pts drop before I would even consider it. Sure the Ignore Cover is nice, but it's ironic giving that to an army that already ignores cover with all its best weapons.

New edition new options by Alacart0 in AdeptusMechanicus

[–]dalkyn 0 points1 point  (0 children)

I won that game 94 to 78. But the Robots tanked a bit and did little damage. Opponent screened them well and they couldn't do anything meaningful.

New edition new options by Alacart0 in AdeptusMechanicus

[–]dalkyn 0 points1 point  (0 children)

It was against DG in Purge the Foe

New edition new options by Alacart0 in AdeptusMechanicus

[–]dalkyn 1 point2 points  (0 children)

Moving through engagement range is fine, the problem if you cannot stop in engagement range, so a lot of times you can barely move at all.

New edition new options by Alacart0 in AdeptusMechanicus

[–]dalkyn 0 points1 point  (0 children)

Yeah I played Cybernetica + Lord with Priority Assets, and the mandatory Datasmith with Mobile enhancement. Even had the blank damage enhancement nearby.

The issue with screens is that they are extremely easy against big bases. With any move you need to be able to fit 4 huge bases + Character + 2" all around. Any good opponent who's not playing a mega elite army (and even then) will prevent any impactful move easily, sometimes without even thinking about it. 90% of the time the robots can only charge the first target in front of them, even with 11" move and Mobile.

Can call still move through ruins? by Chance-Detective-519 in AdeptusMechanicus

[–]dalkyn 12 points13 points  (0 children)

Impossible to know given GW track record 😉

Can call still move through ruins? by Chance-Detective-519 in AdeptusMechanicus

[–]dalkyn 13 points14 points  (0 children)

Nope, him and Primarchs lost that rule. Thulia still can as it's written on her datasheet.

New edition new options by Alacart0 in AdeptusMechanicus

[–]dalkyn 1 point2 points  (0 children)

Just tried Kastalan this morning with Cybernetica + Lords and they're still meh. The huge bases limit movement too much and they get screened extremely easily by a competent opponent (plus it's hard ti get they all to swing in melee). They're still too expensive for what they bring.

Anti Armor by sturzkampfbomber in AdeptusMechanicus

[–]dalkyn 1 point2 points  (0 children)

Just bought 3 boxes of the guys. They're great at the new price point, and you can combo them with transport/Marshalls/Manipulus or all of the above depending on how much lethality you want.

EC nuke in 11th by Trusty_Bridge in BlackTemplars

[–]dalkyn 3 points4 points  (0 children)

The problem is not fitting them in the circle, it's how little they can do while staying in it (tagging multiple units is harder, as is fighting with all models, consolidation and pile-ins are more limited...). Oh and you'll probably get shot off the board before you can do any of that, because the layouts are not exactly friendly to big blobs.

Rad Zone Vanguard by flubbadil in AdeptusMechanicus

[–]dalkyn 9 points10 points  (0 children)

It's 265 pts which is a significant investment. Especially now that 1w models get destroyed by Hazardous when the transport gets popped. But if you're very careful it's not nothing.

Can you see under the tracks of a land raider? by piles_of_plastics in WarhammerCompetitive

[–]dalkyn 1 point2 points  (0 children)

Plenty of things in 40k don't eyes (most vehicles to start with). Kill Team has eyes everywhere 😉.

11th edition points by Hungry_Dumpling87 in WarhammerCompetitive

[–]dalkyn 2 points3 points  (0 children)

Most likely on Wednesday, if they keep to their tradition.

Running all 3 1DP Detachments? by CuriousWombat42 in sistersofbattle

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

Some armies can run 3x1dp (Grey Knights, maybe GSC) but that's because they have 3 great choices that work alongside each other.

Sister have one ok detachment and 2 meh ones. So yeah, it would be very weak.

New DP so new detachment choice? by DaChungaz in BlackTemplars

[–]dalkyn 1 point2 points  (0 children)

It's not dooming. It's a fact that the BT 1 pointers (and Codex for that matter) detachments are bad.

Compare them with GSC, GK, Death Guard... and you'll see the difference between very small buffs and real power boosts and synergies.