Hi guys, I wanted to quickly respond. Had a long day of gaming, exhausted, not at my best, sorry.
But I read your posts over the course of the day between games.
DISCLAIMER - I feel like I have the unfortunate task of shooting down some real good ideas. That's not my intent. Here, I'm just raising
RAW interpretations that your opponent or your
KT organizer would mention. Ultimately, I'm just an experience congregator,
pls don't shoot the messenger.
--- White Scars Attack Bike ---
White Scars with Shrouded is great, I think I'll upgrade it after discussing with my
KT Kommunity. There's 2 limitations that we noticed. I still really like the White Scars with Shrouded, but:
1. Points-wise, we'd rather get 2 Marines w/ Heavy Bolters, which you can fit in a
KT. With 36 inch range, we rather put them in a tower and not move them. Another alternative is, for a little more than the Specialist Assault Bike, I'd take a Specialist Landspeeder with Double Heavy Bolters and it just overwhelms with sheer dakka. That really annoyed me when I last faced it. This one is a little bit more personal preference.
2. It cannot be the
KT Leader as previously suggested, because the
KT Leader always has to be a character model if available, and under the
KT FOC you must take something, and all other options has a Sergeant. Even if you don't want to make him the Leader, you're locked in by
RAW. Unless you only take the Attack Bike Squadron and leave around 50 points unspent. But I pointed out an exception to allow for this idea! If you take a Crusader Squad, it doesn't come with a Sergeant! But then, you're locked in to the Black Templars rule, and can't use that cool White Scars + Shrouded combo you mentioned.
The person who ran the Attack Bike was maybe biased because he's very point cost-sensitive and saw those things, but conceded Shrouded was good. I'm going to upgrade the rating.
--- Storm Troopers ---
Very quickly, we agree they're hotshot guns are good against
MEQs' power armour. However, they are also more expensive than any
MEQ now, with all the new
MEQ codices except Grey Knights and things like Plague Marines. I think the last time we fought this I was deliberately playing Imperial Fist
CT Marines and I just played defensively in cover, killed enough people to easily force a Break Test. IF I did NOT play defensively (I.e. very cowardly) I might have lost that bloody. It was the fact that despite being AP3, they were still S3 guns. Remember you can't Deep Strike in
KT, otherwise I could see the point of sneaking behind Marines or something to neglect covers (yes, you can give 1 dude Ignore Cover, but 1 dude), that'd be really great.
--- Chimera ---
Yeah, this is great. It's one of the heaviest armoured things you can bring to a
KT, has lots of dakka already included. And it has 5 Fire Points!
Now, there's a nuance, it's that when figures are inside the Chimera, from those 5 Fire Points, they can only shoot at 1 target. I used to think it was they can split fire to 5 different things. This applies to all vehicles, but we really noticed it with the Chimera. From the
KT RAW:
Transports: You may transport all members of a squad in a dedicated
transport. Straight after they disembark, they become individual units,
as per Every Man for Himself.
Your ability to split fire, even from the same gun like a Heavy Bolter, comes from the Every Man for Himself rule of
KT where every model operates as a unit. For some reason, perhaps because it was abused before, when in a vehicle the models count as a squad again. So our initial idea was that you put your Heavy Weapon or Special Weapons all in a Chimera and do a drive-by, and you can, but only at 1 model a turn. It still has a use, like you put your Heavy or Special Weapon guys out in the open and have just your 5 lasgun guys in the Chimera, but I kinda felt bummed up when I learned of the
RAW interpretation. We actually made this mistake ourselves before, we just felt it intuitive in
KT, if you got 2 Fire Points, you can shoot 2 different targets, I mean come on.
Nonetheless, all of us agree, it's still HIGHLY COMPETITIVE, mainly because it really adds some much needed durability to
IG.
--- Marbo ---
This was the thing that personally upset me because, like you, I'd love for him to succeed in
KT; it seems what he's designed for. He causes a lot of argument, because there's no Reserves in
KT, but he supposed can do the Look Behind You even in missions that don't allow this. It's like the real fight is in the Rules Lawyering, rather than just playing.
Beyond that, he's the cost of almost a full Veteran Squad. He still is awesome with his insane gun and knife, he might actually be worth it to take out the enemy's Heavy Weapons or Leader, if we successfully argue he could use the Look Behind You rule. But he's going to be purely a kamikaze unit, and he's really expensive for a
KT.
We're not ready to disregard! I just want a cooling down period before another big fight with my friends that's not on the battlefield.
