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7 minutes ago, Lord Nord in Gravis Armour said:

 

It would have been impossible to build them with all of those weapons since the kit isn't designed that way. All of the carbines aside from the Sergeant's option are two-handed and there are no sheathed Combat Knives, only hand-wielded versions. So unless your squad are a disguised Genestealer Cult unit, you're going to run out of arms before you can model all of the weapons they now carry as standard.

 

What the Hell, let the "new Reivers kit" rumors begin (after all, that's so much more likely than GW just doing something stupid... again).

 

 

You can take some of the spare knife bits from the previous Intercessor kit (spares sites have tons currently) and just stick Sheathed knives to your guys.

2 minutes ago, Indy Techwisp said:

 

You can take some of the spare knife bits from the previous Intercessor kit (spares sites have tons currently) and just stick Sheathed knives to your guys.

 

I *COULD*, yes.

 

I won't.

 

(Aside from which, those would be the dinky Combat *Blades* and not the manly Combat Knives. Who would dare disgrace their Reivers in such fashion?)
 

Edited by Lord Nord in Gravis Armour
8 minutes ago, Lord Nord in Gravis Armour said:

(Aside from which, those would be the dinky Combat *Blades* and not the manly Combat Knives. Who would dare disgrace their Reivers in such fashion?)

 

Cawl Pattern Expanding Combat Knife.

Stores small, draws big.

2 minutes ago, Indy Techwisp said:

 

Cawl Pattern Expanding Combat Knife.

Stores small, draws big.

Oooh, Matron!

19 minutes ago, Indy Techwisp said:

 

Cawl Pattern Expanding Combat Knife.

Stores small, draws big.

Just like how no wielded pistol will ever fit into its model's holster.

4 hours ago, Ahzek451 said:

That's how I felt reading the core rules. A few times I was going cross-eyed and smoke could be seen coming out of me ears. I KNOW how wound allocation rules and saves work(with characters, etc.), but actually parsing out the wording was a bit of a struggle and had a few "Am I really that stupid?" moments. Probably am. 

 

Tycho from the Pennies Arcade more or less had 11th Edition's number from the start - "I wonder what the game would look like if it was made with ninety-five percent of its players in mind."

 

4 hours ago, HeadlessCross said:

"Hey, once per game you declare this for your army, and Warbosses are able to grant it to a unit outside that time" is not complicated. Something tells me your friend wasn't actually a terror.


:rolleyes:

Something tells me you're not very familiar with the Ork Codex if you think that's the extent of the rule and its applications.

51 minutes ago, Crimson Longinus said:

 

But they have both now. Reivers just now have the gun, the pistol and the melee weapon. Same with scouts. Which is mildly annoying, as my models definitely are not built that way. 

 

 

Ah, missed that. Excellent catch. Incursors might be the better supporting piece but Reivers still seem better for bashing then. 

3 minutes ago, Lexington said:

Something tells me you're not very familiar with the Ork Codex if you think that's the extent of the rule and its applications.

That's kinda it though? Reroll advances all the time, and once per game big buff for all units in the army. Then Warbosses can select a unit in 6" or 12" (don't remember) to give them that big buff. 

 

Legit don't know how someone that was supposedly god mode in 3rd/4th has issues understanding that. 

Lots of glow-ups. However one thing that is noticeable is that a lot of rerolls have disappeared, not just Oath. I think in a lot of cases these boosted stats will generate a similar number of kills to 10th edition.

 

Some units have some very nice new abilities though. Inceptors get uppy/downy with +1 to Hit when they come in from Reserves. Hellblasters get +1 on their Hazardous rolls which is very thematic. Ancients now give Sticky which gives them a reason to exist. Flamestorm Aggressors are now deadlier at shorter range giving them a legitimate reason to exist next to the bolter variety.

 

We can generally count on getting +1CP per turn as long as we keep our Warlord alive. A few units get free spammable stratagems (Rhinos get Smoke, Firestrikes get Overwatch) which might encourage people to take them.

 

In the round, the army still functions as you would expect. I think we will see new units rise to the top of the meta as people work out tricks and combos. In the detail, I expect quite a lot of points fine-tuning for the first 3 months as lethality has generally gone up but accuracy has gone down (compounded by the loss of Oath).

5 minutes ago, Crimson Longinus said:

Liutenant's master-crafted bolter is missing assault and rapid fire other bolters have...

 

Bike Chaplain is also missing Assault on his bike's bolters.

Ballistus dreads may need some watching, with the new dreadnought detachment.

 

Detachment gives reroll 1's to hit.

Upgrade in detachment to give -1 Damage, or a different upgrade for a reroll 1's to hit aura for infantry/mounted units.

Strat for Mobile.

 

Ballistus lost its native rerolls, but gains sush 1 vs anything within 24 inches.  Its weapon profiles all got the same stylistic rework that is present elsewhere in the SM and Ork codexes, removing D6 damage and replacing with D3+3.  So you could have 4 fairly reliable anti-vehicle attacks that each do 4-6 damage each, or 20+ S5 AP-1 D1 attacks for ripping up infantry.

 

They feel like some solid all-around fire support, decent into everything, and may be difficult to get rid of.  They might enable other units with the possibility of a reroll aura.  Weak into melee, but that didn't stop Vindicators.

Standouts for me:

 

Calgar - Extremely good CC and shooting. Now has an anime style overhead smash attack as an "Extra attack" which can crack open tanks. He also grants one unit the deepstrike ability on top of everything he used to do in 10th.

