
Mr4Minutes
+ FRATER DOMUS +-
Posts
629 -
Joined
-
Last visited
About Mr4Minutes

Mr4Minutes's Achievements
-
General late '21/early '22 balance discussion
Mr4Minutes replied to NemesorSobekta's topic in + NECRONS +
I think the GSC codex has solved the RP problem. Their Call the Cult rule would be easier to use and speed things up. For those that don’t know, it allows GSC to return models to units in the command phase. The rule caps how many models can return to each unit. There are ways to use the ability twice on the same unit, but it can never get more models returned then the cap. Neophytes(basic troop) get d6, capped at 6. And the other units are d3, capped at 3. A version of this on Necrons would speed the game(no need to roll dice based on wound count) guarantee we get models back, but also give opponents the opportunity to wipe squads before the rules takes effect again. Now we should come back better then GSC, so I was thinking d6 per 10 Warriors, capping at 12 for a full squad. And d3, capping at 3 for everything else. Possibly d6 for full squads of immortals and lychguard. The downside for this is our squads could be focused down and removed before we get a chance to reanimate again. However, I think that’s off set by guaranteeing we get models back. No more loosing 4 wraiths, rolling a bunch of dice and seeing no models return. -
I’m in the same boat as Prot. With the revealed Tau weapons, the proliferation of -1 damage and what ever shenanigans Eldar get, I feel a point increase is going to hurt GKs competitively. I actually kind of think, outside of terminator based units, things are pointed fairly accurately.
-
I agree for the most part as well. Like Mandragola says, many look good on paper, but when you try to make them work on the table, it never quite works out. However, I do think the fail safe overcharge has play. If you’re being 2-3 squads of wraiths. Putting it on a techno with the canopy cloak. He has the ability to keep up with the 10” movement (slowing the wraiths slightly). He can heal them for d3 wounds and can now rez one per turn. This may give you the couple extra turns of CC to make the points spent worth it.
-
W.A.Rorie reacted to a post in a topic: Power Armour Heavy Weapons - Where do we stand?
-
Power Armour Heavy Weapons - Where do we stand?
Mr4Minutes replied to SyNidus's topic in + GREY KNIGHTS +
On paper it’s very hard to get full value out of them. Psycannons are very CP intense to really hit the targets you want them to. And you give up the very strong CC of the PAGK. I do like the Incinerators on Purifiers like war009. The unit needs to get close to maximize their Sanctic power, so may as well burn them out too! -
The additional CP charge for a number of strats is definitely in the more frustrating side. It’s why I don’t like purgation squads. They need too many strats to shoot the targets they’re intended for. I’m slightly confused on what you mean by your first point however. Kaldor doesn’t actually have a Storm Shield rule. It’s the Sanctum Sigilium and it gives him the 3++. He’s one of the few 9th models that still has a 3+ invuln to boot. That’s why he doesn’t also get the +1 armor save.
-
Mr4Minutes reacted to a post in a topic: Grand tournament list
-
Man, that sucks. No way to appeal or anything like that?
-
Well that’s what I get for reading poorly. Sorry about that. I think you are correct in your interpretation. Defensible terrain grants the Set to Defend rule when charged, but A Noble Death just says it can Set to Defend. However it may not be what was intended. It’d be a great faq question. I’d just tell your opponent how you are using the rule before the game starts to eliminate a gotcha situation in advance.
-
Mr4Minutes reacted to a post in a topic: Peril's and Aegis?
-
You can set up anywhere on the board that is outside of 9” of an enemy model. Only units placed in Strategic Reserve limits unit placement based on the turn. Strategic Reserves is the BRB reserves rule that allows you to spend CP to place units into reserve. Any unit placed into reserves based on a data sheet rule, ie: teleport strike, or by the use of a relic, stratagem, etc, ie: veil of darkness, gate of infinity, can be set up anywhere on the board outside of 9” of an enemy model.
-
Of course it allows them to set to defend, even if they are not in a terrain piece that normally grants the rule. Etc: being out in the open. That would be like tide of shadows only granting light cover if you’re in light cover.
-
We’ll, you can throw the new GW FAQ in his direction. Clearing up it is 2 MWs per 6(although the tide is capped). Really disheartening to see them “errata” a recent codex tho. It’s 100% clear that not only is it RAW that each sanctic spell can be cast multiple times, it’s also RAI. I would not only write the tournament organizers a letter, but also some of the bigger 40K websites, like goonhammer, spikey bitz etc. That’s a terrible ruling and it should be pushed into more public knowledge.
-
Disappointed with the change to the litany strat. It’s how I expected gw to rule, but I was hoping it would be any litany not cast. For 2 cp it would add consistency and flexibility if you could cast any litany. Now you’re pretty much only gonna see word of power used, because the others are for more niche situations.
-
Mr4Minutes reacted to a post in a topic: GK 2000 - Help decide for Brotherhoods.
-
Purifiers .... how do you use them? What role do they fill?
Mr4Minutes replied to Helias_Tancred's topic in + GREY KNIGHTS +
It seems kind of apples and oranges to me. I’m taking purifiers for the purifying flame psychic power. The flamers are there because they’re a )free and b ) lacking brotherhood buffs, I don’t feel I’m losing as much by swapping out the CC weapons. Purgation squads seem to CP intense to make efficient in a CP starved army. Edit: removed unintended smile face -
Mr4Minutes reacted to a post in a topic: Purifiers .... how do you use them? What role do they fill?
-
Purifiers .... how do you use them? What role do they fill?
Mr4Minutes replied to Helias_Tancred's topic in + GREY KNIGHTS +
My list I want to try is a 10 man squad of 4 incinerators and the rest swords in a rhino. Combat squad at deployment. Statistically with 2 squads casting purifying flame with the +1, the first unit fails 1/12 of the time. The 2nd squad is 1/6.(I think. Not a mathematician, so I don’t know what the success rate of casting both is) A 3rd squad would fail 1/3 of the time, so I think 2 casts is optimal. Because they do not get any benefits from brotherhood abilities, I’ve opted for swords as the most all round CC. Purifying Flame is also a short 9” range, so I’ve gone with the 4 Incinerators. Which also have no psychic or strategem support, making them less reliant on any other units or abilities. -
If your goal is making sure you kill Morty, I think rapiers are your better option. Their CC buffs get you into make it happen mode. Don’t forget Morty is going to be turning off your rerolls, so the Prescient Brethren strat won’t help against him.
-
I feel 3 barebones paladins, in cover, with armored resilience and tide of shadows could be a strong back field objective holder. That’s a pretty hard unit to shift with most weapons that don’t need LoS. And they’ll clean up most units that try to get into your backfield for ROD or other objectives.