Dolchiate Remembrancer Posted August 9, 2021 Share Posted August 9, 2021 As nice as invul saves on Forgeworld goodies and Rhinos are, I expect it to last exactly until the first time someone on the rules team plays a game against a Thousand Sons army with them. Should see an FAQ first thing the next day :rolleyes:This lolBut hey..until then...might as well enjoy it! Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5727831 Share on other sites More sharing options...
Ahzek451 Posted August 9, 2021 Share Posted August 9, 2021 (edited) I think I just discovered the most beat stick exalted sorcerer combat monster in the game. It required a lot of bouncing around so bear with me. Exalted sorcerer. Take: cult of mutation. Relic: cult relic: +1 S, +1 T, +1 A Cult warlord trait. 6's to hit is mortal wound. Legion command: dilletante- one extra relic Extra relic: stave abdominis- +3 S, -1 ap D1 make 2 attacks for every attack. Cast swelled by the warp for +2 S and +1 A. Your looking at an exalted sorc that does 14 attacks, S 10, -1ap, D1 and 6's to hit are mortal wounds in addition. 135 pts. 160 pts with disc Cast temporal surge and move 24", charge something.... Damn! Edited August 9, 2021 by Ahzek451 Ulfast 1 Back to top Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5727833 Share on other sites More sharing options...
Wyzariel Posted August 9, 2021 Share Posted August 9, 2021 (edited) I think I just discovered the most beat stick exalted sorcerer combat monster in the game. It required a lot of bouncing around so bear with me. Exalted sorcerer. Take: cult of mutation. Relic: cult relic: +1 S, +1 T, +1 A Cult warlord trait. 6's to hit is mortal wound. Legion command: dilletante- one extra relic Extra relic: stave abdominis- +3 S, -1 ap D1 make 2 attacks for every attack. Cast swelled by the warp for +2 S and +1 A. Your looking at an exalted sorc that does 14 attacks, S 10, -1ap, D1 and 6's to hit are mortal wounds in addition. 135 pts. 160 pts with disc Cast temporal surge and move 24", charge something.... Damn! I was told that exalted sorcs can't take the relic... Which is sad. But what if we use a terminator sorc instead? Edited August 9, 2021 by Wyzariel Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5727839 Share on other sites More sharing options...
Ahzek451 Posted August 9, 2021 Share Posted August 9, 2021 (edited) I think I just discovered the most beat stick exalted sorcerer combat monster in the game. It required a lot of bouncing around so bear with me. Exalted sorcerer. Take: cult of mutation. Relic: cult relic: +1 S, +1 T, +1 A Cult warlord trait. 6's to hit is mortal wound. Legion command: dilletante- one extra relic Extra relic: stave abdominis- +3 S, -1 ap D1 make 2 attacks for every attack. Cast swelled by the warp for +2 S and +1 A. Your looking at an exalted sorc that does 14 attacks, S 10, -1ap, D1 and 6's to hit are mortal wounds in addition. 135 pts. 160 pts with disc Cast temporal surge and move 24", charge something.... Damn! I was told that exalted sorcs can't take the relic... Which is sad. But what if we use a terminator sorc instead? Yeah I just saw that. So the dedicated relic for this cult is fixed to the sorcerer only. That's a really messed up limitation. You can still swap it out for another useful relic and end up with 12 attacks. Edited August 9, 2021 by Ahzek451 Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5727841 Share on other sites More sharing options...
GreaterChickenofTzeentch Posted August 10, 2021 Share Posted August 10, 2021 I think I just discovered the most beat stick exalted sorcerer combat monster in the game. It required a lot of bouncing around so bear with me. Exalted sorcerer. Take: cult of mutation. Relic: cult relic: +1 S, +1 T, +1 A Cult warlord trait. 6's to hit is mortal wound. Legion command: dilletante- one extra relic Extra relic: stave abdominis- +3 S, -1 ap D1 make 2 attacks for every attack. Cast swelled by the warp for +2 S and +1 A. Your looking at an exalted sorc that does 14 attacks, S 10, -1ap, D1 and 6's to hit are mortal wounds in addition. 135 pts. 160 pts with disc Cast temporal surge and move 24", charge something.... Damn! I was told that exalted sorcs can't take the relic... Which is sad. But what if we use a terminator sorc instead? Yeah I just saw that. So the dedicated relic for this cult is fixed to the sorcerer only. That's a really messed up limitation. You can still swap it out for another useful relic and end up with 12 attacks. Maybe take the Conniving Plate to limit return strikes and give him a 2+? Or the relic disc to let him bounce around? Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728461 Share on other sites More sharing options...
