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the BIG 9th edition room


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They say it takes at least fifty games to master ninth edition.

 

Is that from an article or podcast? Or from your playgroup, just curious because its an interesting topic. I'm still learning it with 50 games under my belt but from my experience with 2d fighters it would seem like gaining the matchup knowledge is more important.

 

 

Given GW's penchant to do pun-related timings on releases (like Orktober), I heard the worrying speculation they could be aiming for Black friday with us. 

 

But no, I got no info.

 

I don't think they're brave enough with the shipping issues to try to plan release dates on a pun. I don't even try to predict when something is going be released anymore, 

 

 

Pyreblaster was obviously intended designed as dmg2 but GW changed their idea later.

 

Sisters flamer is 5pts and S5.

 

Maybe I think they're pretty inconsistent on pricing so I'm not brave enough to say "obivously" lol. I wish they made that much sense, and your probably right I just hesitate to give them the credit.

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The drukhari dmg2 flamers were once broken and received an emergency-nerf. But they are S4 AP-2 dmg2 and +1 to wound rolls. And they also could fire 3+ models outside from one fast moving transport, so they have ~30 inches threat range. Even if giving pyreblaster dmg2, it will still be unqualified to compare with drukhari flamers.
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I feel like at least the standard flamer variants (imperial, chaos, have no experience with xenos variants) have been both overpriced and not particularly good in most games I’ve played since 8th. Random shots with a bolter profile… just meh. Heavy flamers really the same, but better than the rest.

 

I guess there’s some purely for funsies shenanigans we can pull with the new BT flame weaponry, but still not all that great.

Edited by Juggernut
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The drukhari dmg2 flamers were once broken and received an emergency-nerf. But they are S4 AP-2 dmg2 and +1 to wound rolls. And they also could fire 3+ models outside from one fast moving transport, so they have ~30 inches threat range. Even if giving pyreblaster dmg2, it will still be unqualified to compare with drukhari flamers.

 

Liquifiers the DE flamer are damage 1, the second point of damage and the +1 to wound came from taking Dark Technomancers. Is was busted because that custom trait came with a disadvantage that you couldn't re-roll hit rolls and took wounds on a 1. Making auto-hit weapons not work with DT was the emergency nerf and I think more than anything it was an oversight (shouldn't have worked on auto-hit weapons to begin with). 

 

I'm not suggesting that prye blasters would be broken at dmg 2, I think it would be a fine. Because as you stated DE had a lot of great delivery methods for it that other fractions don't have. But the points for liquifiers and the base profile hasn't been changed. So its really hard to draw a conclusion of what GW intended.

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They say it takes at least fifty games to master ninth edition.

Is that from an article or podcast? Or from your playgroup, just curious because its an interesting topic. I'm still learning it with 50 games under my belt but from my experience with 2d fighters it would seem like gaining the matchup knowledge is more important.

 

Given GW's penchant to do pun-related timings on releases (like Orktober), I heard the worrying speculation they could be aiming for Black friday with us.

 

But no, I got no info.

I don't think they're brave enough with the shipping issues to try to plan release dates on a pun. I don't even try to predict when something is going be released anymore,

 

Pyreblaster was obviously intended designed as dmg2 but GW changed their idea later.

 

Sisters flamer is 5pts and S5.

Maybe I think they're pretty inconsistent on pricing so I'm not brave enough to say "obivously" lol. I wish they made that much sense, and your probably right I just hesitate to give them the credit.

I think the part that's not being talked about is range plus strat support:

 

- they can be used with auspex

- they can be used from reserves

- you can advance and still use them at full effect

- easy access to blast if relevant

- 2d6 - 4d6 auto hits in overwatch

 

They're definitely situational but if you're using your crusaders at range on objectives they're well suited for medium range fires and counter assault.

 

One of my normal opponents is Orks. If he tries da jump, that's 2d6 when they land and 2d6 when they charge for 20 points. Chaplain can also confer +1 to wound.

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Questions:

 

Where in the new codex does it state Templar models have a 5+++ to ignore injury versus inflicted mortal wounds?

 

Where in the new codex does it state Templar units reroll failed charges?

 

Ignore, found it in the SM codex.

Yeah, I wish it was reprinted in the supplement along with the "No Astartes Witches" and "No Chapter Champions" limitations.

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Would it be worth it to give an Eradicator Sergeant a master-crafted heavy melta rifle... D6+5 damage at half range.

Most likely not.

 

+1 damage on top of what that gun is already doing is a very small improvement.

