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Made in us
Fixture of Dakka





@PenitentJake:

Spoiler:
 PenitentJake wrote:

It's more that I think mechanics should, in some way, represent the phenomenon they are meant to express. So for example, you look at a psychic power that confers a ranged attack, has more in common with a mundane weapon than it does with a different psychic power which confers an invulnerable save, or provides an aura. Despite the difference in effect, I believe that these three powers have more in common with each other than each of them does with other similar non-psychic effect. Because for me, what defines a power as psychic is it's "psychicness" not the specific effect that psychicness produces.

And to me, an ability being psychic in nature is cool flavor text that should ideally interact with the small number of anti-psychic effects on the tabletop, but I'm more interested in the psychic effect feeling like whatever that effect is. So 8th/9th edition witchfire powers were often frustratingly restrictive in how they worked because the designers insisted on having them do mortal wounds. But like, if I'm fielding a Salamanders librarian and I just want him to shoot an avenger/fire blast at the enemy, that should probably just behave like a fire blast i.e. flamer.

I've been playing since 5th edition. Prior to 8th, psychic powers essentially being guns was pretty normal. And the most frustrating part about that arrangement was that sometimes the super powerful psyker randomly failed to shoot lightning for seemingly no reason. (Failed psychic tests.)

That may sound overly philosophical or whatever, but the warp is a theme that permeates the game, and psychic abilities are a part of that theme. I want psychic powers to feel different from weapon profiles because the Imperium could not exist without psychic navigation and communication. Sure, a ranged attack is a ranged attack effect wise, but one of those ranged attacks is empowered by the some phenomenon that allows humans to travel faster than light, or is literally the stuff of daemons, and its psychic nature means that it has more in common with other psychic phenomenon than it does with other ranged attacks, even if a particualr psychic effect IS a ranged attack.

Think about how crazy the science behind necron guns or even admech guns is. You could argue that archaeotech and the strangeness of xenos are both equally big parts of the setting, but I don't want to see Science Tests and Deny the Scientist rolls introduced to make them feel special.

Oh, I'm down right obsessed with psychic phenomenon as a foundational theme of 40k; I think you're not obsessed enough with it. Warp travel can't happen without it. It had a huge impact on how and why the Heresy played out, entire factions exist because of it and it's thematically foundational to the game in a way that archeotech, or martian tech, or tryranid bio-tech aren't.

I simply disagree. Warp travel also can't happen without admech tech. The imperium wouldn't have tanks or bolters without the admech. And I'd say that the anti-progress anachronistic tech of the setting is just as much a part of its themes and aesthetics as warp tech. but again, we don't generally need Science tests for chainswords and bolters to be satisfying. Respectfully, it really feels like you're letting the exotic, shiny nature of psychic effects steer you down a weird road.



 Wyldhunt wrote:

If you're trying to recreate a battle from a BL novel,


I'm not. And in fact, I think the idea that this is what rules should do is a bit of a problem, because I think most Black Library writers get it wrong; I think their stories should be more in line with the game, not that the game should be like the stories. Black Library is not 40k; it's the novelization of 40k. It's BASED on a true story... But it is NOT the true story. I don't even consider BL to be fluff.

That's a pretty wild take. To clarify, you're saying that the "real lore" of 40k is that a plasma gun will kill its wielder 1 in 6 times it's overcharged and that marines are regularly losing half a company in every battle because that's what happens on the tabletop? Not trying to put words in your mouth here, but I just can't get behind that at all. Every discussion of lore vs rules I've seen ends up with everyone agreeing that lore != rules, but I've never seen someone argue that lore != lore.


Well Ahriman isn't just a run of the mill psyker, but don't you think that it makes more sense to give guys like him and Eldrad and Mephiston or whoever immunity, rather than ditching the whole Perils and Deny system with the un-intended consequence that Joe-bob the Rogue psyker who discovered his power 3 days ago can also never suffer Perils or be Denied?

