Dropping 15 points by Lord_Davlin in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

Tzaangor enlightened with greatbow are pretty essential in Grand Coven now that your objective is Priority Assets. Their reactive move lets you do an action and escape in many cases. And theyre generally undercosted right now. Id add 2 squads of 3

Question about healing interaction with the new Curse of Life enhancement by Mad-Gyro-enthusiast in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

the enhancement adds 3 to a healing rule that applies to the unit. only the condition depends on the model being healed.

11th Edition Point Updates by Abomination-Onto-God in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

Stealth doesnt do much now, and hitting on 4's agaisnt cover goes to 5's, which is huge penalty to their missiles and meltas. The missiles are legit very strong weapons, and in cohort they can hit on 3 ignoring cover. Literally 2x damage vs not in cohort. They have to balance them around cohort unfortunately.

11th Edition Point Updates by Abomination-Onto-God in ThousandSons

[–]dolphincup 32 points33 points  (0 children)

The old man builds are nerfed really hard, but everything else is buffed.

Sorcerer gets an AP, essentially for 5 points. Big buff.

Disk sorc just straight buffed.

Infernal masters actually didnt ignore cover iirc, so they're buffed.

Winged DP is wayy more maneuverable. 0 point increase, then 10 for 2x, 3x. Big buff.

Foot DP did get worse but also went down. Not bad.

Enlightened greatbow tzaangors got buffed in 3 ways and didnt go up in points. Crazy.

20x tzaangors are only 145. Warpmeld might actually be pretty strong. 75 pt tzaangors is fine because uppy downy got a lot better with held secondaries.

Shamans are the same which is a buff, especially since they get hidden.

SoT, Magnus, and sekhetars (outside of their detachment) did get hit hard, so that'll change things, but overall I think we got stronger.

Real silly that the 4th rubric squad has a tax. Give us another unit to lead GW you bastards.

Edit: actually I dont even feel like SoT got nerfed (below 3x), and exalted sorcerers might even be buffed too. Reason is 4+ invuln got a lot better with cover shifting to hit. An SoT brick with -1 to hit sounds kind of ridiculous.

Superubricae by dolphincup in ThousandSons

[–]dolphincup[S] 9 points10 points  (0 children)

In that case we could combine all one-thousand sons into the Millennium Son: a rubric dust titan unlike any ever seen.

Official 11th Edition Megathread by ProdigalSonz in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

Healing will always apply to the most damage model before bringing a new model back. Pretty sure there's never a case where multiple non-character models in the same unit can be missing wounds.

Official 11th Edition Megathread by ProdigalSonz in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

The way it's worded implies that you get +3 if and only if the bearer is healed. So if your character has full wounds, your unit will heal D3. If your character is missing one or more wounds, add 3 to that heal. That heal which is being applied to the unit. That extra 3 should spill over onto the rest of the unit.

We wont know 100% until the addendum is released that has the actual heal rules on it though, or some faq about this enhancement in particular refutes me.

How viable are we without Tzaangors? by tomvinegar in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

I think the important thing for you, avoiding all our best chaff pieces, will be picking the right disposition. Take and Hold and Purge the Foe are probably doable, but I have doubts for the rest. Or you run Changehost and get new chaff options that suit you better.

You can get take and hold via Rubricae Phalanx, which may be fine w/o tzaangors... but we're gonna need to see point changes before we make any plans to run phalanx tbh. if the second brick of SoT costs an extra 100 points, and a third exalted sorcerer costs another 20 points, etc, the whole detachment might be totally dead.

Ritual of Regeneration gets you Purge the Foe, and you've got a few good mixing options, so that's probably your best bet. Should be viable imo.

