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Yeah it’s a sweet combo!

 

Requires the MoP and Disco Lord to be very close to each other though, and the end result would be +2 wounds rather than 3, right?

 

(Since you need to inflict the mortal wound on the disco lord in order to regain flat 3 rather than d3 on the same disco lord)

Like Panzer, I was considering it with Creations of Bile. I would do Living Carapace with Ravenous Biology though, 6+ FNP with regen d3 wounds if a model is destroyed within 3" during the fight phase this means 3-5 wounds regen per turn if you kill even 1 infantry model and 4-8 if you kill a vehicle because living carapace and his own ability will both regen 1.

 

I might also consider putting him into reserve. Mid game, he can come out and wreak havoc on key enemy units. EC would probably be best because Honour the Prince would make the charge more likely. There is also always the CP heavy option of making him a speed demon and charging the biggest baddest enemy with him turn 1. He's already pretty fast, add the Specialist Detachment warlord trait for extra move and a advance and charge strat paired with warptime on a Jump Sorcerer and he can basicly charge anywhere on the board. EC and Creations of Bile would add more speed, but Red Corsairs would and 3CP for you to use and advance and charge without need for strat.

I get that healing 3 a turn is good on the disco lord, it that doesn’t really help if he gets wiped in a turn and now we can’t stack negative to hit buffs I’m still not sure if it’s worth it.

If the meta is shifting heavy to infantry, we might see less weapons that are effective at taking down Monsters/Vehicles. Maybe waiting until you can throw deepstrikers to tie up the heavy weapon units might make the difference.

My idea (extremely untested, no idea about points. Just sounded fun) is to have Disco Lord and associated monsters charging forth, destroying everything in their path while a Daemon Prince and a bunch of bikers zoom up to join the fray and a core of chaos marines and cultists stand there looking pretty (that’s about lol they’re good for, eh?).

 

And then bam! Behind enemy lines Abaddon and the obliterators (seriously, not a bad band name!) deepstrike in, mowing the enemy down from behind as they prepare receive the test of the army from the front.

 

Will it work? Maybe. Maybe not. That one time it does work however, it’s gonna be worth lots and lots of failed tries :)

In additional to sprinting a Master of Possession on foot behind your Lord Discordant, you can also run a Mark of Nurgle Warpsmith. When the MoP and Warpsmith catch up to the Disco Lord, the Master of Possession takes wounds from the Warpsmith to heal the Lord 3 wounds, the Warpsmith heals the Lord D3 wounds, and then you use the Nurgle stratagem to heal the Warpsmith back up.

 

I've used this schtick on my Daemon Engines. It can really help in clutch situations. :)

Can you Warptime a unit from reserves now? The current CSM erata makes no mention and the new rules don't say you can't (unless I missed something).

 

Edit: the rules actually say a reserve unit cannot make a normal move, advance, fall back or remain stationary. So, probably not. Then again, Warptime says in the next phase that it can, so I don't know which overrides the other, though I suspect the intent leans inline with the late 8th edition rules.

Edited by Doom Herald

Having looked at the leaked points values... Defilers are ridiculously cheap in comparison to our other units.The synergy from the Daemon keyword will make them pretty useful I think. Running 3 of them down the table with support could be relatively decent without a ridiculous price tag.

It seems like the Disco pits out enough reliable attacks that it will kill 5 man squads easy, which is probably what we will see in the beginning due to new morale and coherency rules along with the ability to get more fists/hammers. Add the superior speed, the Disco will probably be the one charging. Of course, if they do get ahold of him it will hurt.

 

If something else clears screens for him, he will wreck enemy armor, monsters and characters.

Edited by Doom Herald

Can you Warptime a unit from reserves now? The current CSM erata makes no mention and the new rules don't say you can't (unless I missed something).

 

Edit: the rules actually say a reserve unit cannot make a normal move, advance, fall back or remain stationary. So, probably not. Then again, Warptime says in the next phase that it can, so I don't know which overrides the other, though I suspect the intent leans inline with the late 8th edition rules.

 

I don't see the move restriction as being only for movement in the movement phases - besides, warptime has the model move "as if it were its movement phase", so by my read anyway it still is forbidden, unfortunately.

