Yeah the Nightbringer is absolutely bonkers. 6 S14 AP-4 D6 damage attacks that ignore invulnerable saves and feel no pains... he is death incarnate, which is appropriate I suppose
LAnd I know exactly what's wrong too: I shouldn't have used the miniatures I have bought and painted, because they are useless. I should buy the playable stuff instead.
I think we'd all need details about point totals and score and secondaries, mission, and lists before any actually valid replies could be made to you.Had my 4th game of 9th, all games now I have lost by turn two. I have played a grand total of five meaningful turns of 40k in those four games.
This time I was against Astra Militarum with Chaos Space Marines, lost the first turn and lost over 1000 points out of 1750 before I got to my second move phase. I have to say I'm extremely disappointed by the rules, this new normal shouldn't even be possible in a competent ruleset.
And I know exactly what's wrong too: I shouldn't have used the miniatures I have bought and painted, because they are useless. I should buy the playable stuff instead.
I think we'd all need details about point totals and score and secondaries, mission, and lists before any actually valid replies could be made to you.
Where are you playing?I'm just venting, no need for big analysis. I took regular infantry instead of max Daemon Engines and paid the price. Hope springs eternal but when it comes to 40k it really shouldn't. Always take the optimised list or you'll be tabled.
Yeah fair points.Some stuff in the Marine codex got brought back into line, but ultimately Eradicators still seem crazily overpowered for their damage output, and you can take quite a few. If they get a FAQ nerfbat then I think it's generally quite good in addressing the marine issues that the end of 8th introduced.
Heavy Intercessors are going to be hard to shift, but to be honest their damage output is fairly limited for their points.
What's the terrain like in your games?Had my 4th game of 9th, all games now I have lost by turn two. I have played a grand total of five meaningful turns of 40k in those four games.
This time I was against Astra Militarum with Chaos Space Marines, lost the first turn and lost over 1000 points out of 1750 before I got to my second move phase. I have to say I'm extremely disappointed by the rules, this new normal shouldn't even be possible in a competent ruleset.
And I know exactly what's wrong too: I shouldn't have used the miniatures I have bought and painted, because they are useless. I should buy the playable stuff instead.
Where are you playing?
I've never taken optimised lists in 40k, and rarely get tabled, even at tourneys. Sometimes, depending on where you are playing, they can be really light on terrain though, which really favours Guard as they need multiple units pointing at stuff to mitigate large tanks with low ballistic skill. In 9th ruins block line of sight, So maybe it's an issue with table setup if you're losing half your army before your turn 2.
I always prefer to play with friends as there's always opportunity to learn your opponent as well as their force too. Like, where I play friends that are in constant tourney prep mode, I play as hard as I can as that's what they expect (and I usually lose, and learn a lot). Where I play more narrative-focused friends that, like me, tend to paint one of every kit they like and worry about mathhammer afterwards, I do the same, and where they change approach I change to match them, or give them a heads up that I want to bring a tourney-level army next time.
What was his army like? Lots of armour buffed by tank commanders?At a friends house. He's an experienced tournament player and was quite sure the armies and terrain were fairly matched, but no. Everything was behind los blockign or obscuring. It's just how 40k is nowadays. We concluded that for games to go beyond the 2nd turn with shooty armies there needs to be no firing lanes available turn 1, period. Which is testament to how broken the amount of firepower is.
What was his army like? Lots of armour buffed by tank commanders?
Yeah that seems pretty optimised as far as guard goes. If you're up against an experienced tourney player with a min-maxed list, it's always going to be an uphill struggle with a more friendly infantry list with less turn 1 force projection. For infantry armies, I recommend looking at the scenarios that need a lot more movement, rather than whatever the standard tourney 'pitched battle' ones are. That was always something that annoyed me in 40K tourneys, that in the rush to be 'fair ', they often end up picking the scenarios that favour just hitting as hard as you can, as early as you can. Same went for WFB too, where finding a scenario other then the big-standard 'pitched battle' being played was a rare thing here.4 Leman Russes and a Manticore, I think there was 3 tank commanders.