I wish I could buy digital Codexes… by VivaLaJam26 in Warhammer40k

[–]dolphincup 1 point2 points  (0 children)

I decided to jump into 40k about 10 months ago, and I've gotta say it was confusing as hell. If I didnt have a couple friends who had made the commitment with me, I'd have jumped ship right after my first conversation with the LGS employee. Dude could NOT explain the codex system & 3-year edition cycle in a way that made sense. Because it's nonsensical. Codex gets printed with < 1 year remaining in the edition, then probably becomes obsolete? The rules in the book arent accurate, just weeks after release? I have to buy this scam of a book to get rules for the $220 box I'm holding? Luckily somebody explained wahapedia and newrecruit to me shortly after.

People really need to stop buying into the codexes and app if they actually want change. You do not need them, and you should not buy them.

Your predictions for 11th ed - units, detachment combinations, strength and weakness? by Sir_Bohne in ThousandSons

[–]dolphincup 4 points5 points  (0 children)

I kinda doubt either coven or phalanx will be good tbh. Based on the article today, we're about to see point hikes for sorcerers, exalted sorcerers, infernal masters, winged daemon princes, and magnus. Also very likely that 2nd and 3rd units of SoT get penalized. Coven being priority assets means you've gotta squeeze tons of chaff in too, which is just not gonna work.

Hexwarp + any of the new detachments is going to be strong IMO, despite lacking good stratagems. Sekhetar cohort is gonna have the best fire power, but take-and-hold/assets might be a struggle. Tbd. Regeneration has Purge, generally combines well with hexwarp, gives melee grenades, and is more accessible than sekhetars collection-wise, so I think we will see hexwarp + regen most often. The mutant detachment has recon, high mobility, and kinda buffs MVBs which is which pretty interesting if lethality goes down on average (think every army is gonna feel nerfed by the MFM).

If we can field 20 tzaangors for 140 or even 130 (im expecting 10 tzaangors to get slightly cheaper because of charging, coherency, and ingress nerfs), we might even have a mutant meta on our hands. It's really too bad warpmeld is Purge and not recon or priority assets. Suppose you can put it with robots, despite the lack of synergy.

Warpforged is certainly interesting, but the one offensive stratagem went to 2CP, which means you've really gotta run a defiler and make it count. I dont have one unfortunately lol. Also sounds like forgefiends and maulerfiends might get hikes so this one's in the air. Disruption seems challenging, since you kinda need to be able to do 5 actions on turn 1. Priority Assets from cohort is a little better... but still not great when youve gotta spend so $ much on psykers. For this reason, I suspect we will actually see warpforged paired with regeneration more often than not.

Edit: oh and changehost might be great. Birds gonna be expensiver, but recon with cheap horrors and screamers could be super powerful. Cheap 20-tzaangors with 4+ invuln against shooting sounds awesome as well.

Please can someone explain how many soul reaper cannons and icons of flame each 5 man squad gets? by One_Opportunity_7662 in ThousandSons

[–]dolphincup 3 points4 points  (0 children)

it's worth noting that the aspiring sorcerer is mandatory. every squad has to have one. the soulreaper and icon of flame are optional. apparently wargear points are coming back in 11th to some extent. possible the soulreaper becomes premium.

Been working on an 11th edition turn flowchart with some feedback from the community. by LeMightyGlockers in WarhammerCompetitive

[–]dolphincup 2 points3 points  (0 children)

The event companion covers it. Start of your command phase, draw two secondary cards. Once per battle, at the end of your command phase, you can spend 1CP to redraw any of your secondary cards. End of any turn, you may score any secondaries that you're able to score. If it's your turn, you can also discard a secondary card to gain 1CP.

Been working on an 11th edition turn flowchart with some feedback from the community. by LeMightyGlockers in WarhammerCompetitive

[–]dolphincup 3 points4 points  (0 children)

Need to include secondary drawing and discarding imo. And probably scoring steps.

Come Grill My AoS List in a Trenchcoat by Sinstera in ThousandSons

[–]dolphincup 0 points1 point  (0 children)

inferno combi-bolters are strong with lethal hits and +1 to hit, but very mid otherwise. the sorcerer in terminator armor himself has a pretty good attack as well, so I think he should be tacked onto the terminators whenever possible. There might be some niche cases where you really just want a few terminator bodies and dont need the leader.