 

Tigurius - Very impressive psychic powers and damage output.

 

Both Salamander characters look great. They were strong in 10th also.

 

Ballistus Dreadnought - reliable damage, lots of synergy with the Dreadnought detachment.

 

Reivers - Deepstrike, ignore terrain, 3 ap1 attacks at range with precision, they also have a respectable melee profile, 4A, 5, -1, 1. You get both the carbines and knives. They have the battleshock related rules from past edition. Absolutely brilliant infantry unit.

 

Landraider - Now has 14 capacity and in-built re-rolls which have become rare. Other strong looking tanks are the Executioner, Gladiator Reaper and Lancer.

 

Victrix Guard - can have one squad of 8. The Champion and Banner are additions to the unit as the rules are presented. Could be Errata'd.

 

Assault Terminators - Just great. Hammers have damage 3, get bonuses against monsters and vehicles, still 4 wounds with the Shields.

 

Aggressors - Very good shooting and Combat. Get an ap bonus up close. Everything is Twin Linked. One to watch.

 

Las Cannons and Meltas will be dealing far more reliable damage once you wound a target.

2 hours ago, Dark Shepherd said:

Elimators looking very good

Inceptors, Land Raiders also

Screenshot_20260916_214103_Firefox.jpg

Devastated they got rid of “Ride hard, ride fast.”  It’s my go to stratagem. Declaring I’m going to ride hard, ride fast with the correct deadpan delivery  cracks the gaming group up every time. 
 

I want to take a look at the book. I assume no one downloaded a virus using that link?

I hear alot whining about losing "OATH" but in my books, it´s welcomed change. ANYONE playing against marines groaned when oath was mentioned

1 hour ago, Orange Knight said:

Victrix Guard - can have one squad of 8. The Champion and Banner are additions to the unit as the rules are presented. Could be Errata'd.

It took me a few reads to understand this. To clarify, you can have three squads of 6 and then one Victrix Ancient and one Victrix Champion (either together in one unit or separate in two units) because the VA and VC are Epic Heroes? So out of the three Victrix units you could take, only one of them can reach 8, or two of them could reach 7?

Thanking all of heaven and hell that phobos lieutenants* are finally fused together; no longer will the deep strike one be forced onto the non-deep strike squad and vice versa. 

*Combi Lt is still on his lonesome.

 

1 hour ago, Orange Knight said:

Standouts for me:

 

Calgar - Extremely good CC and shooting. Now has an anime style overhead smash attack

I'd like to think of it as more of a Captain Kirk attack

Just now, Nephaston said:

Thanking all of heaven and hell that phobos lieutenants* are finally fused together; no longer will the deep strike one be forced onto the non-deep strike squad and vice versa. 

*Combi Lt is still on his lonesome.

 

I wish he just had a different name. He really doesn't fulfill a Lieutenant position in the army. 

5 hours ago, HeadlessCross said:

Still not seeing a reason to use Korsarro but maybe another deep read later or someone else will find purpose for him. 

Personally, if Kor'sarro stays cheap then I think him, a Lieutenant and 10 Assault Intercessors are the way to go. The trick is to have a normal Captain someplace else. The Captain can pop into Assault Doctrine, which gives it to the Lt's unit so it's more likely you'll be charging. The unit charging gets Lance, +1S, and +1AP. It also has Lethal Hits:non-Monster/Vehicle. If you're hitting a Character unit, you get reroll 1s to hit and wound. Assuming you're getting the benefits of Lethal Hits:

 

Kor'sarro hits with 6 Lethal Hits Anti-Character 5+ DevWound Precision Lance Str 7 AP-4 D2 attacks

Lt hits with 5 Lethal Hits Lance Str 7 AP 3 D2 attacks

AI hit with 35 Lethal Hits Lance Str 6 AP 2 D1 attacks.

AI Sergeant hits with 4 Lethal Hits Str 6 AP 3 D1 attacks.

- and against a Character unit these all reroll 1s to hit and wound.

 

And someplace else, your Captain and his unit (say jump pack Captain and Vanguard Vets) are hitting something else. Next turn, Captain pops Tactical Doctrine, the two units fall back and can charge all over again.

 

If you have Tacticus Attack Force, the units can reroll advance rolls, and one can pop Relentless Attack for Sustained Attacks:non-Monster/Vehicle or Lethal Hits:Monster/Vehicle if you feel like either are needed. Plus the Lt could take Spearpoint War Leader and now Kor'sarro and his unit have Scouts 6".

Edited by jaxom
fixed effect of Relentless Attack

I'm sort of tickled that there's a lot of complaints on Reddit etc that marines are less lethal into marines. The number of blade guard whinges I've seen is unreal.

 

Alongside that, why are heavy bolters magically S6 when an eradicator picks one up?

6 minutes ago, Mogger351 said:

Alongside that, why are heavy bolters magically S6 when an eradicator picks one up?

 

Gotta sell those new minis! :wink:

 

On a more serious note, there is a lot to like in the new codex. @Orange Knight has already highlighted some contenders that look strong out of the gate. Personally I am glad that some effort has gone into buffing underused units. Giving Ancients Sticky finally gives them a reason to exist and Flamestorm Aggressors look really nice now. A 6-man squad led by a Gravis Captain rolling out of a Land Raider or Repulsor will cause some serious BBQ damage even before they charge.

The Bladeguard Ancient can slap you with a glove 4 times, dealing the same damage as a master crafted power weapon.

 

I think that's a win.

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