What unit has the highest damage possible on average in Tsons?
I'm curious if you include detachment and stratagem buffs into an ideal target what unit has the highest damage on average in our army?
I'm curious if you include detachment and stratagem buffs into an ideal target what unit has the highest damage on average in our army?
Just wanted to let everyone know that there’s a flock camera on the left side of the Sandburg dorms pointing directly at the dorms half circle drop off area/bus stops.
Just know if you, your parents, friends go to Sandburg you and they are now in the system and let’s hope no cop decides he’s a little interested in a college girl that lives In the dorms.
Not like Milwaukee cops have a history of abusing these right? Oh wait....
Just wanted to let everyone know that there’s a flock camera on the left side of the Sandburg dorms pointing directly at the dorms half circle drop off area/bus stops.
Just know if you, your parents, friends go to Sandburg you and they are now in the system and let’s hope no cop decides he’s a little interested in a college girl that lives In the dorms.
Not like Milwaukee cops have a history of abusing these right? Oh wait…
Eat my bolts (1,995 Points)
Thousand Sons
Changehost of Deceit and Ritual of Regeneration (3 Detachment Points)
Reconnaissance
Strike Force (2,000 Points)
CHARACTERS
Infernal Master (105 Points)
• 1x Fires of the Abyss
• 1x Force weapon
• 1x Inferno bolt pistol
• Enhancements: Nethershriek Mind-Eater
Kairos Fateweaver (305 Points)
• 1x Infernal Gateway
• 1x Staff of Tomorrow
Lord of Change (335 Points)
• 1x Bolt of Change
• 1x Staff of Tzeentch
• Enhancements: Duplicitous Malediction
Sorcerer (85 Points)
• Warlord
• 1x Force weapon
• 1x Inferno bolt pistol
• 1x Pandaemonic Delusion
Tzaangor Shaman (65 Points)
• 1x Baleful Devolution
• 1x Force stave
BATTLELINE
Rubric Marines (100 Points)
• 1x Aspiring Sorcerer
◦ 1x Force weapon
◦ 1x Inferno bolt pistol
◦ 1x Malefic Curse
• 4x Rubric Marine
◦ 4x Close combat weapon
◦ 1x Icon of Flame
◦ 3x Inferno boltgun
◦ 1x Soulreaper cannon
Rubric Marines (100 Points)
• 1x Aspiring Sorcerer
◦ 1x Force weapon
◦ 1x Inferno bolt pistol
◦ 1x Malefic Curse
• 4x Rubric Marine
◦ 4x Close combat weapon
◦ 4x Inferno boltgun
DEDICATED TRANSPORTS
Chaos Rhino (80 Points)
• 1x Armoured tracks
• 1x Inferno combi-bolter
OTHER DATASHEETS
Chaos Spawn (65 Points)
• 2x Chaos Spawn
◦ 2x Hideous mutations
Flamers (130 Points)
• 1x Pyrocaster
◦ 1x Flamer mouths
◦ 1x Flickering flames
• 5x Flamer
◦ 5x Flamer mouths
◦ 5x Flickering flames
Flamers (65 Points)
• 1x Pyrocaster
◦ 1x Flamer mouths
◦ 1x Flickering flames
• 2x Flamer
◦ 2x Flamer mouths
◦ 2x Flickering flames
Flamers (130 Points)
• 1x Pyrocaster
◦ 1x Flamer mouths
◦ 1x Flickering flames
• 5x Flamer
◦ 5x Flamer mouths
◦ 5x Flickering flames
Mutalith Vortex Beast (170 Points)
• 1x Betentacled maw
• 1x Mutalith claws
• 1x Warp vortex
Tzaangor Enlightened with Fatecaster Greatbows (110 Points)
• 1x Aviarch
◦ 1x Close combat weapon
◦ 1x Fatecaster greatbow
• 5x Enlightened
◦ 5x Close combat weapon
◦ 5x Fatecaster greatbow
Tzaangors (75 Points)
• 1x Twistbray
◦ 1x Tzaangor blades
• 9x Tzaangor
◦ 9x Tzaangor blades
Tzaangors (75 Points)
• 1x Twistbray
◦ 1x Tzaangor blades
• 9x Tzaangor
◦ 9x Tzaangor blades
Exported with App Version: v2.4.0 (1), Data Version: v925
I haven’t seen anyone really play this detachment but I think it looks really cool!
