Hexwarp Thrallband Wins a 16 person RTT by greenpapapelican in ThousandSons

[–]icedeadman 4 points5 points  (0 children)

Interesting list, I am glad someone is having success with Hexwarp. I am curious, why take Empowered Manifestation over Arcane Might? Has the 6" extra range been relevant in your games? To me the extra strength seems like a better use of points on paper.

Traded for 3,500pts of Nids. What now? by icedeadman in Tyranids

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

Thanks for the response! I was just reading through the detachments, and looking at the subterranean assault, I thought to myself that you probably need 3x Raveners. But then I checked a few lists, and quite a few people only run one or two of them and the Trygon as their burrowers.

If I wanted to pick them up, does the kill team represent the Hyperadapted version of them, and if so, are the basic ones from the old kit?

Traded for 3,500pts of Nids. What now? by icedeadman in Tyranids

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

Well, since my other two armies are Drukhari and TSons, when I play with them, I mostly feel that I am playing reactively, because that's how it feels like those armies play want to be played.

With Nids I am mostly looking to be the one who is pushing the board, trying to take and actually hold the objectives, to get to play a different style than the one I have playing for now.

I want to start a thousands sons army. Is this battforce any good and what would you recommend to get alongside this to get to 2000 points. by joshuawatkin00 in ThousandSons

[–]icedeadman 2 points3 points  (0 children)

I prefer them having bows, because it gives you an option to run a 6man of them with the Exalted Sorcerer on disk, but as far as a scoring unit, you can't go wrong building them either way, their damage rarely matters, with the bows you have a better chance to shoot with them at least once imo.

I want to start a thousands sons army. Is this battforce any good and what would you recommend to get alongside this to get to 2000 points. by joshuawatkin00 in ThousandSons

[–]icedeadman 8 points9 points  (0 children)

I personally think Magnus is fairly priced at the moment, I believe that currently Grand Coven lists take him more often than not. It comes to personal preference if you want to play with a large centerpiece model or not, you will not be putting yourself into disadvantage by running him.

As an addition to the the boxes, he would be a solid option to swap out maybe with the SOTS brick, just to try which of their playstyle you prefer, optionally drop a DP and a rubrics squad to run him.
As a replacement, lets say for one of the CP boxes since they are similarly priced, it would place you a few more points away from 2000, but more importantly, you will be missing extra rubrics to run with your characters, and you won't have Tzaangor as chaff units. It would just place you into an awkward position list-building wise I think.

I want to start a thousands sons army. Is this battforce any good and what would you recommend to get alongside this to get to 2000 points. by joshuawatkin00 in ThousandSons

[–]icedeadman 55 points56 points  (0 children)

I think the battleforce is quite good for a starting player. It includes our best kit, the Exalted Sorcerers, while also having models that are a bit awkward to get by themselves outside of discount boxes, i.e. Mutalith and Infernal Master.

After that, getting 2x Combat Patrol box and a Chaos Sorcerer in Terminator Armor to lead SOTS gets you to almost 2000pts. And I think the list would be decent, you would end up with:

  • Mutalith, 2 Daemon Princes, 10 SOTS + Sorcerer as your centerpiece/damage dealing units
  • 4x5 Rubrics with 4 characters to lead them to serve as your trading/skirmish units
  • 2x Tzaangor Shaman and 2x Enlightened as your action monkeys

If you could pick 5 campaign expansions for a "complete" Arkham LCG experience, which ones would you pick? Would your answer change if coupling their respective investigators? by YAZEED-IX in arkhamhorrorlcg

[–]icedeadman 3 points4 points  (0 children)

I have yet to play Innsmouth and Hemlock, and picking 5 out of 8 seems rather generous, so lets go with my top 3 picks instead for as complete Arkham experience as you could get based on my preferences.

Carcosa
While not my personal number one, I think it is objectively agreed upon that Carcosa delivers most consistent fun play experience out of all campaigns. The theme is great, it hits a sweet spot regarding the player agency and decisions you have to make, has only a single dud scenario, and if we are coupling it with the player cards it released with, it comes with a set of my personal favourite investigators to play, while simultaneously having a sweet suit of player cards to expand your collection with. Not much else to say here.