One of my buds is a very experienced Guard player and he's been running a similar list. You got smashed by a near fully optimized tournament list. The only thing it sounds like it's missing is Sentinels (yes, scout sentinels) to make it even better. If you went in with a joke or 40k-and-beer list and he was playing as if it was a tournamentt, yeah....4 Leman Russes and a Manticore ace, I think there was 3 tank commanders. Then a pile of guardsmen and a couple of Chimeras with vanilla Ogryns. The Manticore alone deleted 200 points per volley, no way to defend against it until deep strike arrives. Ironically it hit better because I was hiding behind a huge los blocking warehouse you couldn't enter. Had it been just obscuring it would've been at -1 to hit.
Good luck, let us know how it goes :-) Do you know what flavour of marines they are?Our next game is my Eldar against the new Marines next weekend. It'll be some work putting together some Vypers but I think a full skimmer list will do well. Well maybe some War Walkers too. Basically as many mobile Starcannons as I can manage, plus a unit of sword & board Wraithblades.
Good luck, let us know how it goes :-) Do you know what flavour of marines they are?
They'll be leaning on the upgrade to 2 wounds apiece then.No idea because it's a custom chapter, but probably some variant of Ultramarines or Salamanders. I know there won't be any primaris.
++ Battalion Detachment 0CP (Aeldari - Craftworlds) [92 PL, 12CP, 1,750pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Students of Vaul
Detachment CP
+ HQ +
Asurmen [8 PL, 160pts]
Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, 6: Seer of the Shifting Vector, Shuriken Pistol, Warlord, Witchblade
. The Phoenix Gem
Spiritseer [3 PL, 60pts]: 0. Smite, 4. Protect/Jinx, Shuriken Pistol
+ Troops +
Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire
Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire
Dire Avengers [3 PL, 70pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Shredding Fire
+ Elites +
Wraithblades [10 PL, 200pts]: Ghostaxe and Forceshield, 5x Wraithblade
+ Fast Attack +
Vypers [9 PL, 195pts]
. Vyper: Shuriken Cannon, Starcannon
. Vyper: Shuriken Cannon, Starcannon
. Vyper: Shuriken Cannon, Starcannon
Windriders [4 PL, 60pts]
. 3x Windrider - Twin Shuriken Catapults: 3x Twin Shuriken Catapult
+ Heavy Support +
Dark Reapers [9 PL, 140pts]
. 3x Dark Reaper: 3x Reaper Launcher
. Dark Reaper Exarch: Reaper Launcher
. . Exarch Power: Rapid Shot
Falcon [8 PL, 135pts]: Aeldari Missile Launcher, Twin Shuriken Catapult
Night Spinner [8 PL, 145pts]: Twin Shuriken Catapult
+ Dedicated Transport +
Wave Serpent [9 PL, 160pts]: Twin Shuriken Catapult, Twin Starcannon
Wave Serpent [9 PL, 170pts]: Twin Bright Lance, Twin Shuriken Catapult
Created with BattleScribe (https://battlescribe.net)
Some stuff in the Marine codex got brought back into line, but ultimately Eradicators still seem crazily overpowered for their damage output, and you can take quite a few. If they get a FAQ nerfbat then I think it's generally quite good in addressing the marine issues that the end of 8th introduced.
Heavy Intercessors are going to be hard to shift, but to be honest their damage output is fairly limited for their points.
INNER CIRCLE
Those with true knowledge of the Unforgiven's history and quest for absolution are utterly intractable warriors who are implacable in their Chapter's secret hunt for the Fallen.
If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is automatically passed.
• While this unit is within Engagement Range of any enemy Fallen units, unless this unit has the Vehicle keyword, this unit cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the Vehicle, Ravenwing or Chapter Master keywords, roll 2D6: if the result is less than or equal to the unit's Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
• Each time an attack is made against this unit, if this unit has the Infantry keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
They'll get a new 9th codex, it's probably a fair way off though. We know that a Xenos list and Dark Angels are the first two next year.Are Adeptus Mechanicus getting a new codex like Necrons and Space Marines, or is that the "Psychic Awakening"-book?
Right now, the main thing you need is the 8th codex (plus the FAQ released yesterday that updates your weapons in line with other imperial factions). PA introduces some new rules, options and units, but it's more of an expansion. You can play Admech in 9th with the 8th book (or a digital version of it) and the FAQ. You can't play with just PA. However! It might be worth picking up later on. The eventual 9th edition codex will fold in all the previous elements but who knows how far away it will be.So if I want to buy a book, it should be the PA-one, or do I also need the 8th edition codex?
