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Decrepit Dakkanaut





 CthuluIsSpy wrote:
Shaelinith wrote:
 CthuluIsSpy wrote:
Shaelinith wrote:
 CthuluIsSpy wrote:
Its good for not having to use solar pulse to get rid of entrenched units. Other than that its pretty situational.


I'll add that it depends of the loadout of your Tomb Blades, if you run Tesla (with Sautekh to try a Methodical Destruction), it can be a good investment. We're are not exactly swimming in CP usually, and going from 3+ to 2+ is good to have.

But i'm ok, it's situational and i will probably not put them on my Tomb Blades unless i have spare points.


Scope doesn't add +1 to hit, just ignore cover.


Never said it add +1 to hit !?
But having a power armor save in cover or not is a huge difference.


How are you getting 3+ to 2+ then?


By being in cover. He refers to marine having 3+ rather than 2+ is big deal. Ergo ignore cover is handy.


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tneva82 wrote:
By being in cover. He refers to marine having 3+ rather than 2+ is big deal. Ergo ignore cover is handy.


Yeah, this. The main argument was also that you can't Solar Pulse everytime because we have a limited CP pool and if you play Tesla Tomb Blades with another Dynasty than Mephrit (like Sautekh for MD), it become almost mandatory if you face power armor.

I wasn't very clear, sorry

 
   
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 IHateNids wrote:
Because you have to move your models "ON" the board, and then provides exceptions to that rule

You are not allowed to willing use an exception.

It makes no sense to me either, but thats GW rulewriting for ya

Referring to the BRB page 177, 'Minimum Move', there is no such restriction. At least regarding units with FLY and a minimum move value.
So again, what hinders me to willfully 'lose' my flyer?


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 DaBraken wrote:
 IHateNids wrote:
Because you have to move your models "ON" the board, and then provides exceptions to that rule

You are not allowed to willing use an exception.

It makes no sense to me either, but thats GW rulewriting for ya

Referring to the BRB page 177, 'Minimum Move', there is no such restriction. At least regarding units with FLY and a minimum move value.
So again, what hinders me to willfully 'lose' my flyer?


Take this to YMDC, This isn't the place to debate this.

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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Do you think that Hyperlogical Strategist is a better Warlord trait than Immortal Pride ?

A bit of context, i usually play Sautekh, with Imotekh as my Warlord. The simple way to calculate the gain is 1CP (Imotekh as Warlord) and ~1CP/round for the trait, but usually i gain over the game max 3C. After the 3rd round i'm usually out of CP and the game is almost over.
So i'll say that Hyperlogical Strategist rewards you 3CP ou 4CP with Imotekh if you are in 'normal' conditions.

My list has squads of Immortals (2x10 + 1x5 or 3x10 depending of my list) and i notice a pattern i my games. I often use the 2CP ignore morale stratagem one time *and* often lose one squad of immortals due to morale because i'm out of CP.

Maybe i'm biaised because it happened to me my last two games but i think that i'll try Immortal Pride over Hyperlogical Strategist, even if i field Imotekh (but losing that bonus CP is a hard thing to do).

What do you think ?


This message was edited 2 times. Last update was at 2019/04/17 16:41:17


 
   
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Shaelinith wrote:
Do you think that Hyperlogical Strategist is a better Warlord trait than Immortal Pride ?

A bit of context, i usually play Sautekh, with Imotekh as my Warlord. The simple way to calculate the gain is 1CP (Imotekh as Warlord) and ~1CP/round for the trait, but usually i gain over the game max 3C. After the 3rd round i'm usually out of CP and the game is almost over.
So i'll say that Hyperlogical Strategist rewards you 3CP ou 4CP with Imotekh if you are in 'normal' conditions.

My list has squads of Immortals (2x10 + 1x5 or 3x10 depending of my list) and i notice a pattern i my games. I often use the 2CP ignore morale stratagem one time *and* often lose one squad of immortals due to morale because i'm out of CP.

