Wan Kinew

Just watched Wab Kinew give Danielle a dressing down publicly and then listened to an interview with him on CBC where he repeated several times how much he loves Canada.

Wondering what my indigenous Canadians think of him, his career, what he’s done and what he’s doing.

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u/Marrdukk — 2 days ago

Strong Units in 11th

Hey folks,

So I’m considering the units I want to put on the table once 11th drops and I’m wondering what you think. I’m also curious about how this might change tomorrow when our faction focus drops.

First off, the Hekaton will be a powerful beatstick. That much is clear. I personally feel that its durability is actually quite low in 10th. I don’t run them at all in Hearthband but effectively ignoring cover will make its shooting a lot more reliable. More than that, being able to toe onto terrain and then shoot will make it great for getting the drop, depending on the layout.

Similarly, bikes are currently great but they get better for the same reason that the Hekaton gets better. The roll bar searchlight will be an autotake—even more so than it is now. I wonder if we’ll see a return to 6-man units given how good their shooting will be. I wonder if this will mean that bikes will become more mainline damage, rather than the uppy-downy action monkeys/screens that they are now. I currently run 3 units of 3.

These two units will be auto-takes, I think. The next will be less so but may be valuable.

Hearthguard will still be good and maybe a good anchor unit with their base 3+ BS. I am very curious about what happens to Hearthband because the extra AP will be less useful. It’s nice to effectively get dev wounds on marines without invulns. Re-rolling 1s will still be amazing though, given the impact of cover. Maybe it’s gone though? Hearthguard are also going to love the new melee rules.

Thunderkyn are not obvious to me though. I personally feel that right now they aren’t that useful even though many believe removing cover is necessary to making units like Hekatons viable. To me, the prop up units that don’t actually work that well so I don’t take them. At any rate, in 11th, removing cover will be important but how much? For instance, some currently use them to strip cover for 6-man Thunderkyn bricks. In 11th though, I think RAR that crits from conversion beamers won’t be affected by the -1 BS. A crit on a 4+ is a crit on a 4+. Correct me if you think I’m wrong. So, who else do you use them for if Hekatons/bikes ignore mods to hit? Sagitaurs? Warriors? Yaegirs? Steeljacks with Volkanites? For the first three, I don’t really think their job is to do much damage and I personally wouldn’t be able to justify bringing them to buff these. Maybe for Hearthguard? Steeljacks could benefit but also a big source of their damage is on overwatch which wouldn’t be affected by new cover, right?

Lastly, Steeljacks with plasma swords. I think, just as with Hearthguard, they are going to love the new melee rules. Also, given that they are three wounds a piece, they’ll be happy enough taking Hazardous checks out of vehicles or dropping out into melee. This could enhance the durability of a Hekaton, for instance.

Anyways, curious what you guys think. What will be strong, what will be sitting on the shelf at the start?

u/Marrdukk — 3 days ago

Removing models - Command Squad Clarification

Yarrick for attention.

So, how do the rules for removing models work with the command squads. Specifically, I want to know if I’m allowed to keep my special weapons alive for Tempestus scions when I start to take casualties. Do I have to remove the regular scions before I take away the models from the command squad since they are technically a bodyguard unit or can I remove the lasguns first?

Thanks for your help!

u/Marrdukk — 17 days ago