GreaterChickenofTzeentch Posted August 11, 2021 Share Posted August 11, 2021 Just noticed this: Sorcerous Facade still works on Monsters. You can still yeet Vortex Beasts to the other side of the table and given how nasty they are now (and how likely to explode when killed), this could get hilarious real quick. brother_b and MillionsSons 2 Back to top Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728841 Share on other sites More sharing options...
Ahzek451 Posted August 11, 2021 Share Posted August 11, 2021 Just noticed this: Sorcerous Facade still works on Monsters. You can still yeet Vortex Beasts to the other side of the table and given how nasty they are now (and how likely to explode when killed), this could get hilarious real quick. Good spot there. Hide it turn one. Then drop it like an A-bomb in the enemy deployment zone. Have fun fred. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728844 Share on other sites More sharing options...
GreaterChickenofTzeentch Posted August 11, 2021 Share Posted August 11, 2021 Just noticed this: Sorcerous Facade still works on Monsters. You can still yeet Vortex Beasts to the other side of the table and given how nasty they are now (and how likely to explode when killed), this could get hilarious real quick.Good spot there. Hide it turn one. Then drop it like an A-bomb in the enemy deployment zone. Have fun fred. You could even use Glimpse of Eternity or Foretell the Future (from a second Prophecy detachment) or even Gaze of Fate from a summoned Daemon to make it extremely likely to blow up on death. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728876 Share on other sites More sharing options...
Ahzek451 Posted August 11, 2021 Share Posted August 11, 2021 (edited) Just noticed this: Sorcerous Facade still works on Monsters. You can still yeet Vortex Beasts to the other side of the table and given how nasty they are now (and how likely to explode when killed), this could get hilarious real quick.Good spot there. Hide it turn one. Then drop it like an A-bomb in the enemy deployment zone. Have fun fred.You could even use Glimpse of Eternity or Foretell the Future (from a second Prophecy detachment) or even Gaze of Fate from a summoned Daemon to make it extremely likely to blow up on death. True, but mind he will teleport more than 9" away from things, so no 9" mortal wound to everyone, and assuming he failed his charge, the enemy will likely unload and kill it and not be in range of the explosion. I'm sure it can work on many situations, the MVB can certainly be annoying if it it recovers d3 wounds and possibly another d3 from a spell. I'm on the fence with this thing. Edited August 11, 2021 by Ahzek451 Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728887 Share on other sites More sharing options...
GreaterChickenofTzeentch Posted August 11, 2021 Share Posted August 11, 2021 Just noticed this: Sorcerous Facade still works on Monsters. You can still yeet Vortex Beasts to the other side of the table and given how nasty they are now (and how likely to explode when killed), this could get hilarious real quick.Good spot there. Hide it turn one. Then drop it like an A-bomb in the enemy deployment zone. Have fun fred.You could even use Glimpse of Eternity or Foretell the Future (from a second Prophecy detachment) or even Gaze of Fate from a summoned Daemon to make it extremely likely to blow up on death.True, but mind he will teleport more than 9" away from things, so no 9" mortal wound yo everyone, and assuming he failed his charge, the enemy will likely unload and kill it and not be in range of the explosion. I'm sure it can work on many situations, the maulerfiend can certainly be annoying if it it recovers d3 wounds and possibly another d3 from a spell. I'm on the fence with this thing. Yeah, better to use the rerolls to guarantee the charge and chop some stuff up before exploding. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5728909 Share on other sites More sharing options...
MillionsSons Posted August 11, 2021 Share Posted August 11, 2021 A lot of different ways to heal and regain wounds. One is a psychic power, a couple others are stratagems. But each one states that you can only heal once per turn. That being said, do others agree or disagree that magnus cannot heal himself twice in the same turn (one from a spell, another from a strat)? The stratagem says “unmodified” roll of 9, so extremely situational/unreliable Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729029 Share on other sites More sharing options...