Are they all brand new? Such good condition.Here is my small 40K library that I have been building since 2017.
All new. I always buy books new and for those i couldn't get I buy digital.Are they all brand new? Such good condition.
Good picks though, I've read most of those, although I still need to start book 3 of Siege of Terra. I'd recommend reading Dante before Devastation of Baal too!
I prefer physical books too. What I have started buying digitally though is any of the 3-in-1 omnibus editions, as the glue/binding tends to be really cheap on them. I had one of them literally fall apart as I was reading the last novel in the book.All new. I always buy books new and for those i couldn't get I buy digital.
I haven't had that problem with the omnibus yet thankfully. Although amazon shipping does damage books slightly.I prefer physical books too. What I have started buying digitally though is any of the 3-in-1 omnibus editions, as the glue/binding tends to be really cheap on them. I had one of them literally fall apart as I was reading the last novel in the book.
Good news from the Regimental Standard, Guardsmen! You're getting cover.
.All Flexible Obscuring Reusable Terrain pieces are 100% compatible with each other, which means that by standing next to your fellow Guardsmen you will increase the amount of cover for all units behind you. You can easily create two- or even three-storey F.O.R.T.s by positioning yourselves on each other's shoulders, providing cover for valuable Leman Russ Battle Tanks.
Important Note: do not deploy the Flexible Obscuring Reusable Terrain in wet weather as its corrugated paper construction is not waterproof and you will be left carrying soggy terrain. This issue should be resolved with Flexible Obscuring Reusable Terrain 2: Woods.**
** As soon as we can locate sufficient planets with trees
For real tho, I'd like some nice looking terrain to print out and glue to some cardboard.Good news from the Regimental Standard, Guardsmen! You're getting cover.
Nah, you can do what you like- over the years I've mostly built buildings out of foamboard. There's some good templates if you look around.Can't you just do that? Print out some brick pattern and slap it on cardboard. Are there regulation terrain?
Lol yeah I'm getting flak from my handful of rl warhammer pals over it. They know I've been a DA guy since 1995 though, the advantage of being old! Also I tend to just paint one of everything I like, which both limits how strong my armies are but also makes them way more resilient to the ebb and flow of different rules sets and editions. It's the people who rush out to min/max and say 'now I'm gonna field a whole army of Deathwing' that end up moaning next edition when it's all evened out and something else is in the spotlight.Reading over the Takes from the new Marine FAQ/Dex, and how do you feel about suddenly being a meta-chasing That Guy Redcrayon ? Ya bois got buffed HARD
Wait, what happened to tanks?Of course, the real thing every marine player isn't talking about is how good eradicators comparatively are now that auras don't buff tanks, as it doesn't make sense to shoot themselves in the foot (with a Melta rifle) :D
In all honestly I'm way more pleased with all the buffs from the marine codex to the Redemptor Dread with plasma incinerator that I just spent 2 weeks painting...
The aura buffs from captains and lts only now buff 'core troops', which is pretty much just marine infantry, dreads and bikes. Tanks and characters (and centurions, and Invictors) aren't 'core', so you can't have a captain and a lt giving a tank squadron and each other 'reroll 1s to hit' and 'reroll 1s to wound' any more.
Oh, right, that. I am getting ready to go up against Astra Militarum again today and so I may have been overthinking the tanks bit.The aura buffs from captains and lts only now buff 'core troops', which is pretty much just marine infantry, dreads and bikes. Tanks and characters (and centurions, and Invictors) aren't 'core', so you can't have a captain and a lt giving a tank squadron and each other 'reroll 1s to hit' and 'reroll 1s to wound' any more.
Essentially it's to give a disincentive to create gunline synergies around characters and vehicles. Seeing as the Repulsive Executioner no longer fires twice, but the Eradicators retain their 'shoot twice if all at same target' ability, and infantry can still benefit from aura buffs, it means Eradicators are pretty much the most efficient and effective anti-tank choice all marine armies have for the points, at least unless you want long range.
Good luck with the game!Oh, right, that. I am getting ready to go up against Astra Militarum again today and so I may have been overthinking the tanks bit.