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Post by kazetanade on Jan 9, 2022 18:26:19 GMT
Did I understand this right - They Came From Below allows you to EITHER get a PREGAME move, OR, to move into Underground!? That. That is so good. That's made for PGS right there, holy (please do not swear). It's not guaranteed, but with 24" movement on T1 with smaller boards and not need to start way back for Obscurring (my old Kraken GS always had this issue because terrain placement meant they had to start a lot further back than the line for whatever reason, so they lost a lot of inches to reach *key* targets.). That's really really good.
I'd be saving the +1D for Seismic Neophytes so that's probably OK. I hadnt remembered to check what Raking Fire does anymore, I just remember it mentioned.
So if the Alphus gives Exposed like that... hm. The fact that the RRs dont interract with this at all is frustrating, which I guess would mean they would fall by the wayside quite alot. The issue with this S6 weapon profile is S6 is not a good place. It's smaller than most relevant chassis, only meeting Orks (and hence getting reduced damage) or likely a mirror match. Or DE boats, assuming people are still running that instead of Thicc city I guess. Prob drop the Missles, and my RRs have Lasers glued anyway, was really scratching how to magnetize that (please do not swear) and I didnt find an answer...
Assuming that the RRs are out, or are basically just used as a sort of supplementary damage dealer (low investment ground holder, depending on points), have to find another way to make use of the Alphus I guess. I think Hive Bahamut's Trukk galore is really good now - althoug he used them for holding Acolytes, I think using them to ferry around shooty Neophytes is better. But again, no buff from the Alphus... It's looking like there isnt really a way to leverage this well. Hmm. Maybe Bikers with Quads? I think the Quads can take some kind of heavy weapon? That would make bikers good (not sure HOW good, but at least decent good), and their immense range with RC is pretty insanely good - Big movement of nearly 20" with 12 or 24" weapons is anything on the line, with Alphus adding Exposed (and Marker too I assume) means that a pair of Bike units can tear down an early unit or 2 on a line themselves before the Neophytes make it in.
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Post by purestrain on Jan 9, 2022 19:17:40 GMT
Hhahahahah the clearance incinerator is an industrial weapon, so you can use overload fuel cells on it without suffering any mortal wounds and put 2d6 str 7 ap-1 2 shots downway You can then use the strat again for the drilldozer blade and slap 8 str 9 ap-2 3d attacks on someone
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Post by kazetanade on Jan 9, 2022 19:34:50 GMT
That's. That's actually a solid idea to clear midfields - the clearance incinerator is the only weapon that really makes sense to me on a Rockgrinder tbh, considering the 3+ to hit elsewhere. I mean think about it - we're paying 115pts for a gun that's gonna shoot either 2 shots average hit 1, or 4/6 shots hit 2/3. Getting Crossfire on it, assuming it has the keyword and can benefit, only really pushes it up to 2/4 hits possibly, and still gotta roll to wound and hope it fails saves.
That thing wants to move fast into them ASAP so it can CHARGE, and what better weapon to do that with other than a heavy duty flamer!
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Post by purestrain on Jan 9, 2022 19:37:53 GMT
That's. That's actually a solid idea to clear midfields - the clearance incinerator is the only weapon that really makes sense to me on a Rockgrinder tbh, considering the 3+ to hit elsewhere. I mean think about it - we're paying 115pts for a gun that's gonna shoot either 2 shots average hit 1, or 4/6 shots hit 2/3. Getting Crossfire on it, assuming it has the keyword and can benefit, only really pushes it up to 2/4 hits possibly, and still gotta roll to wound and hope it fails saves. That thing wants to move fast into them ASAP so it can CHARGE, and what better weapon to do that with other than a heavy duty flamer! They indeed have crossfire
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Post by Hive Bahamut on Jan 9, 2022 20:34:21 GMT
I feel like GW rewarded me personally:
No more mixed Cult nonsense. You want rules? You play mono-cult.
Brood Bros condensed into what it should have been the entire time? Yes!
Even more restrictions, but now with pros? *spoilt cultist noises*
The planning upgrades are a beautiful "faceless horde" approach to upgrading.
This book is very strong. Genestealers have Cults in a Genestealer Cult?! Amazing!
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Post by niiai on Jan 9, 2022 21:57:03 GMT
kazetanade I understand a bit of they came from below. I get turn 1, I am on board. I do not get turn one,they bugger off. But what is the ideal unit to use it on? Nephytes have 24" range, so they might go upward and shoot. (More if you can run and still shoot.) And they are good for coming onto the game board again. But what do one youse purestrain genestealers for when they come back from reserve? That is the part I do not understand. They might as well be dead. Regarding the clearence incinerator, just how does it work as a mining tool? Perhaps to warm up frozen rock and such. It does not really bother me, but it is very funny. Do they clear forests with it? Are people liking 20 man neophyte group with 4 seismic cannons?
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Post by acehilator on Jan 9, 2022 22:35:54 GMT
I cant quite remember, what was the other faction along side gsc in the box? Are you playing box content vs box content? Is your local meta 80% Custodes? Also Codex creep between editions? Say it ain't so. More shocking news at 11.
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Post by oetjens316 on Jan 9, 2022 23:12:22 GMT
Has it been confirmed whether Brood Brother units can also benefit from the crossfire rule?
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Post by niiai on Jan 9, 2022 23:24:21 GMT
I believe you need the crossfire rule to benefit from the token. (And to make them.)
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Post by acehilator on Jan 9, 2022 23:43:42 GMT
Has it been confirmed whether Brood Brother units can also benefit from the crossfire rule? They can't.