Ahzek451 Posted August 11, 2021 Share Posted August 11, 2021 A lot of different ways to heal and regain wounds. One is a psychic power, a couple others are stratagems. But each one states that you can only heal once per turn. That being said, do others agree or disagree that magnus cannot heal himself twice in the same turn (one from a spell, another from a strat)? The stratagem says “unmodified” roll of 9, so extremely situational/unreliable I was thinking more, the strat where magnus can stand close to a MVB and sacrifice casting one of his powers to aborb d3. wounds. Technically 3 ways to heal, but can only do one of them per turn. Really driving me nuts, that our main heal spell cannot target vehicles, and essentially...no way for vehicles to heal at all for us. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729051 Share on other sites More sharing options...
Prot Posted August 11, 2021 Share Posted August 11, 2021 Yea that's a tough pill to swallow in 9th. I keep track of this stuff with my Necrons as well as my Chaos where both armies feature armies that have self healing vehicles. I don't know what cost they factor in when determining the points of a vehicle that can heal, but I would remove it if at all possible *unless it's free, because nowadays that damage spike in 9th doesn't give many things a real chance to use it, and even then it just doesn't really make a difference. Being able to heal additionally is almost essential. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729062 Share on other sites More sharing options...
MillionsSons Posted August 12, 2021 Share Posted August 12, 2021 A lot of different ways to heal and regain wounds. One is a psychic power, a couple others are stratagems. But each one states that you can only heal once per turn. That being said, do others agree or disagree that magnus cannot heal himself twice in the same turn (one from a spell, another from a strat)?The stratagem says “unmodified” roll of 9, so extremely situational/unreliable I was thinking more, the strat where magnus can stand close to a MVB and sacrifice casting one of his powers to aborb d3. wounds. Technically 3 ways to heal, but can only do one of them per turn. Really driving me nuts, that our main heal spell cannot target vehicles, and essentially...no way for vehicles to heal at all for us. I wrote to GW faq email to ask clarification about the healing once per turn. I think RAI is “healed once per *for this stratagem/spell*” Otherwise... its another huge nerf..... Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729385 Share on other sites More sharing options...
Ahzek451 Posted August 12, 2021 Share Posted August 12, 2021 I would love for that to be true, hopefully they faq it but I get the feeling they won't. I geuss I don't understand why they would word it that way. Without that line, the rules still limit everything to one use. You can't use a strat more than once per turn, or a blessing/maleditcion power once per turn(leaving out witchfire because we technically can do one twice). Which would mean that extra line at the end is redundant unless they meant to limit healing. Like a new rule trend, maybe GW is not liking things healing more than once. Who the hell knows. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729458 Share on other sites More sharing options...
Xenith Posted August 12, 2021 Author Share Posted August 12, 2021 Has anyone found anything at all that the +6" range to spell effects is applicable to yet? Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729460 Share on other sites More sharing options...
Skerr Posted August 12, 2021 Share Posted August 12, 2021 (edited) It will be clutch to see. Read a promising BR of sons vs DG were poster said army was a blast. I copied and pasted how he healed and how it performed below. We'll find out if its legal. This was one of his highlights amongst others. _____________________________________ -3 scarabs remaining with one on 1 wound left, healing to full, casting a psypower at 9+ unmod, reviving a guy, then reviving a guy with cult of time for fullsize unit again Edited August 12, 2021 by Skerr Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729461 Share on other sites More sharing options...
Ahzek451 Posted August 12, 2021 Share Posted August 12, 2021 (edited) It will be clutch to see. Read a promising BR of sons vs DG were poster said army was a blast. I copied and pasted how he healed and how it performed below. We'll find out if its legal. This was one of his highlights amongst others. _____________________________________ -3 scarabs remaining with one on 1 wound left, healing to full, casting a psypower at 9+ unmod, reviving a guy, then reviving a guy with cult of time for fullsize unit again With the current issue/questioning at hand, this seems perfectly legal and not quite the same issue as mentioned before. 1. the command trait that let the wounded SoT simply lets it regain its wounds, and has no line in the rule about a limit. (which doesn't really matter as we move forward, see below) 2. the 9+ strat has 2 parts, one where it can heal a model and has the limit line: "can only heal once per turn". And the 2nd part that says "otherwise, revive a model" which still does not conflict with the first heal because it is not so much a heal, but a straight up revive. 3. The cult of time is not a heal and it is a revive, which has no additional limit wording. So he basically revived twice, and healed once. Which, according to the wording seems legal. If something were to regain wounds(not models) twice, this would be illegal. According to the wordage. Edited August 12, 2021 by Ahzek451 Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729465 Share on other sites More sharing options...