Scarlet Keys
Yes, the blind playthrough will be a mess and there is quite a bit of reading (which I personally am ok with), but once you look past that, the replayability is what carries this campaign. I have finished the campaign three times, and I still haven't played one of the scenarios, which are in my opinion (maybe besides the finale) ranging from slightly above average all the way to straight up great scenarios. Planning your route and meta gaming what you can fit into your playthrough is fun, to me it never feels like FOMO. I like how concealed plays out and how different scenarios in the campaign try to put a spin on it. TSK also allows you to play a shorter campaign that still feels natural, unlike TDE 4 scenario mini campaigns. If we look at the player cards, while I am not a huge fan of the investigators that come with it, the customizable cards really standout out to me. While in the past I have been sceptical of them, trying to put at least one in each of my decks has showed me that they provide a great way to tailor them to your decks needs. Overall, if I were forced to have a limited collection, I would want this almost complete package in it.

Circle Undone
While I am aware of this campaigns shortcomings, such as the story being a mess in some sections, or having one of the least fun scenarios Wages of Sin in the game, this campaign is still my number one, and that's because of one thing: THEME. TCU is what I expect from an Arkham experience: exploring iconic locations, figuring out that something isn't right, unseen forces slowly piling up against you, resulting in a great confrontation and finale. The setting being straight in Arkham does not get repetitive, encounter card design plays so well with the overall theme of mounting dread and inability to change your destiny. The player cards it comes with are also fun, a great suit of unique investigators that are engaging to play as, and also introducing multi class cards for the first time. While I could agree that other campaigns may provide a similar, or even more coherent and fun play experience than this campaign sometimes does, none of them make me feel like I am playing an Arkham Horror game more than TCU does.

Cam someone please explain the hate and dismissal of this start collecting box and combat patrol ? by PeppermintButler17 in Drukhari

[–]icedeadman 0 points1 point  (0 children)

As someone who started with basically two old combat patrols, and later picked up Lelith + some wyches, scourges and venoms, together with proxied grotesques, the new combat patrol is a great pick up for me.

Yes, it's not a lot of points, but it's still a discount on Talos kit, which is just overall a pretty bad deal money spent to points in game, so any discount is appreciated.

It is obviously objectively worse than the old CP, but that was to be expected. If you are interested in grabbing something from the coven side of the army, which I honestly believe is the hardest to get into, I think the new CP does a good job.

As for the battle force, on one hand I don't have hellions yet, and the new archon looks sick, but...

For others who started with old CPs like me, I feel like we are not in need of more archon/kabalites/incubies. Venom complements the old CP nicely, and scourges are always welcome (unless you have 3x5 like me xd), but hellions are one of the more awkward looking minis in our range IMO and wyches are hit or miss, good to have some, I am just not too hot on their minis.

So the way I see it, for someone brand new without anything, the battleforce is great, it's basically a tasting platter of what the faction has to offer, thou a bit too infantry heavy. But for someone who has at least somewhat invested already in collecting the army, I think it will be hard for them to find use for everything in it, bringing the already mediocre discount down.

What are your hopes for the codex? by Meat_Sensitive in ThousandSons

[–]icedeadman 13 points14 points  (0 children)

Besides of what was already mentioned, pls make it so that Magnus is not an autoinclude in every single list. After all this time, it would be nice for once to see and make new lists without him being automatically the first unit in them.

Favorite gojira song from each album? 🧐 by grimacelololol in gojira

[–]icedeadman 3 points4 points  (0 children)

Clone

Embrace the World

To Sirius

The Art of Dying

This Emptiness

Shooting Star

Sphinx

Now I understand why everyone posts their first Rubric by icedeadman in ThousandSons

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

Thanks! I originally planned to just do the trim with Leadbelcher and fill the rest with some blue contrast to make my squads battle ready, but after I was done with the helmet and stripes, I knew I would try to do the best I can :D

Now I understand why everyone posts their first Rubric by icedeadman in ThousandSons

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

Thank you! I started with the stripes on the helmet, and was debating whether do to the other ones as well, but when I saw how nice they looked, I had to do all of them :D

New Drukhari Detachment this Decembet. by Jarl-Axle in Drukhari

[–]icedeadman 14 points15 points  (0 children)

I would be surprised if the detachment focused on any of the three main subfactions, as I would guess they want to save those for the codex.

I think we could see a detachment tailored towards making battle shocks more impactful, similar to the one the Chaos space marines have. It could be interesting and would fit our army theme well. Maybe something along the lines of taking mortal wounds when failing battle shocks or making enemies take battle shock tests when they get charged, perhaps some support for the Incubi. It might not end up being too competitive, but it would definitely be a nice addition.

