Archaeinox Posted June 12 Share Posted June 12 Its less about the 10man brick getting the buffs and more about pushing them in someones face As for the HQ led brick, its really about increasing their melee capability with the Enhancement bc its one of the few buffs we have in Fight Phase so im trying to play each phase. Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6115904 Share on other sites More sharing options...
Ulfast Posted July 9 Share Posted July 9 So, now the codex has been out a while. Do people tihnk its good and fun to play with and against? Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6120350 Share on other sites More sharing options...
Archaeinox Posted July 9 Share Posted July 9 (edited) I have been having reasonable success with the Phalanx list. The other Thousand Sons player here has been pushing Warpforged with Vehicle spam but he has moved to porting over his old Cult of Magic list into Hexwarp with 3-0 so far on that experiment. He thinks Hexwarp is better than Coven, due to the det rule & suite of Stratagems and I am inclined to agree with him at least on the strats. The selection of stratagems in Hexwarp is superior to all the other detachments. Phalanx is great for me, but it's incredibly cmd pt hungry. Most people at my FLGS have remarked TS feels the same from an opponent perspective although our access to fall back and shoot with 2 detachments has surprised some folks and added to our capabilities Edited July 9 by Archaeinox Ulfast and Dr_Ruminahui 2 Back to top Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6120370 Share on other sites More sharing options...
Indy Techwisp Posted July 9 Share Posted July 9 We got updates in today's patch. The Tzaangor/Mutant Detachment got nerfed by removing Spawn and MVB from the list of units that can use the rule, plus the MVB's +1 cast bonus was changed to not stack with anything else. However, we got Firing Deck back on our Rhinos which is always good and Risen Rubricae has been "clarified" to also apply to characters attached to the Rubricae unit (tho notably not requiring one of those characters to be the one with the enhancements afaics) so you can drop a Termie Sorc with your SOT brick or 2 different characters with your pair of Rubric Squads. Dr_Ruminahui 1 Back to top Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6120450 Share on other sites More sharing options...
Ahzek451 Posted August 11 Author Share Posted August 11 (edited) Thread and Forum activity has felt sparse for some time. Wanted to throw something in for fun and to spark a bit of conversation. What makes an edition or army fun in 40k has always been largely a subjective thing since forever. Talk of 11th is starting to ramp up, word is (as always, take with salt) 11th wont have any dramatic changes. That being said, have you enjoyed 10th? What about playing T.sons this edition has been fun? or...not fun? For me, There have been quite a few wish-list things I have wanted over the years to make T.sons a truly independent and unique faction. Unfortunately it took over a decade to get here. And a lot of the execution has been clumsy at best. But I am largely happy with the Cabal aspect. That little extra something to put the psychic in one of the most psychic-y armies out there. Things I would like to ether go away or change: -Psychic powers being simple. On one hand a part of me appreciates this. On the other, I feel like it has gutted a lot of flavor. Most of our powers are shooting attacks with a PSYCHIC keyword which (in general) is a nerf and not a boon as this was meant more for the opposition if they have any defense against them. So then really what we have is just fancy guns. An army of fancy guns. Cabal abilities aside, I do look at Ahriman and his one singular boring shooting attack and miss when he could sling out a few spells(imagine that godfather meme of "What have they done to my poor boy"). -Rubrics. More of a nitpick really, I miss having all is dust as an army rule and not just relegated to a detachment. The 5++ I could live without. I tend to think in terms of lore more than anything else and the 5++ has always been a nice Tzeentchy-mini magical shield, but with how cover works and everything else...again I could do without. I would really like to see a return to form as the ghostly golem marines that had to be put down hard by shredding the armour to nothing. Often reflected by having an extra wound or better save as the current All is dust provides. Make it baked in. -Primarchs. Love em or hate em, they fit awkwardly as a playable unit. Never quite standing up to their reputation, but I really don't know how to resolve this in a realistic manner that GW would ever do. So my copium is that in 40k, daemon primarchs are just avatars. Like a C'tan shard. Never the actual primarch in-person. -Daemons. This roll-out was one of the more weirder ones by GW. Having them be re-incorporated back into the codex has been a want for me since I lost that ability way back when. But...what a tease. Relegated to their own detachment and lacking in synergy. Who was driving that ship? Not sure what GW was going with here, but I want daemons to come back as a regular unit choice and not a separate detachment. Utilize the keywords here. Allow some abilities to share across mortals and daemons, and allow some not to where it makes sense. I think what GW needs to do is go back to the drawing board and re-think and re-make from the ground up every single daemon datasheet and how they fit in their respective god legions. They should standout from their mortal allies and fill a unique niche that compliments the army and shares some of the rules but not all. -Tzaangor. I really have no problem with the bird men. Its been a staple since day 1 that the chaos legions have their own mortal-mutant servants that act like cannon fodder. It's one of those things that help us stand apart from our other chaos kin and particularly our loyalist kin. Stay classy my bird dudes. Embrace the mutant chattel. I appreciate spawn and MVB's being part of the army. They make total sense, a planet of sorcerers with a bunch of mutants and weird junk roaming around. Why wouldn't they load them up on a boat and throw them at the enemy? I just wish they(MVB's) had more iconography or something that makes them look like they were actually made for this army instead of clearly being a port over from fantasy. I'll leave it there for now, maybe plug in more later if I think on it. Edited August 12 by Ahzek451 LSM, Tallarn Commander and Dr_Ruminahui 3 Back to top Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6127485 Share on other sites More sharing options...
Ulfast Posted August 14 Share Posted August 14 I agree with you Ahzek451 about the daemons. Should indeed be a more regular units then just in one detachment. That seems very strange for me. as you I also do like Tzaangors and the voretx beast. Its good that every legion get more unique units. Dr_Ruminahui and LSM 2 Back to top Link to comment https://bolterandchainsword.com/topic/385927-10th-ed-new-codex-discussion/page/2/#findComment-6127826 Share on other sites More sharing options...
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