Maybe i'm biaised because it happened to me my last two games but i think that i'll try Immortal Pride over Hyperlogical Strategist, even if i field Imotekh (but losing that bonus CP is a hard thing to do).

What do you think ?




With ten man units I find that my enemy either kills all or leave enough left alive for moral not to be an issue. (Ie only take pot shots till they hit decisively.


Automatically Appended Next Post:
Ie I don't often need to spend 2CPs to save units.

This message was edited 1 time. Last update was at 2019/04/17 16:45:16


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Shaelinith wrote:
Do you think that Hyperlogical Strategist is a better Warlord trait than Immortal Pride ?

A bit of context, i usually play Sautekh, with Imotekh as my Warlord. The simple way to calculate the gain is 1CP (Imotekh as Warlord) and ~1CP/round for the trait, but usually i gain over the game max 3C. After the 3rd round i'm usually out of CP and the game is almost over.
So i'll say that Hyperlogical Strategist rewards you 3CP ou 4CP with Imotekh if you are in 'normal' conditions.

My list has squads of Immortals (2x10 + 1x5 or 3x10 depending of my list) and i notice a pattern i my games. I often use the 2CP ignore morale stratagem one time *and* often lose one squad of immortals due to morale because i'm out of CP.

Maybe i'm biaised because it happened to me my last two games but i think that i'll try Immortal Pride over Hyperlogical Strategist, even if i field Imotekh (but losing that bonus CP is a hard thing to do).

What do you think ?



I have NEVER played a game with Hyperlogical Strategist and been happy i took it. I ran it recently...had 10CP at the start of the game...and NEVER...and I mean NEVER...got a CP back. It was absolutely worthless. I have always had that sort of result any time i've run it.

I generally at least get mileage from Immortal Pride every game, largely in the form of the free 'deny' once per turn. The fearless is priceless if you ever wish to use warriors.

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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 iGuy91 wrote:
I have NEVER played a game with Hyperlogical Strategist and been happy i took it. I ran it recently...had 10CP at the start of the game...and NEVER...and I mean NEVER...got a CP back. It was absolutely worthless. I have always had that sort of result any time i've run it.

I generally at least get mileage from Immortal Pride every game, largely in the form of the free 'deny' once per turn. The fearless is priceless if you ever wish to use warriors.


Yeah, i'm not a huge fan of warriors. If i field them, i'll think i will indeed take Immortal Pride without doubt. With immortals i still hesitate, but as you say, Immortal Pride is not random, that's definitely a plus.

 
   
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Note, if you play Imotekh as your Warlord, you have take. Hyperlogical Strategist. (Just making sure that didn't slip under someone's radar)

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torblind wrote:
Note, if you play Imotekh as your Warlord, you have take. Hyperlogical Strategist. (Just making sure that didn't slip under someone's radar)


Totally understood. But if I am not using Immo, I prefer to use Implacable Conqueror, Skin of Living Gold, or Immortal Pride

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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 iGuy91 wrote:
torblind wrote:
Note, if you play Imotekh as your Warlord, you have take. Hyperlogical Strategist. (Just making sure that didn't slip under someone's radar)


Totally understood. But if I am not using Immo, I prefer to use Implacable Conqueror, Skin of Living Gold, or Immortal Pride


I do the same. I much prefer a specific utility trait I can plan my tactics to play into


Automatically Appended Next Post:
Love the feeling when a plan comes together

This message was edited 1 time. Last update was at 2019/04/17 19:21:27


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Hyperlogical Strategist is OK, not great. It's a tax worth paying with Imotekh, just for the extra CP he gives you and the CP he saves you on Phaeron's Will.
   
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Regarding Imotekh, can his Storm ability directly hit (D6 Damage) Characters with more than 10 wounds?

I've noticed on one of the C'Tan powers, it specifically rules that it can't target characters unless it has more than 10 wounds. However with Imotekh, it just states no targeting characters.
   
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Germany

elook wrote:
Regarding Imotekh, can his Storm ability directly hit (D6 Damage) Characters with more than 10 wounds?