I think that the vast majority of psykers that can be found on the tabletop are competent at wielding their warpcraft and unlikely to explode or have their powers shut down the way perils and deny the witch have traditionally represented. Sorcerers, librarians, 'nids, maguses, etc. probably shouldn't be perils'ing or getting denied. Thus, it makes more sense to have a special rule for the couple of units that *should* be that dangerous with their powers. (Wyrd boys and...?)

So similarly to psychic blanks, the scenarios that call for special interactions are in the vast minority, so it makes sense to me to have those exceptions work to fit with the design of psychic powers rather than the other way around. It's like when we discuss Morale in the Proposed Rules section and someone points out that getting scared and running away really only makes sense for like, three factions and a couple specific units in the game. Thus why people have pitched making morale a special rule for those factions/units rather than a universal subsystem.


Do you think that if Joe-Bob the Rogue psyker how discovered his powers three days ago casts lightning on Ahriman that it's unfluffy for Ahriman to deny that?

That is kind of unfluffy, yeah. Or at least, not something that seems to happen often enough to need a special rule to reflect it. Psyker duels in 40k don't generally seem to be about two guys staring at eachother while nothing happens. It's about one guy throwing a lightning bolt while the other guy puts up a forcefield to stop it and counters by trying to mind crush his opponent. In other words, it's not about stopping powers from happening; it's about powers happening and each of them having to deal with that.


 Wyldhunt wrote:

Failed psychic tests, deny the witch, and perils just didn't really represent the lore very well. I'd be open to a system that *does* represent the lore better, but for now I'd rather be rid of unfluffy mechanics that make it clunkier to resolve effects.


So yes, agreed on failed psychic tests- get rid of them. And no, implementations of Perils and Deny may have felt unfluffy, the lore concept of both Perils and Deny are fundamental principles of psychic ability- especially Perils. They are important enough that a flawed system is better than now system. If perils isn't possible, why does the Hereticus exist?

Basically, because perils happen off the tabletop. And usually to expendable, minor characters.


True, but again the more robust the psychic system is, the more design space we have to make those missions interesting. Like maybe in a certain zone of the board (ie. proximity to one of the objectives) Perils are more likely to occur for non Chaos psykers to represent the fact that the objective is a powerful chaos relic. Or maybe if you pick up the objective, you can more effectively Deny the Witch. Those mission interactions are easy in a game system where the mechanics for Perils and Deny exist, but in a system where the don't exist, the mission has to contain all the rules.

Some merit to this. The vast variety of psychic effects in the game makes it hard to write one-size-fits-all rules to interact with any/all psychic powers. Then again, core rules that have tried to do that sort of thing in the past have been kind of hit or miss. Remember the 9th edition secondary that just gave your opponent full points when he killed your librarian? And I'm not sure anyone ever loved the rules for the noctilith crown.


 Wyldhunt wrote:

Not familiar with how this was handled before, but I know that weapon powers can be modified through weapon upgrades in modern Crusade.


Weapon upgrades modify a specific weapon's stats. Psychic Mastery, due to the diversity of psychic power effects can't really do that, so instead it manipulates the system that governs the use of powers- you know an extra power, you can use an extra power per turn, that sorta thing. This made it feel very different from weapons upgrades, so it was really cool when a Psyker might take some weapon upgrades and some Psychic mastery upgrades.

That sounds like it could be modeled with the current Crusade rules by having some crusade relics (or whatever they're called) represent psychic powers. Give a character the relic. It now has the following psychic ability: (insert some rules here.)


Psychic Apocalypse was a rule that allowed an army fighting Witch Hunters to include a free Psyker so that the witch hunters had a witch to hunt. There were powers it could be given, and statlines, and FW even made a model based on the artwork for the unit. There was also a mission, and it was particularly suitable for a game against someone using the Psychic Apocalypse unit, but they could be used in regular missions as well.

That sounds super fluffy but also terrible for pickup games. So it sounds like the sort of thing that would be better handled by a special mission's rules rather than some universal rules.

Part of the problem here is that when you said "anti-psychic field" you were taking only about Blanks, and I lumped Deny in with it, since it is an anti-psychic ability even if it's not a field. The rules for Blanks in previous editions integrated with the psychic rules. The rules for Blanks in 10th are not as good because there are no dedicated core psychic rules for them to integrate with.