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Post by mecha82 on Jan 10, 2022 0:09:24 GMT
Is it just me, or does this codex look worse than what we had previously? It seems like a lot of people are falling to the YouTube reviewer hype, and aren't looking at what the leaks are showing.
Bomb bike squads aren't a thing anymore Almost all our psychic powers got heavy nerfs. Kelermorph only gets 1 extra shot and lost his 2 damage per shot. Many of our options are gone, they got pushed into one weapon so we aren't as adaptable to multiple situations. The "Exposed" part of Crossfire won't really come into play unless the target you're going after is isolated. This is unlikely to happen due to how useful auras are, and is even less likely in big games. You can only have 25% of your army as Brood bros, and if you do, you have to pay cp for another detachment to put them in. The Bladed Cog and Rusted Claw are worse than they were previously. (It's literally better to go custom than to go with Rusted Claw) Our stratagems in general got nerfed. (I've heard this but haven't confirmed it) Our past "Cult Reinforcements" strategem does what "Summon the Cult" does, but we don't have to pay 20 points on every unit for the possibility of using it before the unit dies. The Sanctus can't double-tap people the turn he comes in anymore.
Again, I might not be seeing what you guys are, but it seems like we're worse off than we were before imo. Our 8th edition codex would be way scarier, mind control could turn their own weapons against them, mental onslaught could one shot targets, and bomb bikes were pretty much guaranteed to murder anything they shot. We were already bottom tier, we didn't need nerfs, we needed buffs, and I don't really see the changes making a difference in today's meta. I'd love to be wrong, but I just don't see it.
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Post by kazetanade on Jan 10, 2022 1:07:29 GMT
mecha82 I think its just you. I don't miss our 8th Ed codex at all, which was a real slap from our 7th which was really interesting and fluffy. Objectively, our outwards direct damage tricks are nerfed, this much is true. But they've replaced it with a slew of interesting mechanics and they've baked much more synergistic effects into our base rules without relying on cp to make it work. It hasn't nerfed our practical output by too much, although it is admittedly less esp in regards to abbys. The cult creeds are all or almost all better (I think Hive cult is more or less the same) - it's just some of the strats that's been reign in somewhat. niiai I want my 6 seismic cannons to be good. They've been begging to be completed for years. I now have an excuse to do it, getting 2x20 Neophytes with the auto Crossfire Exposed combinations as a thick RC/BC/custom bricks. It's like, back to my old thick Neophyte flower blobs before the bolter buffs...
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Post by hivefleetkerrigan on Jan 10, 2022 1:25:48 GMT
Agreed that I'd prefer our 9e codex. Our 8e codex depended upon copious amounts of CP to be effective and had terrible internal balance (basically run loads of acolytes or bust). This codex has different ways to do damage and some really interesting mechanics
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Post by mecha82 on Jan 10, 2022 2:08:40 GMT
mecha82 I think its just you. I don't miss our 8th Ed codex at all, which was a real slap from our 7th which was really interesting and fluffy. Objectively, our outwards direct damage tricks are nerfed, this much is true. But they've replaced it with a slew of interesting mechanics and they've baked much more synergistic effects into our base rules without relying on cp to make it work. It hasn't nerfed our practical output by too much, although it is admittedly less esp in regards to abbys. The cult creeds are all or almost all better (I think Hive cult is more or less the same) - it's just some of the strats that's been reign in somewhat. niiai I want my 6 seismic cannons to be good. They've been begging to be completed for years. I now have an excuse to do it, getting 2x20 Neophytes with the auto Crossfire Exposed combinations as a thick RC/BC/custom bricks. It's like, back to my old thick Neophyte flower blobs before the bolter buffs... Hmm... I guess I'll do a few practice games before I decide to shelve my cult then. On paper the rules look like trash, but maybe in practice they're better than I'm giving them credit for. We had some really good, reliable damage dealing abilities, and now that they are gone, I'm somewhat leery that these new rules will be able to pull their weight. I was really looking forward to mind controlling those new railguns to shoot their own units haha.
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Post by kazetanade on Jan 10, 2022 7:44:42 GMT
Right now a few things spring to mind -
Twisted Helix shenanigans
1. A Rockgrinder with "Angle", carrying a unit of Abberants buffed with "Time is Nigh" + "+1A" biophagus, and an Abominant carrying Wyrm amulet for 4++/deny OW, and Preternatural Speed just for the consistency (keeping its own reroll for wound reroll, basically bring super consistent 3+d3 to the fight). On T1, this Rockgrinder pops out of Strat Reserves near a flank, throw clearance of Seismic on someone (both are good - find a way to get Exposed on either). On T2, the contents spill out when disembark or when destroyed, and you airdrop TH exploding 6s on their ass, and let them go to town with Abom in tow.
2. 10 PGS with They Came from Below for the already stated shenanigans - great candidates to tag exploding 6s + 1A from psychic.
3. T2 drop with 2x20 Neophytes with Crossfire and Exposed effects (1 Ambush thing, 1 strategem), with a Primus and a Nexos giving buffs out here.
4. Either a 10 man Abberant or a 10 man Metamorph unit with Perfect Ambush, bash down the front next to Biophagus out of DS.
5. Jackals and Ridgerunners to hold down the Fort on table.
6. Finish with some 5 man Acolytes with flamers, or some Neophytes with guns in trucks.
Jackals seem a bit hard to use - they've got great ruleset but no damage. Using them will be tricky.
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