I've noticed on one of the C'Tan powers, it specifically rules that it can't target characters unless it has more than 10 wounds. However with Imotekh, it just states no targeting characters.


You answered your own question. No exception for characters with more than 10 wounds.
   
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Haha, I just wanted to clarify what the Storm is capable of. Thanks!
   
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IanVanCheese wrote:
Hyperlogical Strategist is OK, not great. It's a tax worth paying with Imotekh, just for the extra CP he gives you and the CP he saves you on Phaeron's Will.


I mean, Imotekh doesn't have to be your Warlord, but it feels wrong having some lowly Cryptek commanding Imotekh around

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torblind wrote:
IanVanCheese wrote:
Hyperlogical Strategist is OK, not great. It's a tax worth paying with Imotekh, just for the extra CP he gives you and the CP he saves you on Phaeron's Will.


I mean, Imotekh doesn't have to be your Warlord, but it feels wrong having some lowly Cryptek commanding Imotekh around


True, but also that extra CP he gives you if he's your warlord ain't to be sniffed at. Depends on what kind of list you're running. I find my Immortal units rarely need Immortal Pride, but warrior blobs need it.

As to his storm, not being able to smack characters with more than 10 wounds is annoying, but honestly, I've found it's best used taking out mortar teams/dark reapers/hive guard. Just smack stuff you'd struggle to get to otherwise. Shield drones are another good target.

This message was edited 2 times. Last update was at 2019/04/18 09:31:07


 
   
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Have lychguard or praetorians on sprue. Any ideas how to assemble them? 4 options is rather lot. Atm thinking 10 4++ lychguard and 2 attack praetorian

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tneva82 wrote:
Have lychguard or praetorians on sprue. Any ideas how to assemble them? 4 options is rather lot. Atm thinking 10 4++ lychguard and 2 attack praetorian


Easy. None. Wait for the FAQ that's just around the corner.

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Well let's clarify. If they don#t get changes which is likely what then?

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12 factions for Lord of The Rings
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5265 pts
5150 pts
~3200 pts Knights

 
   
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tneva82 wrote:
Well let's clarify. If they don#t get changes which is likely what then?


I'd rate them:

1. Warscythe Lychguard
2. Pistol Praetorians
3. Sword and board LG
4. Rod Praets.

Some ranting..

None of them are particularly good. LG requires some sort of delivery mechanism, the Veil will do, yet we all know how that works out.

Praets had a nice point drop last adjustment, and are pretty versatile , but lack dynasty, which may or may not be important.

The high AP Rod shooting you likely get elsewhere, Mephrit anything, Gauss blades, Destroyers, the pistol combo gives you a bonus attack in CC which is great. And a bonus shooting attack for the off chance that you keep them locked in CC.

But, over all tomb blades and canoptek units sort of fill the fast attack roles as good or better anyway.

LG play well with teleport shenanigans, but now you're playing for fun and not to win.


Automatically Appended Next Post:
On a second note I might rate pistol Praets and sword board LG the same. The LG have the 3++ possibility with the MW surprise when you drop them off in enemy territory.

This message was edited 2 times. Last update was at 2019/04/20 15:25:29


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Yeah none are good now but eventually that likely changes with gw's marketing ploys. And keeping them on sprues is waste anyway.


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on the forum. Obviously

Scytheguard really needed the blaster/scythe weapons the Pariahs had. That way they could continue being offensive units, even out of charge range.

Giving scytheguard a ranged attack would overall give lychguard a more defined role build wise; want to go offensive, go scythes. Want to defensive and have bodyguards for the warlord, go shield.

Right now there's not really any distinction, as scytheguard have as much impact as their defensive counterpart due to their difficulty in getting into combat. If they had a gun they could at least apply some pressure in the shooting phase.
They only times I managed to get scytheguard into combat was against armies that want to charge into combat. For an offensive unit, that's pretty crap. Against armies that don't want to get stuck in they usually get shot up before they can close the distance, even if they veil / monolith / nightscythe in. That 9" charge is a risk for them.

