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Honestly, the Trans Hyperion Alliance has an outstanding scheme. So does the Ymyr Conglomerate. Kind of wish the studio had gone with one of these as their showcase scheme instead of the Greater Thurian League. Though I suppose if they'd gone with Ymyr, a bunch of people might've just memed about them being short Blood Angels.
The Ymyr color scheme completely changed my mind on the aesthetics of the faction It just looks so much better than the teal. They really should have gone with it as the faction scheme.
I kind of like that green scheme. Although I'm thinking I'm gonna paint mine like fyreslayers. Orange, gold, silver, and stone. Throw some Jade in there, some read drake scales here and there. I think it'd make them look good
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
Okay, I'm following the names so far, but what in the world is a Regulate? What are they regulating? Thier own people? Power fluxes? The Resource management of their holdings?
ProfSrlojohn wrote: Okay, I'm following the names so far, but what in the world is a Regulate? What are they regulating? Their own people? Power fluxes? The Resource management of their holdings?
Regulate: To adjust something to a desired level or standard.
So we have the well-regulated militia of the Urani-Surtr Regulates. Has a bit of a ring to it...
I really like those color schemes and the icons for the leagues as well. I'd say the orange one is my least favorite, it's vibrant for sure....but I just don't like painting orange. The yellow/black one appeals to me a lot, along with the red one, I think i'd pick between those two. Though I get the feelin the Ymyr red will be the most popular scheme to see around once people start painting them.
I like the black and yellow color scheme best, but what actually caught my eye is the red guy. Not for the color scheme. It's amazing (if unsurprising) how much the helmet completes the look of the void armor, and combined with the lack of a huge gun to block view to half of it the armor design actually looks really cool.
Nehekhara lives! Sort of!
Why is the rum always gone?
It seems the 100PL crusade game on WH+ showed off some of the Grudge crusade mechanics.
Before the games starts but after deployment: Roll 1d6 for every unit in your army that has a grudge against the faction you're playing against. 6= 1 Grudge token, 1= -1CP. Grudge token goes on any enemy unit you want, and is essentially a judgment token, but only for units with the applicable grudge.
Seems fluffy and fun but also like more bookkeeping. Hoping there's more crusade nuggets in the battle report.
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
Kharne the Befriender wrote: It seems the 100PL crusade game on WH+ showed off some of the Grudge crusade mechanics.
Just watching this now and saw a great example of layered rules gone badly wrong.
A Land Fortress targeted some boyz inside a building with a Heavy 1 magna rail cannon and rolls a one to hit. He used Uthar's special rule to change that one to a six. The judgement token means that an unmodified six to hit automatically wounds AND counts as another unmodified six, in turn triggering another rule that lets magna rail weapons keep allocating excess damage. Also a wargear upgrade on the Land Fortress (which might be Crusade-only, I'm not certain) generates a bonus hit from an unmodified six to hit.
So a weapon that rolled a natural one to hit ended up killing 13 models without even requiring any reroll. That's bananas.
You would think that using that rule would mean it was a modified six to hit, not an unmodified one, but I may need to brush up on what 40k currently considers as (un)modified.
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...
Dysartes wrote: You would think that using that rule would mean it was a modified six to hit, not an unmodified one, but I may need to brush up on what 40k currently considers as (un)modified.
It's not unmodified since it just straight up replaces a die with a unmodified 6. Kind of like how the Judgement Token autowound count as a 6 to wound.
"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado
Dysartes wrote: You would think that using that rule would mean it was a modified six to hit, not an unmodified one, but I may need to brush up on what 40k currently considers as (un)modified.
Just finished watching the first and third battle report (couldn’t stomach second one, nid player was pretty annoying). Voltann are definitely nuts, just terrible mechanics with massive damage output. If the ork player didn’t have 2 massive explosions, the Voltann would barely have lost anything.
This message was edited 1 time. Last update was at 2022/09/15 04:27:38
bullyboy wrote: Just finished watching the first and third battle report (couldn’t stomach second one, nid player was pretty annoying). Voltann are definitely nuts, just terrible mechanics with massive damage output. If the ork player didn’t have 2 massive explosions, the Voltann would barely have lost anything.
Loved the comment in the third battle report.
Paraphrasing, but the gist is "You rolled a one and hit me twice".
This message was edited 1 time. Last update was at 2022/09/15 05:17:19
I was hoping the battle reports were exaggerating the overpowered mess, you know, marketing ploy to get them sold better.
But then watched a little more closely, not even then GW employees really seem to enjoy the experience: "I had so much fun being blasted off the board by turn 3", said one essentially.