And if we DO include Deny? That opens up fourth category of folks affected: all psykers. That takes the number of factions with the potential to interact with these rules to all but 3 I think? Drukhari (though not true if the Drukhari army in question includes Voidscarred Corairs, or if those Drukhari are part of a Ynarri army), Tau and Necrons. Custodes and Admech only interact with Deny if they bring some IA.

As mentioned above, I don't think deny has ever been a particularly fluffy mechanic. So I'm still kind of back on not needing a universal subsystem to accomodate a handful of exceptions.


Again, the rules for blanks didn't have a system of their own; they were interactions with the rules that governed the use of psychic powers. Blanks, much like Psychic Missions, Psychic battle honours, psychic Theatre of War rules ALL require a psychic system to interact with in order to provide universal ways to modify abilities that have radically different battlefield effects.

I mean, the culexus has always been a little wonky and kind of illustrates why I don't agree with this. Even in editions with psychic tests, etc., the culexus basically didn't interact with a wide variety of effects that were warp-based in nature and that he probably should have interacted with. He didn't particularly interfere with daemons shooting fire from their eyes or having invulnerable saves due to their esoteric nature. Depending on the edition, he didn't generally prevent a psyker from moving his squad around faster. I'm pretty sure his 8th and 9th incarnations only really interacted with psychic powers that targeted him specifically (or rather, prevented him from being targeted). Basically, there are just way too many effects that are supernatural in 40k but that would be cumbersome to roll psychic tests for every time they come up. So the culexus just ended up not interacting with a bunch of psychic effects despite there being a universal subsystem in place for him to interact with.

So again, I'm all for seeing revised culexus rules to try and let him interact with more psychic effects, but a return to the old system wouldn't really accomplish that.

And generally, I'm open to someone taking another crack at a psychic system (to support some of the concepts you've mentioned here, or for whatever other purpose.) However, I don't think going back to one of the previous systems is inherently better than what we have now. Except in the context of the lack of customizable characters. Which stinks but I'd argue is basically a different discussion.


Is it fair to say that your position is that the psychic rules of 10th could be improved, while mine is that they should be improved?


More or less. I think we're arguing different points. I'm definitely not trying to take the stance that the current system is ideal. If I were to try and summarize the points I'm trying to make:

A.) The current system works pretty well in the sense that powers work pretty smoothly and feel like the things they're representing. Shooting fire from your wizard staff feels like shooting fire from a flamer, and that's intuitive.
B.) Tied to point A, I don't think of previous systems as being "better" because I don't miss most of the elements that we gave up. Deny was frustrating and unfluffy. Failed psychic tests were frustrating and unfluffy.
C.) When people say they miss the psychic phase or what have you, I find that they almost always switch to saying that they just miss being able to choose powers. To my mind, customizable wargear (powers) and things like psychic tests, deny, a psychic phase, etc. are completely different topics. It's like saying you miss 5th edition style morale, and then when pressed, you say what you actually miss is being able to Go to Ground. They're only tenuously connected to eachother, and I find that conflation interesting/weird.

I do appreciate the more civil format of this post. Thank you.



Automatically Appended Next Post:
 Lathe Biosas wrote:
Uhhh... Can I quote C.S. Goto novels?

The fact that you're asking means you know that you shouldn't.

This message was edited 1 time. Last update was at 2024/12/13 05:32:50



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Decrepit Dakkanaut







Interesting - ended up with one Eldar and one Dark Eldar detachment, not two Eldar ones.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Dysartes wrote:
Interesting - ended up with one Eldar and one Dark Eldar detachment, not two Eldar ones.


Theyre both Aeldari
   
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Sadistic Inquisitorial Excruciator






said this in the N&R thread, but this new drukhari detachment is the sort of thing that makes me want to start an army. it sounds really fun and thematic to play

she/her 
   
Made in us
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Hiding from Florida-Man.

https://www.warhammer-community.com/en-gb/articles/2c53mlkj/grotmas-calendar-day-13-santas-larger-angrier-helpers/


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in gb
Longtime Dakkanaut






Congratulations Dark Eldar players!

