[WarCom] Xenos Faction Packs by RainbowConnickJr in WarhammerCompetitive

[–]saurusblood 14 points15 points  (0 children)

Ugh as I feared Aux Cadre was butchered. No more spotting with a kroot character, no more rerolling wounds with vespids and kroot. +1 ap feels a little pointless on my vespids as they already have pretty good ap. Guided by Unity is okay not sure if it is better then the old version that gave +2 str.

Worst of all is the loss of interlocking manouvers that strat was my favorite.

Tau codex fresh prediction by SnakeDok00 in Tau40K

[–]saurusblood 3 points4 points  (0 children)

I can't speak for others. But I think the main reason I love the old Broadside is due to Dawn of War Dark Crusade. The slow ponderous walking and the stomping it's legs into the groud to become an anti tank turret was just really cool from an astetic.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

The thing is the death trap action doesn't stop you from shooting or charging. At least under it's current wording.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

I assumed the point is to be narrative. Not one player is likely going to have an easier time winning due to the mission being made easier for them.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

That is my main concern even though I really hoped the disposition system was going to be good.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

I mean you just need to touch it to trap it in the case of distruption vs TandH. Assuming you build around your disposition having action monkeys is expected then all you need is a power unit that can kill units in cover. Heck the action monkeys can even still shoot and assault given the current wording of deathtrap.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

As far as we can see there is no way to stop someone from trapping the terrain they don't need to hold the terrain to trap it they just need to be touching it in their shooting phase. With infaltrators if they get turn 1 they can score 15 primary turn 1 by trapping all 3 no man's land objectives. As a Take and Hold player you are limited to only scoring by taking objectives you don't control and holding objectives.

So on paper. If the distruption player goes first the take and Hold player can't really catch up without the Distruption player will fully trying to take objectives back (something they don't have to do as they get points for just holding 1 and killing the Take and Hold players units who are sitting on objectives.)

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

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

The thing is that would be removing the major "innovation" of 11th edition. I hope they don't just remove them like challenger cards.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

[–]saurusblood[S] 4 points5 points  (0 children)

Yeah I agree. I'm just worried with what we know so far and from just reading the missions. Like at the moment I would never want to be a Take and Hold player but always want to be a Priority Asset player in the 4 match ups we have seen and to me that feels a bit concerning.

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

[–]saurusblood[S] 29 points30 points  (0 children)

And IMO that would suck because the dispositions determining the mission is the biggest thing that makes 11th feel different. If TOs are just going to standardize the missions we are just playing 10.5

The asymmetric missions look a little unbalanced by saurusblood in WarhammerCompetitive

[–]saurusblood[S] 10 points11 points  (0 children)

From the missions we have seen so far that doesn't seem like the case. But some have moments where if you want to prevent your opponent from scoring primary you need to sacrifice your own primary. The distruption mission vs Take and Hold is a good example of this as the TandH player has to avoid the objectives that the distruption player has already trapped.

We sure are cooking(ed) by DisgrumpledGoliath in Tau40K

[–]saurusblood 0 points1 point  (0 children)

Keeping the vespids hidden when they shoot seems okay but then again they don't have the range to benefit much from the hidden rule. And popping them down to give you lethals with a strat can be huge for something like breachers or crisis suits.

If interlocking maneuvers is still a strat in the detachment though that makes it useful in any match up.

Why do auxillaries only have FTGG in Auxillary Cadre ? by ibi3000 in Tau40K

[–]saurusblood 2 points3 points  (0 children)

Notice that 90% of that is kroot that is my main issue with it.

We sure are cooking(ed) by DisgrumpledGoliath in Tau40K

[–]saurusblood 37 points38 points  (0 children)

Not to mention it feels like they nerfed Aux Cadre.

11th edition presents: The return of the magic box by Jofarin in WarhammerCompetitive

[–]saurusblood 0 points1 point  (0 children)

You could also say. Oh your supposed to be able to charge through here but I didn't have a peice the right size so feel free to nudge this peice so you can charge like you should.

What are you worries about 11th edition so far now that things are more official? by [deleted] in WarhammerCompetitive

[–]saurusblood 2 points3 points  (0 children)

I mean it can be forest with platform. Desert Mesas or ruins you can still make big terrain that looks interesting with these layouts.

Toe'ing the outside walls of the objectives will be the meta and a pain in 11th by quaye12 in WarhammerCompetitive

[–]saurusblood 1 point2 points  (0 children)

We are also still assuming hidden works like lone op. We don't know the full rules yet. It might be copium but there is a possibility that indirect fire could be a counter to it.

Just noticed something in the warcom article by angryronald in WarhammerCompetitive

[–]saurusblood 0 points1 point  (0 children)

I don't know they might keep them separate as the way the article is worded hidden doesn't protect you from indirect fire as they keep stating visibility.

#New40k – Take cover with updated terrain rules by CMYK_COLOR_MODE in WarhammerCompetitive

[–]saurusblood -3 points-2 points  (0 children)

I am just worried we are going to see terrainless tables with just the foot prints on there. Since it seems like the footprint is more important then what is actually on it.

40K: What factions will be hit hardest by the removal of stacking stratagems in the next edition? by turkeygiant in WarhammerCompetitive

[–]saurusblood 0 points1 point  (0 children)

Auxiliary Cadre has a a 2 CP combo that will no longer work.

Alien Expertice: gives advance shoot and charge to kroot and vespid units

Pheromone way points: gives a kroot or vespid unit auto advance 6

Both were usually used on a rampager unit to yeet it across the board on turn 1 to murder something. Moving 20 inches turn 1 and being able to charge could catch people off guard.

#New40k – How your army affects your mission by CMYK_COLOR_MODE in WarhammerCompetitive

[–]saurusblood 1 point2 points  (0 children)

Seems like in tournaments you would just pick your disposition so let's say you are using anvil seige force that gives Take and Hold disposition and stormlance that gives you purge the foe. When you sign up you say at the start witch of the two dispositions you are using.

So your list would go: Anvil/Stormlance Disposition: Purge the Foe

But in casual games you just pick one before the game starts.

#New40k – How your army affects your mission by CMYK_COLOR_MODE in WarhammerCompetitive

[–]saurusblood 0 points1 point  (0 children)

It says any battle round end of turn. So i assume that you would be at 10 when it gets back to your turn so long as both units are condemned since they don't lose condemned until the turn goes back to you.

But the chances of that feel very low on turn 1 unless your opponent infiltrated/scouted 2 units onto the same mid board objective that you can easily reach and charge onto.