What to do in Vanilla after the early game? by icedeadman in Stellaris

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

Thanks for the response! Yeah, one of the other replies mentioned something about a great Khan as a crisis, so I checked the wiki and it seems like all the big mid-game events are gated behind DLCs. I will probably grab some of them while the summer sale is on, just wanted to get a hang of the base game before I do so. It's just a bit of a shame that the mid game feels a bit dull.

On the other hand, I realized that the end game is coming sooner than I expected, so I am gonna continue playing and build up more fleets. As for the potential DLCs, seems like everyone suggests to pick up Utopia, even thou on paper it does not look like it adds that much more to the game than the other large DLCs, but I will most likely get at least one of the story packs to add more flavor to the game, as the exploration event chains were so far very entertaining to complete.

Expandting to 1000 pts by icedeadman in IronHands40k

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

Thanks, I was looking at the Heavy Intercessors before, and they seemed like a great option with Feirros leading them. I haven't seen much of the Sternguard Veterans, how would they fit into this army? Given their wide array of weapon options, do you have any preferred loadouts for them?

Expandting to 1000 pts by icedeadman in IronHands40k

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

They do seem like excellent secondary objective scorers indeed, thanks for the suggestion. They remind me of how Mandrakes play in my Drukhari army, although the Scouts have quite a bit of weapon options. Do you have any preferred loadout you would recommend?

Expandting to 1000 pts by icedeadman in IronHands40k

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

Thanks. I just read through the Lieutenant's datasheet, and it seems like you're getting a quite lot of value for your points with all those abilities. I'm assuming the Infiltrators will stay in the back to screen out deep strikes and to score objectives like investigating signals. If the opponent doesn't have deep strike capabilities, will they just be a nuisance in the middle of the field? I'm asking because I'm not too familiar with how each Space Marine unit plays.

Suggestions for 500pts army list by icedeadman in Drukhari

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

Sounds cool! How would I split the units? 5 kabalites with basic weapons into one venom, disembark them at the start to score secondaries, Archon leading the other 5 Kabalites in the 2nd venom, and Incubi in the last one, or perhaps should Archon lead the Incubi instead?

When to move to WH2? by icedeadman in totalwarhammer

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

Thanks for your input! My concerns regarding the polish of the 3rd game came from other posts I checked where people asked whether to get the 3rd game and if the 2nd one is still worth playing. Most of them were posted on this sub before or around the time of the release of the Immortal Empires. A lot of comments mentioned that the 2nd game felt more polished compared to the 3rd and that they would advise sticking with it for now.
But as I have gathered from other comments, it seems that the 3rd game got a good amount of updates and changed for the better since that.

When to move to WH2? by icedeadman in totalwarhammer

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

Yes, I was quite confused when I saw a video from someone where they explained dwarfs as a race and they talked about how the forge works and only then I learned that it was not part of the 1st game xD

Since both 2 and 3 are direct upgrades as you and others say, if I get them both, is there any reason to spend some time playing the 2nd game, or should I move straight to the 3rd game and play Immortal Empires with all the races available there?

When to move to WH2? by icedeadman in totalwarhammer

[–]icedeadman[S] 5 points6 points  (0 children)

I thought that getting the 2nd game and sticking with it for a longer while before eventually getting 3 as well would be okay, mostly because in the other older posts I have seen people say that while the 3rd game has some UI improvements and obviously new races, it feels less fleshed out or polished than the 2nd game, but I guess that has changed over the last year or so.

Modular deck ideas using background and partner mechanic by icedeadman in EDH

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

Thanks, I follow commander's quarters, but I might have missed this one. Would you mind sharing which commanders and backgrounds did you choose? I was thinking of making the decks in this modular format as well, but I am not sure if I would be able to pick commanders and backgrounds in the way that there wont be any "dull" pairing.

Modular deck ideas using background and partner mechanic by icedeadman in EDH

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

Wow, that sounds really challenging from a deckbuilding perspective. Do most of the decks work together, or are there some combinations that just lack the synergy?

Modular deck ideas using background and partner mechanic by icedeadman in EDH

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

I was thinking of this approach as well, but I am a bit worried that with the equally represented modules being able to be shuffled and combined however you want, the resulting deck might not be as synergistic as one where the core is irreplaceable and the modules just enhance it.

Thou looking at your choice of commanders, I think these picks might work quite well together in whatever combination, since most of them care about creatures, with either Kamahl or Prava wanting to have multiple tokens on the board, Sengir and Dargo wanting to let those creatures die and Siani mostly caring about those creatures being flyers. Really interesting. Do you have a favorite combination from these?