You get back one of the options which you had in 5th edition before it was removed!

This message was edited 1 time. Last update was at 2024/12/13 16:53:46


 
   
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Hiding from Florida-Man.

 Lord Damocles wrote:
Congratulations Dark Eldar players!

You get back one of the options which you had in 5th edition before it was removed!


Not familiar with the Dark Eldar, what option is this?


Automatically Appended Next Post:
ORKSTomorrow!

This message was edited 1 time. Last update was at 2024/12/13 17:04:46


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Fixture of Dakka




NE Ohio, USA

Hmm, the Drukari one does nothing for me as I don't have any Harlis in the force (and won't).
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

The I'm winning, now I'm winning wager mechanic is kinda fun though.

I'll never play this army, but it would be fun to play against.

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Fixture of Dakka





 Lathe Biosas wrote:
 Lord Damocles wrote:
Congratulations Dark Eldar players!

You get back one of the options which you had in 5th edition before it was removed!


Not familiar with the Dark Eldar, what option is this?


Automatically Appended Next Post:
ORKSTomorrow!


He might be under the impression that you can't take harlies with drukhari in 10th already?

New drukhari/harlie detachment looks fun and fluffy!

New craftworld detachment seems kind of pointless? Definitely weaker than the index detachment. The existence of the wayleaper autarch makes two of the enhancements redundant. The +1 to-hit enhancement is just less good than detachment rerolls from the index. And an extra d6" of movement is only rarely going to matter. I'm also not sure which of our infantry units particularly care about this. Dragons would rather be in falcons (and would rather have detachment rerolls). Wraithguard in a deepstriking serpent kind of makes sense, but the lack of rerolls is one step back, and you generally want wraith bricks rather than small squads so that they live long enough for a spiritseer to bring some of them back. Aside from that, it seems like this detachment just lets you cram a bunch of guardians into no man's land so they can die in droves. Which isn't particularly fluffy or interesting.

It will probably make more sense after the codex drops. Maybe battle focus only works on units with assault weapons or something.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

Much like the Imperial Knight detachment, I'm guessing these Grotmas detachments are balanced for the future codex, not the current index.


Speaking of Imperial Knights, I ripped this off the internet... is this a viable army?

Creating a 2,000-point Warhammer 40,000 army list that combines Imperial Knights with Adeptus Mechanicus allies under the Questor Forgepact detachment offers a balanced and thematic force.

Imperial Knights (1,515 points):

Knight Crusader (465 points)
Enhancement: Knight of the Opus Machina (20 points)
Benefit: Re-roll Hit rolls of 1 for ranged attacks when within 6″ of a friendly Adeptus Mechanicus unit.
Knight Castellan (510 points)
2 Armiger Helverins (260 points)
2 Armiger Warglaives (280 points)
Adeptus Mechanicus Allies (465 points):

Tech-Priest Dominus (70 points)
Skitarii Marshal (35 points)
2 Units of Skitarii Rangers (170 points)
2 Units of Skitarii Vanguard (190 points)
Army Composition and Strategy:

Knight Crusader: Acts as a versatile fire support platform, engaging various targets with its diverse weaponry. The Knight of the Opus Machina enhancement ensures improved accuracy when near Adeptus Mechanicus units.
Knight Castellan: Provides heavy firepower capable of dealing with high-value enemy units, including vehicles and monsters.
Armiger Helverins: Offer long-range support, ideal for targeting infantry and light vehicles.
Armiger Warglaives: Serve as mobile units capable of engaging both armored and infantry targets effectively.
Tech-Priest Dominus: Supports nearby Knights with repair abilities and enhances the effectiveness of Skitarii units through leadership and buffs.
Skitarii Units: Provide board control, objective securing, and additional firepower. Their presence enables Knights to benefit from the Sacristan Pledge, enhancing durability.

This message was edited 1 time. Last update was at 2024/12/13 20:23:11


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in gb
Decrepit Dakkanaut







 VladimirHerzog wrote:
 Dysartes wrote:
Interesting - ended up with one Eldar and one Dark Eldar detachment, not two Eldar ones.