This message was edited 2 times. Last update was at 2019/04/20 18:41:48


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Yeah 9" charge is bad. 28% is too bad. That's why mwbd is pretty much mandatory. 42% is at least bit better. With cp reroll getting around 50% i think. Warlord trait for rerolls then 78%. Or 58% without mwbd.

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5265 pts
5150 pts
~3200 pts Knights

 
   
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tneva82 wrote:
Yeah 9" charge is bad. 28% is too bad. That's why mwbd is pretty much mandatory. 42% is at least bit better. With cp reroll getting around 50% i think. Warlord trait for rerolls then 78%. Or 58% without mwbd.


But nightscythe/monolith is better than 9" right? You get to move after eternity gating them I'm these days

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on the forum. Obviously

torblind wrote:
tneva82 wrote:
Yeah 9" charge is bad. 28% is too bad. That's why mwbd is pretty much mandatory. 42% is at least bit better. With cp reroll getting around 50% i think. Warlord trait for rerolls then 78%. Or 58% without mwbd.


But nightscythe/monolith is better than 9" right? You get to move after eternity gating them I'm these days


Oh that's right, they FAQ'd it so that the nightscythe / monolith act as transport vehicles, so you can disembark from them normally.
Which means rather a 9" charge you can have a 1" charge from the scythe or a 4" charge from the monolith.
Of course, since you can't disembark on the turn the vehicle gets into position, your opponent will have the chance of moving out of the way, and most non-necron units have a 6" move. So you're looking at more of a 10" charge from a monolith. With scythes its a bit easier as you can get up in your opponent's face, but such an aggressive move is a risky proposition, unless you are willing to burn a CP for a suicide run.

I really don't like how you disembark before the vehicle moves. It was better in earlier editions.

This message was edited 2 times. Last update was at 2019/04/20 22:48:32


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Peace through power!

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 CthuluIsSpy wrote:
torblind wrote:
tneva82 wrote:
Yeah 9" charge is bad. 28% is too bad. That's why mwbd is pretty much mandatory. 42% is at least bit better. With cp reroll getting around 50% i think. Warlord trait for rerolls then 78%. Or 58% without mwbd.


But nightscythe/monolith is better than 9" right? You get to move after eternity gating them I'm these days


Oh that's right, they FAQ'd it so that the nightscythe / monolith act as transport vehicles, so you can disembark from them normally.
Which means rather a 9" charge you can have a 1" charge from the scythe or a 4" charge from the monolith, provided your opponent doesn't just move out of the way.


Yeah it's a quite different ballgame all of a sudden. Deceivering in three monoliths still isn't going to be competitive, but they will deliver ten scytheguard straight into CC. Which is always fun while it lasts.

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I did have a hilarious basket of fun running my Seraptek into a Tau castle and having it detonate....9 inch blast. Caught 5 of my units, something like 10 of his.... the explosion dealt 45 mortal wounds once the dust settled because the dice gods decreed it.

Talk about going out with a bang lmao.

This message was edited 1 time. Last update was at 2019/04/21 04:01:54


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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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tneva82 wrote:
Have lychguard or praetorians on sprue. Any ideas how to assemble them? 4 options is rather lot. Atm thinking 10 4++ lychguard and 2 attack praetorian

You can always magnetise them for all 4 options. It's probably around 30 mins of extra work per model but it makes them future proof. I would use elements from both kits on the bodies, perhaps the Praetorian heads and tail thing, Lychguard spine and loincloth. Could magnetise the anti grav backpack too.
   
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torblind wrote:
tneva82 wrote:
Yeah 9" charge is bad. 28% is too bad. That's why mwbd is pretty much mandatory. 42% is at least bit better. With cp reroll getting around 50% i think. Warlord trait for rerolls then 78%. Or 58% without mwbd.


But nightscythe/monolith is better than 9" right? You get to move after eternity gating them I'm these days


That runs into issue of more cost, t2 earliest and if you get your vehicles blown t1 unit dies boom.

And if you go up close enemy can surround vehicle, destroy and again contents go boom. Especially risky vs ig with their average 19" move

https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
 
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