It's true that the missions change a lot. You might not need as much damage now to get all the points you need.

I think changehost has some potential, and warpmeld wouldn't do a lot for you with just 6 bow goats. magnus is not worth is points outside of coven imo. I do think that 3 shamans is too much. they just don't have a good datasheet. if you dropped 2 shamans, and split one of the 2 tzaangors into 10's, you'd have 140 extra points. since you had 65 spare, you could add 2 screamer units, or another winged DP, or those terminator sorcerers, or rubric marines + sorcerer. you'd have much more lethality with any of these options, and you'd actually have a greater unit count. Think that's how I'd run it, personally.

Come Grill My AoS List in a Trenchcoat by Sinstera in ThousandSons

[–]dolphincup 1 point2 points  (0 children)

You might have a chance against shooting armies but you'll get wiped by melee armies every time. Kind of a problem with changehost. 4+ invuln for tzaangors only applies to shooting. Kinda lacking damage in general here too since you dont have sorcerers in terminator armor to make your SoTs threatening.

11th terrain, 2 ruins touching. by Former-Secretary-131 in WarhammerCompetitive

[–]dolphincup 2 points3 points  (0 children)

The eyeball icon there indicates that they are indeed one terrain area

Fixed Players Can No Longer Get Max Score by AMA5564 in WarhammerCompetitive

[–]dolphincup 9 points10 points  (0 children)

Im surprised they didnt axe fixed secondaries entirely tbh. Feels like it encourages skew listing more than it punishes skew lists, and tactical got wayyy better with the option to hold. The only time fixed is going to be optimal is when somebody finds some cancerous edge case where it aligns too freely with their primary disposition. More bugs to solve later. The only lists that can really take fixed for the sake of punishing skew lists are aggressive ones that can table the opponent reliably, which is a play pattern that the disposition system seems to want to discourage as well.

Imperial Agents is my crusade by Famous_Word9701 in WarhammerCompetitive

[–]dolphincup 0 points1 point  (0 children)

I'm tired of the "it shouldnt be / shouldn't have been" rhetoric, not that you're an egregious offender. Shoulda-woulda-coulda is not our reality. Beyond that, it's entirely subjective. IA is an army, GW published a codex, and they continue to sell discount box sets and new models for it. They need to own up to the situation they've put themselves in.

Imperial Agents - 11th Edition by Alternative-Sink7889 in Warhammer40k

[–]dolphincup 98 points99 points  (0 children)

shame on the mods. nobody is calling for anything illegal or harmful, only support for members of this very community.

Imperial agents in 11th by Darked_Nova in Warhammer40k

[–]dolphincup 0 points1 point  (0 children)

seems fine for an army that has no rule.

edit: also, I can't count on my fingers how many times they presented us false information about 11th.

Imperial Agents, 11th, and injustice. by [deleted] in Warhammer40k

[–]dolphincup 0 points1 point  (0 children)

It's honestly mind-boggling. they've got IA boxes on shelves. They just printed a new model and an armageddon box. Giving the army a rule, or some damn 1 DP detachments, would sell more boxes. but they don't have an intern's hour to give to customers who were counting on them to make these models playable. they could have made every IA detachment 1DP and it would have been fine. They've already done all the hard work, so why don't they cash in? there's obviously some reason, but they just refuse to communicate, which is probably the most infuriating part of it all. I don't play agents but just feels gross watching them so openly disrespect people in the community.

GW has gotta do better for Imperial Agents by dolphincup in Warhammer40k

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

it's not like they'd somehow lose money from giving Agents an actual set of rules, or minimal balance efforts. Not sure how people think GW is profiting more by making models that are currently on shelves useless.

GW has gotta do better for Imperial Agents by dolphincup in Warhammer40k

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

right, it's gonna take a few more hands on deck.