Theyre both Aeldari

And I didn't see anyone suggesting the Dark Eldar would get anything until they did, so ye can drop the snark.

2021-4 Plog - Here we go again... - my fifth attempt at a Dakka PLOG

My Pile of Potential - updates ongoing...

Gamgee on Tau Players wrote:we all kill cats and sell our own families to the devil and eat live puppies.


 Kanluwen wrote:
This is, emphatically, why I will continue suggesting nuking Guard and starting over again. It's a legacy army that needs to be rebooted with a new focal point.

Confirmation of why no-one should listen to Kanluwen when it comes to the IG - he doesn't want the IG, he want's Kan's New Model Army...

tneva82 wrote:
You aren't even trying ty pretend for honest arqument. Open bad faith trolling.
- No reason to keep this here, unless people want to use it for something... 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

 Dysartes wrote:
 VladimirHerzog wrote:
 Dysartes wrote:
Interesting - ended up with one Eldar and one Dark Eldar detachment, not two Eldar ones.


Theyre both Aeldari

And I didn't see anyone suggesting the Dark Eldar would get anything until they did, so ye can drop the snark.


I think everyone was fooled. I certainly wasn't expecting the Dark Eldar... and they got the best detachment rule so far this season!

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in gb
Ridin' on a Snotling Pump Wagon






 Wyldhunt wrote:
 Lathe Biosas wrote:
 Lord Damocles wrote:
Congratulations Dark Eldar players!

You get back one of the options which you had in 5th edition before it was removed!


Not familiar with the Dark Eldar, what option is this?


Automatically Appended Next Post:
ORKSTomorrow!


He might be under the impression that you can't take harlies with drukhari in 10th already?

New drukhari/harlie detachment looks fun and fluffy!

New craftworld detachment seems kind of pointless? Definitely weaker than the index detachment. The existence of the wayleaper autarch makes two of the enhancements redundant. The +1 to-hit enhancement is just less good than detachment rerolls from the index. And an extra d6" of movement is only rarely going to matter. I'm also not sure which of our infantry units particularly care about this. Dragons would rather be in falcons (and would rather have detachment rerolls). Wraithguard in a deepstriking serpent kind of makes sense, but the lack of rerolls is one step back, and you generally want wraith bricks rather than small squads so that they live long enough for a spiritseer to bring some of them back. Aside from that, it seems like this detachment just lets you cram a bunch of guardians into no man's land so they can die in droves. Which isn't particularly fluffy or interesting.

It will probably make more sense after the codex drops. Maybe battle focus only works on units with assault weapons or something.


These are done with codex comparability in mind. Which suggests what you’ve pointed out may not hold true once the Codex is on shelves.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
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The Marine Standing Behind Marneus Calgar





Upstate, New York

Looking at it it seems you are going to end up with a crazy fast list, moving all over the place, with a handful of tricks. Nothing really broken looking though. I generally play a mech heavy list, so might give it a shot. If I get my Eldar to the table again in 10th...

   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

ORKS today!

https://assets.warhammer-community.com/eng_warhammer40000_grotmas_detachment_orks_taktikal_brigade-bptrvln4gb-mutbkafvrt.pdf

For some reason the regular page about the detachment isn't loading for me.

This message was edited 1 time. Last update was at 2024/12/14 12:49:50


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Sadistic Inquisitorial Excruciator






orks playing at IG is pretty fun. seems entirely reasonable on a playability level, too


Automatically Appended Next Post:
https://www.warhammer-community.com/en-us/articles/0mbjajib/grotmas-day-14-dreaming-of-a-green-christmas/

article, btw


Automatically Appended Next Post:
oh, and another detachment with conditional battleline. always love it when they have that

This message was edited 2 times. Last update was at 2024/12/14 13:26:24


she/her 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

Thanks!

Nice to see the Blood Axes return.

Sneaky Orks are fun... this might be a fun list, ill have to check with the other Ork players to see if it will actually see gameplay.

So far the only army I know that has been played, is the Dark Angels detachment.