Prot Posted August 12, 2021 Share Posted August 12, 2021 Agreed with the above. Personally this is similar to how it used to work, except the new command trait is nice (I think a large squad in this case might be best but whatever suits your build type). Cult of Time was my go to previous to this codex. I have to admit it was kind of cruddy to hear how they nerfed the power at first. I was just very accustomed to getting some real good mileage out of that power, but I will probably revisit this again as I just love the Scarabs above all else in my list. The Yncarne 1 Back to top Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729484 Share on other sites More sharing options...
Trokair Posted August 12, 2021 Share Posted August 12, 2021 (edited) Has anyone found anything at all that the +6" range to spell effects is applicable to yet?Do you mean Imbued Manifestation from the Cabalistic Ritual? I read it that you add 6” to the range of powers that have a range. I.e. Doombolt selects the closest enemy within 24”, or Presage is select one friendly TS unit within 24”, instead of the 18” rnage both normal have. Edited August 12, 2021 by Trokair Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729503 Share on other sites More sharing options...
Skerr Posted August 12, 2021 Share Posted August 12, 2021 Agreed with the above. Great and thanks for clarity. Until I get the book in my hand I do skim over some lengthy posts. Now that my gaming scene has evolved from buddies a couple times a year to a couple times a month at a local shop I need to pay more attention to the nuances in the posts here. Thanks all. Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729507 Share on other sites More sharing options...
MillionsSons Posted August 12, 2021 Share Posted August 12, 2021 I would love for that to be true, hopefully they faq it but I get the feeling they won't. I geuss I don't understand why they would word it that way. Without that line, the rules still limit everything to one use. You can't use a strat more than once per turn, or a blessing/maleditcion power once per turn(leaving out witchfire because we technically can do one twice). Which would mean that extra line at the end is redundant unless they meant to limit healing. Like a new rule trend, maybe GW is not liking things healing more than once. Who the hell knows. Good point good point Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729518 Share on other sites More sharing options...
Xenith Posted August 12, 2021 Author Share Posted August 12, 2021 Has anyone found anything at all that the +6" range to spell effects is applicable to yet?Do you mean Imbued Manifestation from the Cabalistic Ritual? I read it that you add 6” to the range of powers that have a range. I.e. Doombolt selects the closest enemy within 24”, or Presage is select one friendly TS unit within 24”, instead of the 18” rnage both normal have. So it's literally just a +6" to the range of a power? When I saw it I was hoping there might be some kinf of AoE power that wpuld then get a boost. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729545 Share on other sites More sharing options...
WarriorFish Posted August 12, 2021 Share Posted August 12, 2021 I think extra range will be decent, a nice backup trick to have in your pocket for when the time is right. A bit extra range to sneak in a power without compromising your position. Nothing to write to Tzeentch about, but I can see it doing yeoman's work towards victory as other events steal the headlines I have used Cult of Time a lot, maybe exclusively if I remember right, and I expect to have it as my main with the new codex too. The other cults do sound improved so I will likely try them out too, but the ability to bring back models is too fluffy and fun to pass up easily. Plus it'll be rather tasty on SOT of course! Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729552 Share on other sites More sharing options...
Ahzek451 Posted August 12, 2021 Share Posted August 12, 2021 Time is still my favorite as well. As mentioned above, I would love to see how effective it would be to run into situations mentioned above and, essentially do a better job at bringing Multiwound models back better than necrons (ouch that's got to hurt). Duplicity still barks at me, but I would like to see how much I can get away with just using the crystal. Duplicity is so great for the objective game. Deep strike on an objective, use a psychic action to corrupt an objective, then immediately teleport away. Wow. Link to comment https://bolterandchainsword.com/topic/370425-new-codex-cover-9th-ed-speculationrumours/page/13/#findComment-5729567 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now