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CustomTitle

  1. Surprised this isn't a Topic already. While I'm not a WE player myself (yet), I think it's fair to say WE have a lot of open design space left to fill, so here's my guesses at what WE could get in 10th: Berserker Surgeons: Frequently mentioned in the lore WE got in 9th and the Index, would be a useful character to have (also the first Chaos Apothecary!) Berserker Bikers/Berserkers on Juggernauts: WE have a Mounted character with no Mounted unit to lead, so this makes sense. Also they've shown up in art already. Unique Terminators (Red Butchers): So far, WE are the only released Cult Marines with no unique Terminators. I'd guess Melee Only for unique Terminators. Another WE Unique Daemon Engine: There's a couple from Forgeworld that are preferred by WE iirc, so maybe one of those in plastic? Obviously, this is all from an outside perspective, so there's probably some more nuanced ideas people who actually play WE have. Feel free to suggest anything else!
  2. This Is The End, My Only Friend, The End Fin.
  3. This term was coined to described an Objective that remains under your control after your unit moves away from it. It's a special rule in various missions and some units have it as their special rule on their datasheet. Personally, I love it. As as BA player, this is one if the main things during the last edition that caused my win rate to sore as it fits the way I play wonderfully. Meanwhile, if you listen to the some influencers (such as Auspex Tactics), it isn't a particularly good rule and units such as Eldar Storm Guardians don't benefit from it. To me, one of the ways to use Storm Guardians is through Strategic Reserves and with clever placement and use of cover, they can get up the board and tag Objectives then move on, etc. Same can be said with use of Transports, and in the right lists, this makes them pretty decent (tbh, this is how I would have used Tactical Squads this edition if they still had this special rule). Basically, I was wondering what you folks thought: What are your views on "sticky objectives"? How would you go about using units with this special rule in your army? If you don't think these units have a place or your army/Faction doesn't have access, how do you play the Primary game?
  4. WarCom Article, the first of many no doubt.
  5. Article here Similar to Boarding Actions: Lots to unpack here!
  6. Ring the dinner bell. No new Genestealer models :(
  7. Never Trust A Space Elf! Death Guard tomorrow.
  8. WarCom Article. Mechanicus going hard on war crimes simulator.
  9. I can see this being a point of contention for many players so rather than take things off subject or take over topics elsewhere, I thought I'd raise it in its own thread. So combi weapons seem... lost. Generic weapons that just don't have the feel of something they should have in a Marines army. They hit on 1 less than normal, have a low strength, single point of damage but on a 50-50 roll they'll cause a single Mortal wound on an infantry model. Just doesn't seem worth it really. Even a unit of 10 Sternguard all with combi weapons will rapid fire and manage 5 Mortal Wounds total. That's pretty underwhelming for 10 elite dudes, when you could invest in Terminators, or Devastators, or Hellblasters and do more damage/be tougher. For characters it might be worth a single cheeky Mortal Wound but then that's not going to change any games either. Worst of all though, is the theme of the weapons just... sucks. Since when did a combi-melta or flamer operate like that? Someone else on the forum referred to them as anemic and I think that's spot on in description. Potential solutions? More shots, better damage characteristics (2 or 3) or just give them a plasma, melta and flamer? I mean, the latter seems like an obvious solution.
  10. Watcher of the Porcelain Golden Throne
  11. Your Pain is my Gain!
  12. Generations of planning hasn't prepared us for actually winning this fight
  13. Luv me Krumpin', simpl'as
  14. Guns-a-plenty
  15. Your foster Overlords are dead
  16. Khorne Khaine Guide me!
  17. You Better Believe That's A Grudgin'
  18. GW forgot to put it on the Downloads Page.
  19. There is a seperate index for the imperial armour (aka Forgeworld) knights now up and available for inclusion in an chaos knights army list. Just in time for the new plastic cerastus that I'm told is coming. They are here, at the bottom, just above the Combat Patrol rules and indexes: https://www.warhammer-community.com/warhammer-40000-downloads/ Goonhammer has done a review of them (as well as the other, non-chaos options) which might be of interest and can be found here: https://www.goonhammer.com/the-goonhammer-review-the-10th-edition-imperial-armour-indexes/ Certainly, if I can think of how to chaosify them, I'd be interested in picking up one of the plastic kits to include in my own force. No points yet (though it seems that the Goonhammer guys had them, as they allude to point costs in their article), which is often the real determinator.
  20. The Boys Are Back In Town Titans tomorrow.
  21. The Drukhari reap and sow a harvest of pain.
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