Oh... Imperial Guard tomorrow

This message was edited 1 time. Last update was at 2024/12/14 13:30:37


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





Orks issuing orders seems really fun. My buddy has a ork army painted and converted to look like us infantry from WW2. He is going to love this.

After seeming some of these fun detachments I want a do over for thousand sons

This message was edited 1 time. Last update was at 2024/12/14 15:50:11


 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

 xeen wrote:
Orks issuing orders seems really fun. My buddy has a ork army painted and converted to look like us infantry from WW2. He is going to love this.

After seeming some of these fun detachments I want a do over for thousand sons


Sounds like a cool army... and perfect for this detachment.

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Fixture of Dakka





Mad Doc Grotsnik wrote:
These are done with codex comparability in mind. Which suggests what you’ve pointed out may not hold true once the Codex is on shelves.

Oh absolutely. It's just frustrating because, for now, this detachment doesn't really have a point. It's kind of an IOU for a detachment that will become usable in two months. Right now, it doesn't really unlock any unique playstyles or encourage the use of unpopular units. It just does the same stuff the index detachment does but worse. Right now, if you want to field a bunch of tanks, you're better off sticking to the detachment that gives rerolls to your low number of shots and stratagems that help your passengers get safely back inside your transports.

Nevelon wrote:Looking at it it seems you are going to end up with a crazy fast list, moving all over the place, with a handful of tricks. Nothing really broken looking though. I generally play a mech heavy list, so might give it a shot. If I get my Eldar to the table again in 10th...


Maybe. Hopefully. I'm dubious. Letting eldar vehicles move an extra d6" isn't super useful. It's pretty rare that you're 6" or less away from reaching an objective, and it's almost never the difference in whether or not you can shoot at a target. Our shortest-ranged heavy weapon is 24", and the serpent itself moves 14(?)".

And unless a bunch of our units get some major overhauls, we don't really want to get *closer* to the enemy if we're not charging them. Our shooty units (including all of our vehicles) mostly want to keep their distance to reduce return fire because GW made our tanks less durable than human ones this edition. Our melee units don't really benefit from this detachment because all the tricks that let them get closer faster prevent them from charging afterwards. (Looking at the disembark after advancing and the 6" deepstrike strats.)

So there's some concern that this detachment might end up being a bad choice even for vehicle lists if there's any other detachment that just like, ups their durability or offense at all. And that's after we get rid of the clearly stronger index detachment.

I like the theory that Battle Focus (which is replacing fate dice as our new army rule) will tie into the Assault keyword. In which case, this becomes the detachment you use when you want to play peekaboo with tanks poking their noses out from behind ruins before scooting back out of sight. Which could be neat.

EDIT: Ork detachment looks neat! Seems fun and fluffy. If I were buying orks right now, I'd be tempted to build towards this detachment. It seems to do a good job of finding a use for a wide variety of units. Which is great given how easy it would be to just make this the all-kommandos-all-the-time detachment.


Automatically Appended Next Post:
 xeen wrote:
Orks issuing orders seems really fun. My buddy has a ork army painted and converted to look like us infantry from WW2. He is going to love this.

After seeming some of these fun detachments I want a do over for thousand sons


I'd love for Thousand Sons to get something like the librarian detachment. It's kind of doing flexible, fluffy magic better than our whole Cabal Point system.

This message was edited 2 times. Last update was at 2024/12/14 17:25:33



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

Maybe the Eldar list is for getting further away from speedy close combat armies like Angron and the World Eaters... or just outpacing Custodes.

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
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 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
Fixture of Dakka





 Lathe Biosas wrote:
Maybe the Eldar list is for getting further away from speedy close combat armies like Angron and the World Eaters... or just outpacing Custodes.


See, that would work if we were on massive tables with lots of room to maneuver. But I already have the option of starting the game in reserves or with my units pressed up against the edge of my deployment zone. Angron isn't catching my tanks because I'm too slow. He's catching my tanks because I'm boxed in. And an extra d6" of movement doesn't really change that.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Battleship Captain




Battleline Stormboyz! Kommando Warboss! Flash Git Big Mek Kaptin!

https://www.warhammer-community.com/en-gb/articles/0mbjajib/grotmas-day-14-dreaming-of-a-green-christmas/

Ho ho ho, ya gitz!

