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Showing results for tags 'Wh40k 10th Edition'.
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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!
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This Is The End, My Only Friend, The End Fin.
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Wh40k 10th Edition Index for Imperial Armour Knights
Dr_Ruminahui posted a topic in + CHAOS KNIGHTS +
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.- 3 replies
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- Imperial Armour
- Forge World models
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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?
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Bones for the Skeleton Chair... or something.
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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.
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Wh40k 10th Edition 10th ed. Chaos Demons faction focus
Dr_Ruminahui posted a topic in + CHAOS DAEMONS +
Today's faction focus is Chaos Demons: https://www.warhammer-community.com/2023/05/09/warhammer-40000-faction-focus-chaos-daemons-2/ Things to like from it: Greater demons have a 4+ invulnerable Keeper of Secrets' shield gives 5+++ feel no pain, which hopefully means there is more feel no pain elsewhere in the faction (here's hoping for all nurgle demons) The shadows of the warp is really interesting and potentially quite powerful. On the down side, it seems to be quite "win more" in that it is more likely to keep you ahead when you are already ahead and doesn't actually help you get ahead (which in turns can mean it won't help you win more games, but instead make you "win bigger" those games you would have won without it). I like the Corrupted Realspace stratagem they show as it will actually help you win games by allowing you to keep control of objectives you would otherwise lose (though it won't help you keep from being shot off objectives in the round you get to them). How useful it turns out to be will depend on a) how CP starved armies are; b) how useful our other stratagems are; and c) how cheap out chaff is - this stratagem gets a lot better if we cheap units we can "throw away" to grab out of the way objectives. It shows a lot of promise - if the rest of the faction's rules carry through (in particular unit point costs) I may well actually play my demons, instead of just painting them. One concern I have is the emphasis there seems to be on battle shock - this kind of previews have a tendency to overhype whatever the new mechanic is, and I feel this one does that with its reference to Shadow of the Warp's interaction with battleshock - obviously, Shadow of the Warp gets a lot better the more you can get units to fail their battle shock roll, but I'm left worried that is something that is rarely going to happen. On the other hand, from the previews we saw, leadership values are generally lower than they were in the past for non-marine units and we have yet to see any rules allowing units to circumvent battleshock or leadership tests, so I am cautiously optimistic. -
Taste the rainbow.
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Knights... But Evil(er)! Adeptus Custodes tomorrow.
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Deodorant Optional Imperial Knights tomorrow.
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Never Trust A Space Elf! Death Guard tomorrow.
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WarCom Article. Mechanicus going hard on war crimes simulator.
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I want to touch base with the CSM player base. I'm going to put aside my own thoughts on the new rules... up to now it's mostly been about Pacts of the Dark Gods: I typically don't make a firm decision on a rule until I have played it numerous times. And this is a really unique one compared to anything we've seen before with a positive/negative outcome. I really am curious to play it out. I do feel like I will be concentrating my lists on a plethora of Legionaries with chainswords to make best use of this. (Most likely my Black Legion as my Iron Warriors are quite a bit more range bound.) How do you think this will work in your Legion/Chapter? I do think that Leadership, overall this edition is a far more important stat. I'm very curious to see if Night Lords retain what was thought of as fairly useless leadership trickery in 9th. It could even come into play vs. other CSM with the new "Dark Pacts" rules. Some Datacards: We are noting above that our suspicions about the treatment of the Chaos Terminator boxset did indeed trickle into the 10th edition melee stats. We see that all manner of Fists/Heavy Axes/Chainfists, etc might be lumped into the category of "Heavy Melee Weapon". (Not confirmed yet, though we see space marine thunderhammers are now AP -2, 2 Damage but Devastating Wounds) What are you thoughts?
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Wh40k 10th Edition Faction Focus: Leagues of Votann
Lord Marshal posted a topic in + LEAGUES OF VOTANN +
That's A Grudgin' -
Even sooner: https://www.warhammer-community.com/wp-content/uploads/2023/06/uVN1M55L0U3dQeWZ.pdf
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Your Pain is my Gain!
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Generations of planning hasn't prepared us for actually winning this fight
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Luv me Krumpin', simpl'as
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Guns-a-plenty
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Your foster Overlords are dead
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Khorne Khaine Guide me!
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You Better Believe That's A Grudgin'
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Wh40k 10th Edition Faction Focus: Genestealer Cults
Lord Marshal posted a topic in + GENESTEALER CULTS +
Something, something, buy the Peter Fehervari book. No really it's great. Imperial Agents tomorrow.