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First 2k game and damn the pair of tyranofexes did job. Albeit rupture cannon is swingy so can't depend on same result every game but the super flamer made sure that when I get my own 2nd tyranofex will get the super flamer.
Also all the psychic torrent weapons do surprisingly lots of damage.
Though need bit more challenging opponent than death guard :/
GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 14 | Current main painting project: Dark Angels
Mr_Rose wrote: Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
ZergSmasher wrote: GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
Some nerfs you can see coming. One little stick of barbgaunts gumming up the whole battlefield was a little too much. They still look to be well worth taking, just not game breakingly so.
ZergSmasher wrote: GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
If only the people writing the rules had bothered testing them, changes like this wouldn't be necessary in the first place.
ZergSmasher wrote: GW did a typo-correcting and clarification pass on the index cards today, and changed it so that Barbgaunts can only disrupt one enemy unit per turn. They're still pretty good, but one unit can't just immobilize 5 enemy units anymore. Let's be honest, we knew this was coming.
If only the people writing the rules had bothered testing them, changes like this wouldn't be necessary in the first place.
At least we get FAQs these days, and not just “wait for the next codex” which may or may not be in the next edition.
While it would be nice if the rules were released as perfect jewel-like perfection, at least they own up to errors and fix them.
I was surprised that they didn't add in spore mines can't score in this balance pass. I refuse to believe that spore mines are working as intended. I fully expected it to be one of the first things they errata'd away. Now, I have zero problem with people using them. I don't, because I don't like the models and never got around to doing a conversion into something I did like. I'll be getting the new ones as soon as they release, and if spore mines can still score after the codex release I'll take full advantage of it.
Unrelated rant. I was working on some tyrant guard today and I became unreasonably annoyed that lash whips give twin linked. Lash whips should slow the enemy down, not make you wound better. The rule should be "models in engagement range with a model with Lash Whips lose the Fights First rule. If those models do not have Fights First, they gain the Fights Last rule so long as they are within engagement range of a model equipped with Lash Whips".
Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.
Nevelon wrote: Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.
tneva82 wrote: We don't need to introduce fight last to game for sake of 1 unit
Your right, but I'm still annoyed by how bland the end result was.
Automatically Appended Next Post:
Nevelon wrote: Looking at the index, spore mines are OC of 0, so not scoring much unless I’m missing something. Plus they are 50 points for something that will fold when confronted with harsh language.
How are people abusing them?
They can be used to score secondaries, things like table quarters or having units in the enemies deployment zone. It is very easy to use biovores to spawn them and max out certain secondary missions.
This message was edited 1 time. Last update was at 2023/07/28 19:18:49
Ok, I can see that being an issue. They used to have rules saying “we don’t count for anything but explosions” would not be hard to toss that back on the card.
Nevelon wrote: Ok, I can see that being an issue. They used to have rules saying “we don’t count for anything but explosions” would not be hard to toss that back on the card.
Could'a been something they did with USRs:
Mindless:Units with this ability cannot complete actions or hold objectives.
Give it to Spore Mines, Nurglings, Scarabs, Rippers, Servitors and anything else where it fits.
This message was edited 1 time. Last update was at 2023/07/31 05:44:00
Played a 2k game a few days ago where Shadow in the warp won me the game. My opponent failed his Battleshock on a unit holding an objective and thus didnt get any VP that round which in the end was enough for me to win. Quite suprised since I went in thinking it wouldnt do much
I had a small unit of termagaunts holding the objective in my deployment zone for the entire game but due to terrain couldnt shoot at much. This made me think of the Hive guard. For just 40p more than the termagaunts we get a resiliant unit that can fire at anything within 36", ignoring terrain and perhapps killing a marine here and there. Since I have two boxes just laying around waiting to be assembled, I'm kind of thinking why not. But it seems everyone agrees they just aren't worth it. Are they really that bad or am I on to something?
I am looking at the collect model in leviathan. And realizing it will never wobble across the table in time to fight. And then seeing he costs 180 points is insane.
Niiai wrote: How are you doing that? Fighting orks?
Opponents haven't had indirect fire to take down sc with ease.
Not every game is vs eldar. Most don't have that good indirect.
And non-indirect these things called ruin block los. Can't see, can't shoot.
As is today vs dg. What indirect he has? Crawler mortar. I'm saving on 2+. Wopedoo. Big deal.
2 sk's. 1 charged in and was killed then being exposed(and opponent rolling pile of dices rerolling with devastating wounds. And vs bolters failing 4/5 2+ saves didn't exactly help...). 2nd one makes charge, kills, makes charge and only dies when last shot needing 6 on damage gets 6. Otherwise was poised to deny defend stronghold.
Add to that pair of tyranofex including acid spray one and opponent has funny decision where to shoot even when exposed.
Rather than surviving problem been finding infantry worth charging. Vehicles are bit tough nut for it to crack open.
Automatically Appended Next Post: Rather funny how people are hard on zoanthropes yet after 3 game the 6 I got have really underperformed
Well 6 with 1 shot each means high variance and facing invulnerable save vehicles doesn't help.
At least last game 5 of them killed 2 terminators. Yey? 11 strong blob so blast helped nicely.
One day I'm sure they will actually DO something vs vehicle. My record so far is 3 damage to falcon
Acid spray tyrannofex meanwhile been absolute terror. Just his presence has had huge impact on opponent's movement. Before buying 2nd I borrowed one and tried acid spray and didn't look back.
Ripper swarms been solid vp's. Yesterday 9 vp by them for 70 pts and the small footprint came handy on that. Not bad result. Needed 2 units for those 9 vp's so next best is gaunts but deep strike rather than strategic reserve helped. OC0 is irritation but not unsurmountable.
Alas warriors failed first time yesterday but 3 crawlers lobbing indirect fire bit too much for them. Alas they were best targets for them barring maybe neurotyrant and zoanthropes.
Enjoying the nids so far.
This message was edited 3 times. Last update was at 2023/08/13 09:44:27
The idea that some of the new strats are too complex after 9th Ed's army rule/Hive Fleet rules/Syanaptic Links/Synaptic Imperatives/Hive Fleet Adaptation ruled/35+ universal Tyranid strats/individual unit special rules is just stupid.
Yes, each detachment should have a bulleted list of the 'whatever' special units are for that attachment to make life easier (or a summary in the back) but what we have now is not complicated.
As for alphabetical, thank God it isn't! Putting all the leaders together was a great idea.
This message was edited 1 time. Last update was at 2023/09/03 06:01:14
The idea that some of the new strats are too complex after 9th Ed's army rule/Hive Fleet rules/Syanaptic Links/Synaptic Imperatives/Hive Fleet Adaptation ruled/35+ universal Tyranid strats/individual unit special rules is just stupid.
Yes, each detachment should have a bulleted list of the 'whatever' special units are for that attachment to make life easier (or a summary in the back) but what we have now is not complicated.
As for alphabetical, thank God it isn't! Putting all the leaders together was a great idea.
You can basically ignore anything winters says when it comes to complexity complaints.
This is a man who thought GSC Crossfire was too complicated of a rule in 9th and spent the latter half of 2022 telling everyone that HH2 was a simpler and easier game to play than 40k, solely because he's been playing 40k for years and had long since memorized all possible USR's and weird vehicle jank rules, so HH in its pre-8th ed rules system is something he's now long familiar with.
Not to get too psycho-analytical, but he is very much someone who has now reached an age where he doesn't have as much energy or patience for learning new things.