For summary:
Game 1: IG with the beautiful (and expensive) Ventrillian Nobles. Sure thing, let the newest codex play against the oldest. IG was down under 50% after turn one, despite having initiative. LoV rolled extremely bad, IG had way over avarage results. Basically wiped after turn 2 anyway. You could see the forced smile on the designer, that was dragged out for this curb stomping.
Game 2: Tyranids have first turn and manage a turn 1 charge with half the army. In the end still only score points for fully painted. Wiped in turn 4, effectively out of combat by end of turn 2.
Game 3: As mentioned, Orks basically only killed by "luckily" always exploding on 6s in CC. Wiped on turn 3. Admittedly played a very weak list with Truck boys and a Ghorkanaut. (Funnily if I saw that right, not even the employees play the new boys kit)
The sick thing is, the LoV didn't even have luck, they had all the odds stacked against them, rolled often terribly, and still effectively wiped every opponent by turn 2-3. 40K balance does not look to get better anytime soon.
GiToRaZor wrote: I was hoping the battle reports were exaggerating the overpowered mess, you know, marketing ploy to get them sold better.
But then watched a little more closely, not even then GW employees really seem to enjoy the experience: "I had so much fun being blasted off the board by turn 3", said one essentially.
For summary:
Game 1: IG with the beautiful (and expensive) Ventrillian Nobles. Sure thing, let the newest codex play against the oldest. IG was down under 50% after turn one, despite having initiative. LoV rolled extremely bad, IG had way over avarage results. Basically wiped after turn 2 anyway. You could see the forced smile on the designer, that was dragged out for this curb stomping.
Game 2: Tyranids have first turn and manage a turn 1 charge with half the army. In the end still only score points for fully painted. Wiped in turn 4, effectively out of combat by end of turn 2.
Game 3: As mentioned, Orks basically only killed by "luckily" always exploding on 6s in CC. Wiped on turn 3. Admittedly played a very weak list with Truck boys and a Ghorkanaut. (Funnily if I saw that right, not even the employees play the new boys kit)
The sick thing is, the LoV didn't even have luck, they had all the odds stacked against them, rolled often terribly, and still effectively wiped every opponent by turn 2-3. 40K balance does not look to get better anytime soon.
The armies are painted by the studio team for the battle reports, one or two are staffs own armies like the ventrillians but it’s mostly armies especially made for the battle report. They did an article about it. So it’s not the “staff don’t play the new boyz” at all.
It’s a bit disingenuous to say they didn’t seem to enjoy it. On the contrary, they looked to thoroughly enjoy the battle I thought. All the battles they fought were very much squats vs an npc, showing off the new faction and the new rules, no surprise there, it’s basically a big advert.
The squats have a dozen units at the minute. Surely it shouldn’t be hard for some competitive genius out there to figure out a counter to their 12 units and post it online so everyone can copy it.
Automatically Appended Next Post:
bullyboy wrote: Just finished watching the first and third battle report (couldn’t stomach second one, nid player was pretty annoying). Voltann are definitely nuts, just terrible mechanics with massive damage output. If the ork player didn’t have 2 massive explosions, the Voltann would barely have lost anything.
The guy who played the nids is sooo annoying, and the the third guys “ORK” accent throughout really grated too.
This message was edited 1 time. Last update was at 2022/09/15 07:21:16
bullyboy wrote: Just finished watching the first and third battle report (couldn’t stomach second one, nid player was pretty annoying). Voltann are definitely nuts, just terrible mechanics with massive damage output. If the ork player didn’t have 2 massive explosions, the Voltann would barely have lost anything.
They’re stunt games though. Hence the Votann didn’t gun for the Gorkanaut with the first Rail Gun shot. They’re absolutely a sales pitch for the product.
Automatically Appended Next Post: Let’s also be realistic here. The shot in question was the result of three things interacting.
First, the Judgement Token came from a sub-faction benefit.
Then, the selection of the Special Character, which ensure one shot a turn hits on a 6
Third, the weapon’s profile itself.
Remove either of the first two? And the damage drops significantly. Granted that’s bugger all help if your opponent has taken those three elements. But, it’s still not something you’ll see in every game.
This message was edited 1 time. Last update was at 2022/09/15 07:56:53
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Ain't that how most OP wombo-combos are born? By stacking bonuses on top of bonuses until you get something utterly ludicrous, like the Unkillable Iron Hands Leviathan of what felt like ages ago?
"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado
Are the Orks lined up in a conga line for the rail gun to core them like that? (I know they are not but that's what that kind of rules performance conjures up as the in-universe image)
Iracundus wrote: Are the Orks lined up in a conga line for the rail gun to core them like that? (I know they are not but that's what that kind of rules performance conjures up as the in-universe image)
I have a mental image of the railgun shot bouncing around the entire squad like a pinball, exploding every Ork it bounces off.
"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado