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In fairness, the TSons always had a steep hill to climb, being compared to the best index detachment in the game. Like honestly. The Index detachment has tools for pretty much anything, it's insane.

 

I suspect this new one might get another look when then TSons codex comes out and some of the stuff in the Index detachment gets distributed across various codex detachments.

someone want to explain strands of time to me and what the benefit of being in flow of magic is? because I must be missing something...because it's fall back, shoot and charge but within flow of magic you can...fall back shoot and charge? I must be missing something.

1 minute ago, chapter master 454 said:

someone want to explain strands of time to me and what the benefit of being in flow of magic is? because I must be missing something...because it's fall back, shoot and charge but within flow of magic you can...fall back shoot and charge? I must be missing something.

Outside the flow of time its "OR"
Inside the flow of time its "AND"

Outside the Flow it is Shoot OR Charge after Fallback. Within the Flow it is Shoot AND Charge after Fallback.

 

EDIT - Ninja'd :ph34r:

Edited by Karhedron

I wonder if 1K Sons Codex will give a lot more units (e.g. Rubric Marine bolters) the Psychxlic tag, which in turn would suddenly make this Detachment a whole lot more dangerous. It is reasonable to expect that GW already has the 1K Sons codex made and so created this Detachment with any future changes from Index datasheets to Codex datasheets in mind.

6 hours ago, Karhedron said:

Seems to be significantly weaker than their base detachment. I know we are only 4 days in but so far these new detachments are definitely hit-n-miss. Nids and Deathguard get legitimately interesting new ways to play that are usable, if not OP. Dark Angels and 1K Sons though look like interesting ideas but just too weak to be worth bothering with.

I think the DA one seems quite powerfull. Get some msu bike squads to tie up unit or mark them for the dreads and terminators to smash. 

You can try to kill the bikes to remove the buffs but then the terminators come closer. 

But then again it may be different when you are actually on the board.

Edited by Sir Clausel

The tricky thing for me is that bikes are somewhat weak currently and even RW bikes are not a great improvement. The detachment gives you a reason to take them but only to make Deathwing units better. I think I would like it more if it actually buffed the bikes directly. Still, ATVs are starting to seem appealing at 60ppm so maybe there is play there.

2 hours ago, Karhedron said:

Seems to be significantly weaker than their base detachment. I know we are only 4 days in but so far these new detachments are definitely hit-n-miss. Nids and Deathguard get legitimately interesting new ways to play that are usable, if not OP. Dark Angels and 1K Sons though look like interesting ideas but just too weak to be worth bothering with.

The Dark Angels one is at least something that Fluffbunnies can claim is fun. This TSons detachment doesn't have an actual feel to it. GW seems to think there's more Psychic weapons in the army than there actually is. 

Yeah...for KSons it feels like the army rule is already so impactful that they had a hard time making something comparable without kinda exploding the balance. As-is I'm not sure the Thrallband is actually worse than Cult of Magic, but it's dang sure harder to read. The 'capture objectives to gain the special rules in parts of the board' detachments are always weird, and to my way of thinking probably need to be more widely impactful than '+1 to wound on characters and sgts', even when the list is... predominantly characters and sgts.

 

The 6" Termi DS Strat looks fun as all hekkins, but actually holding the majority of mid-field for multiple turns to key it up could be a slight problem, and at some point the juice just isn't worth the squeeze when the OG detachment buffs psychics without creating any of those positioning/capture hoops.

 

I think they definitely could have made this more enticing by including a Stratagem to turn an Infantry unit's ranged or melee weapons into psychic weapons for a turn - that way at least the detachment rule can impact one 'proper unit' activation per turn so that they can punch up a bit... +1 to wound on one unit of warpflamers or khopeshes per turn seems reasonable to me if you achieve the conditions. This would entail a change to Arcane Might enhancement to qualify it as 'only weapons equipped by the bearer', and probably a points reduction on it since it won't also impact Bodyguard sorcs.

 

Anyway - I'm calling this one a near miss, 'B-' or 'room to improve'. Terms and Conditions too high for the benefits. DA was the same, but 'Nids one is and A for effort, despite being a near-total build-around and thus probably too niche for 90% of players. So 'B' Average for the class so far I say : P

 

Cheers,

 

The Good Doctor.

40 minutes ago, jaxom said:

I wonder if mono-god daemon lists will each get a detachment?

 

Daemons getting their 4 Monogod Detachments was confirmed in the Livestream that announced this.

It seems an okay detachment. It's hard to do much for the TS because GW never gave them a fleshed out army. I hope when they do the detachments for the mono-daemon armies they try to mix things up. So for Khorne a detachment focused on Skull Cannons, or for Nurgle a detachment that gives some speed buffs.

 

I still wish there was just ALL Imperial Fists Detachments ALL the time. I mean seriously it depresses me. I want IF all day, all night. 

 

Edited by The Praetorian of Inwit
31 minutes ago, The Praetorian of Inwit said:

It seems an okay detachment. It's hard to do much for the TS because GW never gave them a fleshed out army. I hope when they do the detachments for the mono-daemon armies they try to mix things up. So for Khorne a detachment focused on Skull Cannons, or for Nurgle a detachment that gives some speed buffs.

 

I still wish there was just ALL Imperial Fists Detachments ALL the time. I mean seriously it depresses me. I want IF all day, all night. 

 

I mean, you have like 8 detachments to run your Imperial Fists how you'd like. What is it you're depressed about?

4 hours ago, Dr. Clock said:

Yeah...for KSons it feels like the army rule is already so impactful that they had a hard time making something comparable without kinda exploding the balance. As-is I'm not sure the Thrallband is actually worse than Cult of Magic, but it's dang sure harder to read. The 'capture objectives to gain the special rules in parts of the board' detachments are always weird, and to my way of thinking probably need to be more widely impactful than '+1 to wound on characters and sgts', even when the list is... predominantly characters and sgts.

 

This type of control based mechanics (it shows up in demons and chaos knights, I think) are definitely "win more" type mechanics - essentially, they are (largely) only helpful if you are already winning, which you probably are if you control most of the objectives in a relevant area, but don't really help you get that way.  Personally, I'm not a fan of those type of game mechanics, though that might be in part because I'm usually not winning.... :sweat:  Personally, I would rather have something that helps you gain board control over something that benefits you if you get it.

They released a pdf of a bunch of AoS things as well today, in conjunction with Grotmas. I hope we see similar things at some point for Heresy and Necromunda, who have the precedent of their own PDFs in the Exemplary Battles and Apocrypha releases.

3 minutes ago, Wormwoods said:

Detachement rule already looks more interesting than the rad cohort one. Need to check the strategems and enhancements. 

Necrons are next, the last of the leaked detachments.

 

Hopefully Tyranid Warriors get updated with new units and winged options in Kill Team or 11th edition, give the Grotmas detachment more variety and fun ways to use it. Harvesters and Venom-based bioforms also need more units that I wish get expanded upon.

Edited by Jscarlos18

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