--- 2+ Shenanigans like with Tau Stealth Suits ---
We haven't faced Tau yet, surprisingly few Tau players in our
FLGS, and we couldn't get an experience Tau player in our little experiments. Now, I'm the strictest guy on
RAW, but even I think this is okay. Just remember, a lot of people take the Ignore Cover save on some Heavy Weapon. But that's still a pretty cool idea. In previous editions, there wasn't this 2+ save restriction and I had to face Terminators and Meganobs and it really hurts, but I can still deal with them by being a total Blood Axe.
Thanks for that idea, I still that's really cool. Srsly, sometimes these experiments are an excuse for me to buy just 1 cool unit from a Codex I never want a full army, I think I'll try this soon.
But there's 1 thing even worse, in another top-rated Codex...
--- Necrons (Deathmarks, Wraiths, then their AV33+ rule breaking vehicle) ---
There's another instance of shenanigans with I think the
Necron Ghost Ark. It's legal because it's technically 11
AV each side, 33 total
AV exactly, at the very threshold for a
KT. Then they have that Quantum Shielding thing that gives them effective 2 more
AV each side. Still not invincible, and quite pricey, but that's an even bigger exploit...and
IMHO it's very legal, your opponent or
KT organiser'd be a total bastich to disallow this.
Each Death Mark chooses a single model as its target, yes. Yes, that's really good. I was confused about this before, but yeah, you basically mark individual models.
And thanks for the feedback with Wraiths, honestly, this unit is fascinating to us. We haven't played with/against this yet.
We got the impression that Death Marks and Ghost Arks are so
OP in a
KT. Thanks for sharing that experience with Necrons. I really want to do Ghost Piratey Necron conversions.
--- Dark Eldar & Adeptus Soritas ---
Dark Eldar usually perform well. I'm given to understand they're just great against Infantry and
KT's simply very Infantry based.
One of us has the Soritas Codex, the new one, we just haven't gotten around to it yet, so thanks for this feedback!
--- Night Fighting ---
Yeah, we found Night Fighting to have a bigger impact than in a normal game, too, because you can deploy so close to the objective.
I believe you're asking because you noticed that too, yeah? Yeah, something like Orks just rushing at the objective, they'll get there in 1 turn, without worrying about being gunned down by them Snipers and Heavy Weapon guys your opponents usually hide way in the back. We usually have the objective in cover, so once something gets there, they're really hard to uproot.
--- Chaos Space Marines ---
We had all sorts of ideas for
CSM, then we saw the new 6th ed Space Marines. We had a huge rethink.
1 of my 1st games with
CSMs, but haven't played this much since early on, needs more testing.
It came down to this, what can you do with
CSM, that's better than their Loyalist counter-parts?
Sonic Blaster Marines - they can ignore cover, but taking that Sonic Blaster upgrade makes them the same price as Sternguard, whose Special Ammo allows them to ignore cover and other options, so not worth it now. Sure, you can take some cool Heavy Weapons with them, but the Sternguard can too and augment them with the Ignore Cover. Net-net, I'd go for Sternguard in comparison.
Chaos Terminators - they come in cheaper, so unlike with their Loyalists where a
KT used up all the points, you can mix and match with some other Troops. Awesome...but now they're banned because of their 2+ saves.
Chaos Spawn - really awesome, these were a game breaking unit, but now they're banned too because of their W3. Really miffed about that.
Cultists - you can mix some cheap troops with some
MEQs in this Codex (remember, no Allies in
KT), but we don't think they're worth it.
MoN - yes, it came down to this, and even then, their T5 (or T6 on Bikes) are not completely negated because everyone is taking a Fleshbane Specialist, then maybe Sniper Specialists, or just Snipers which are really prevalent in
KT because of their 36 inch range. So even though I had success with things like Plague Marines before, I'm not going to field them anymore. I would instead maybe try 11
CSM w/
MoN and a Relentless Autocannon to shoot the enemy's Fleshbane Specialist, then win a war of attrition against other
MEQs.
I'm planning a 1,000 pt Plague Marine army (Chaos Lord w/
MoN), so it pains me to say, for
KT, I'd go for Loyalst
SM instead of
CSM at the moment.
--- Next Steps ---
I'm just going to shorten the Article. I'm going to have a section on just the most common
USRs because I'm always seeing the same few ones now, shorten the unit entries. Thanks for this continued feedback, this has always been a consolidation of experiences, yours and ours.