This message was edited 1 time. Last update was at 2024/12/14 18:35:43


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

Not going to run a ton of Kommandos?

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in gb
Battleship Captain




The Kommando Warboss looks fun too!

But you're stuck with 'only' three squads of them

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

AM tomorrow, may be wishful thinking but the term "paces" made me think maybe its a cavalry detachment w battleline rough riders?

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Servoarm Flailing Magos






Hiding from Florida-Man.

chaos0xomega wrote:
AM tomorrow, may be wishful thinking but the term "paces" made me think maybe its a cavalry detachment w battleline rough riders?


Aren't there supposedly some new rough riders coming out?

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Wyldhunt wrote:
Mad Doc Grotsnik wrote:
These are done with codex comparability in mind. Which suggests what you’ve pointed out may not hold true once the Codex is on shelves.

Oh absolutely. It's just frustrating because, for now, this detachment doesn't really have a point. It's kind of an IOU for a detachment that will become usable in two months. Right now, it doesn't really unlock any unique playstyles or encourage the use of unpopular units. It just does the same stuff the index detachment does but worse. Right now, if you want to field a bunch of tanks, you're better off sticking to the detachment that gives rerolls to your low number of shots and stratagems that help your passengers get safely back inside your transports.

Nevelon wrote:Looking at it it seems you are going to end up with a crazy fast list, moving all over the place, with a handful of tricks. Nothing really broken looking though. I generally play a mech heavy list, so might give it a shot. If I get my Eldar to the table again in 10th...


Maybe. Hopefully. I'm dubious. Letting eldar vehicles move an extra d6" isn't super useful. It's pretty rare that you're 6" or less away from reaching an objective, and it's almost never the difference in whether or not you can shoot at a target. Our shortest-ranged heavy weapon is 24", and the serpent itself moves 14(?)".

And unless a bunch of our units get some major overhauls, we don't really want to get *closer* to the enemy if we're not charging them. Our shooty units (including all of our vehicles) mostly want to keep their distance to reduce return fire because GW made our tanks less durable than human ones this edition. Our melee units don't really benefit from this detachment because all the tricks that let them get closer faster prevent them from charging afterwards. (Looking at the disembark after advancing and the 6" deepstrike strats.)

So there's some concern that this detachment might end up being a bad choice even for vehicle lists if there's any other detachment that just like, ups their durability or offense at all. And that's after we get rid of the clearly stronger index detachment.

I like the theory that Battle Focus (which is replacing fate dice as our new army rule) will tie into the Assault keyword. In which case, this becomes the detachment you use when you want to play peekaboo with tanks poking their noses out from behind ruins before scooting back out of sight. Which could be neat.


I generally agree. Assault is a nice perk, but we are already pretty zippy and mobile firepower is not generally an issue. I could not think of any units we would want to be within 6” but not charging. My first thought was Fire Dragons, but 12” guns would be just out of melta range. I had stuck in my mind that cloudstrike would at least allow us to disembark after moving, but I guess that’s all of 10th. The re-rolls are nice, but that’s not unique.

My experience (which is largely in prior editions) is that we want to keep the range open as long as we can, and troops mostly get one shot before evaporating after disembarking. On larger tables that was more of a big deal. Not sure if the extra speed from this detachment will help, but the fall back and shoot and -charge range strats might.

It certainly looks fun and playable. I’ll be very interested to see how it meshes with the new codex once that drops.

   
Made in ca
Arch Magos w/ 4 Meg of RAM






 Dysartes wrote:
 VladimirHerzog wrote:
 Dysartes wrote:
Interesting - ended up with one Eldar and one Dark Eldar detachment, not two Eldar ones.


Theyre both Aeldari

And I didn't see anyone suggesting the Dark Eldar would get anything until they did, so ye can drop the snark.


You're seeing snark where there isn't...

Asuryani is the Eldar society
Drukhari is the Dark Eldar society
Aeldari is the encompassing name.

This message was edited 1 time. Last update was at 2024/12/15 01:21:53


 
   
 
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