 

Whereas making a multi-shot weapon go from D1 to D2 usually sees a lot more improvement over the original weapon, or making a melee weapon go to higher damage.

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I dont think you get enough attacks out of the Eradicators to make the extra D noticeable. Realistically you want the damage upgrade on a unit that has a lot of shots or makes a lot of melee attacks over a game. On top of that you need to find the sweet break points, D1 to D2 is nice, D2 up to D3 starts to worry a lot of things but I'm not sure if D6+5 on a low rate of fire weapon is a big enough gain over D6+4

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You pretty much have to overkill with Eradicators since it’s not worth splitting fire.

Exactly, and thus the +1D is wasted.

 

In my latest game I master-crafted my assault terminator sergeant's lightning claws, but little good did it do when they only fought - and lost - again Paragon Warsuits with -1D... :down:

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I love the backpack skeleton that comes with the armybox Marshall, the way it stares judgementally down at its carrier.

 

As such, I've magnetized it and will be using it as Tanhauser's Bones for whichever characters take them. In a way, it will be like the Marshall himself is watching them, judging them, and telling them 'don't f*ck up.'

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2 separate thoughts on the recent conversation(s) of this thread:

 

1. In a game where you can suffer at most a -1 to hit, and get, at most, 1 overwatch a turn, flamers are largely pointless on a 3+ BS army, unless they are really cheap or really good, or have other ways to proc additional things, or a combination of all 3.  (I'm looking at Ebon Chalice sisters here). 

 

2.  Been thinking about mastercrafted on the Primaris Techmarines Forge Bolter to make it damage 3.  BS2, Assault 3, Dam 3, seems like it could do some work in Tac Doctrine. Thoughts?

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2 separate thoughts on the recent conversation(s) of this thread:

 

1. In a game where you can suffer at most a -1 to hit, and get, at most, 1 overwatch a turn, flamers are largely pointless on a 3+ BS army, unless they are really cheap or really good, or have other ways to proc additional things, or a combination of all 3.  (I'm looking at Ebon Chalice sisters here). 

 

2.  Been thinking about mastercrafted on the Primaris Techmarines Forge Bolter to make it damage 3.  BS2, Assault 3, Dam 3, seems like it could do some work in Tac Doctrine. Thoughts?

Flamer Aggressors are probably our best flamers (followed by Assault Centurions) since they're like Primaris Terminators who can toggle into blast flamers or punch pretty hard.

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I love the backpack skeleton that comes with the armybox Marshall, the way it stares judgementally down at its carrier.

 

As such, I've magnetized it and will be using it as Tanhauser's Bones for whichever characters take them. In a way, it will be like the Marshall himself is watching them, judging them, and telling them 'don't f*ck up.'

It's a nice backpack decoration. Incidentally and unfortunately it seems I lost the "torso" of the skeleton while washing the parts as they got a bit greasy. Hopefully I can still find it at some point...
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Posted it on the FB Group, but would love to hear how you guys are building/running the Marshal from the Boxed Set. Relics/Traits, etc?

 

I've built mine with the Axe and Plasma, and plan to run him (alongside The Emperors Champion) with a 20-strong squad of Primaris Crusaders, all kitted with Chainswords except for 3 Pyroblasters. This will be my first test with the new Supplement in a game this weekend (over a few beers) against great-banter Orks player. Only a 1500pts game, so I am looking at a Vanguard with:

 

- Marshal (Axe/Plasma, Bones, ?Trait)

- EC

 

- 20 Primaris Crusaders (all CS/BP and 3 Pyroblasters)

 

- 2* Redemptors (Plasma/Flamer)

- Primaris Ancient (Crusaders Helm)

- Primaris Apothecary

 

- 3 Outriders

- 3 Inceptors (Bolters)

 

Hopefully a good game. Should be absolute carnage with a Green Tide vs a Black Tide :biggrin.:

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Well, given magnetization I can run whichever config, but I imagine that if I use him as an actual Marshal (or faux Chapter Master) the most likely relic would be the Axe relic given the fairly good chance of doing mortal wounds. For the shooty weapon... well, currently I made his stock arm with the auto-flamer, plasma pistols are a bit icky since you have to go suicidal to use the overcharge profile, and it the regular profile isn't all that with its D1 - even master-crafted it's still just one shot. For a shootier Marshal could master-craft the auto-flamer instead, or even just use regular Captain options for things like Bellicos relic rifle (though I'd need to make a one-handed ABR for that) and still be able to have a MC Power Sword. Warlord traits and all that would then depend on the rest of the list.

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