 

Though, its nice to have it there in the rules rather than having to dig around for the bad news. :smile.:

Edited by Dr_Ruminahui

There's a huge difference between sugarcoating and simply not moaning about something all the time though.

I don't see where there's much to sugarcoat. 9th has not been kind for CSM.

 

My Daemon Primarch list was invalidated, my Black Legion gunline is a lot less practical, and I don't see many options for winning battles through straight firefights / melee. Our units are outclassed by NuMarines and most other armies have hard counters to our elite units.

 

Competitive lists are probably going to be denial lists. The ones that win are going to have excellent board control, legitimate ways to clear paths to objectives, and will last just long enough to win.

 

Think about things like Black Legion's World Killers Stratagem. In a game where objectives are important, denying ObSec to an opponent will swing games. Forward Operatives and Apoplectic Frenzy are going to be important, getting into midrange early will make the difference.

 

We have tools to win, but we won't be winning many firefights. The key will be making it really hard for your opponent to control objectives.

Getting a handle on the terrain rules and then figuring out how to utilize them will make a big difference too, I’m sure.

 

They seem a bit convoluted and ridiculous to me right now but I know with book in hand and enough repetition I’ll get it.

 

I wonder how poorly a 30 terminator list would fare...

Getting a handle on the terrain rules and then figuring out how to utilize them will make a big difference too, I’m sure.

They seem a bit convoluted and ridiculous to me right now but I know with book in hand and enough repetition I’ll get it.

I wonder how poorly a 30 terminator list would fare...

I mean, with the new smaller table + terrain rules I am feeling spicy myself so am looking to use my HH tartaros unit (x3 CF, x7 LC), I don't play on pool table setup myself either.

 

Getting a handle on the terrain rules and then figuring out how to utilize them will make a big difference too, I’m sure.

They seem a bit convoluted and ridiculous to me right now but I know with book in hand and enough repetition I’ll get it.

I wonder how poorly a 30 terminator list would fare...

I mean, with the new smaller table + terrain rules I am feeling spicy myself so am looking to use my HH tartaros unit (x3 CF, x7 LC), I don't play on pool table setup myself either.

 

I'm the same, got a ec tartaros squad I'm thinking of trying, maybe even with the heavy flamer and maybe combat elixirs for +2 movement due to the board sizes.

That said I have a rather motley squad of indomitus chaos terminators from the previous box which could also be fun to try as character bodyguard unit.

The board size and terrain changes do make me feel that using my stormraven or any other transports may not really be worth it in 9th.

Edited by Rune Priest Ridcully
Back to the Red Corsairs question, all detachments do have a section that says "Command Benefits:" some just have "none" listed or a quantity value given if your warlord is in it. It seems to me that a "Command Benefit" is a present attribute of all detachments, it just sometimes gives you no CP. The Red Corsairs rules say: "That Detachment's Command Benefits are increased by 3 Command Points..." I would take that to say that whatever CP you get is increased by 3, in which case a value of "none" becomes 3. Edited by Doom Herald

That's how I interpret that specialist corsair detachment wording myself @Doom Herald

 

Assuming the leaked 9th ed CA points I have been looking at are correct, that 2k points Typhon list I had in mind for IW's is looking fun + thematic, its not quite the power house I was expecting which is no surprise I suppose. I'll post it when I can properly verify the points though later on. 

The loss of Vigilus ablaze in tournament missions is pretty devastating for my Night Lords. It may say “tournament only” but we all know that is going to bleed into pickup games just like every other “tournament only” rule.

What happened with Vigilus Ablaze?

 

Edit: looked it up, I don't even know how to feel about this. I'm only surprised because they had previously said all the Vigilus rules would still be valid, but I should have known they'd hide behind "tournament rules" and "recommendations" to get around meaning what they say.

Edited by Doom Herald

Dumb decision.

 

It's always seemed like there's two groups not in agreement writing rules. With two very different visions of how the game should be.

 

The BL bits are still valid, though, right? That's something. But losing Host Raptorial, Bringers, etc.- just really hurts Chaos. Once again, you can tell that no one plays it on the Dev team.

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