I’m making this post to both spread the word about this combo but also to see if it’s actually legal and to give GW suggestions to nerf it if they feel the need, but not outright remove it(assuming it’s allowed to begin with)
So recently I was watching Exalted 40k’s new video where the top global World Eaters player, Dean, was a guest. He mentioned that due to the new wording of the disciple of Khorne enhancement, you can now give Berzerkers and eightbound who are attached to the LoJ the Blood Legions keyword! Giving them access to the Blood Tithe rules and allows them to be targets for the Stratagems that affect daemons, such as murder call and the uppy downy.
According to Dean, he’s talked to many TOs, and they agree that this is currently how it works, intentionally or not.
Part of the reason this is so strong is that you can give a 20-man blob a 4+ invul, deep strike, feel no pain against mortals, heal D6 infantry models, lance, and uppy downy.
These are the reasons I found why it’s currently legal:
1: Taking Dean at his word; multiple TOS agree with this wording
2: Rule 19.03(shortened): An attached unit has all of the keywords of all its component units(characters). This rule specifies that, for the sake of targeting purposes, if the unit contains a keyword, then that keyword is effective for the whole unit, from what I understand.
Why I think this is fine and won't completely break the game or world eaters as a whole:
1(Other Chaos factions can do this easier): My other army is T Sons, they can do a very similar reanimation and 4+ invul combo using Ritual of Regen + Curse of Life + an Exalted sorcerer. They can have a unit with a 4+ invul and the chance to regenerate 6 models in the unit (D3 wounds from the detachment rule, an additional 3 wounds automatically from enhancement + 2 models from the Exalted sorcerer's ability). They can also have up to 3 of these units granted; only 1 can take the enhancement, but to add to the strength, the disposition is take and hold, and it's only a 1DP detachment. Whereas world eaters can do this with 1 unit, need to jump through hoops to get the 4+ invul, and must spend a CP to resurrect models with 1 D6, which is much more likely to whiff than, like, 3 D3 heals with passive 4+ invul.
Nerf, not remove idea
I think if GW wanted to continue to allow this but wanted to nerf it for some reason, you'd just change the Daemon tide strat to heal D6 wounds instead of returning D6 models, which you can only do if your within 6 of another World Eater unit and you have a CP anyway.
PLEASE GW DON'T FAQ THIS; IT'S SO COOL AND BREATHES NEW LIFE INTO DAEMONKIN!
Given our current, not-so-great state, and after looking through other codices, was the restriction preventing Goretrack and Brazen really necessary?
It seems like they only did it because someone decided there had to be at least one restriction per Index so people would get used to them.
If the concern was that nobody would play the other detachments and would only play this combo, who cares? We already do that with Bloodwind. At least this would be two detachments that actually have synergy!
When I first saw the release of our Index, I almost immediately realized we had no truly cool or synergistic combinations. Most of our rules feel additive rather than complementary.
Having detachment restrictions just for the sake of having them, in an Index with maybe four playable detachments and one that clearly outshines all the others, is crazy.
I'm really disappointed with how we were balanced. When we got our codex, I had waited the entirety of 10th Edition for something that would make us feel cool or flavorful. But as more melee armies were released, it became clear that GW wasn't going to give us the same level of attention. So I held onto hope for 11th Edition, but when our 11th Edition rules were revealed, all we got were nerfs.
If I had to summarize the World Eaters timeline:
Flavorful, strong, and fun at the start of 10th Edition, with a very strong faction identity → Codex release happens, and we lose almost all of that identity, relying on non-World Eaters units to get by because our core units were heavily nerfed → Fast forward through a very boring 10th Edition from a World Eaters balance perspective → Now we're still using non-World Eaters units to compensate for the fact that many of our units simply aren't very good (Defiler spam).
Hell, our Battleline is still priced around a rule that used to be strong before it got nerfed three different times, and now it's arguably more of a detriment because of the new fight-order rules.
Let's hope the next balance slate brings us back to a playable state, but honestly, I'm getting tired of saying that.
Since the aura ignores modifiers to the movement does that mean Angron can fly through stuff without a movement penalty?
My budget is around $1000 this is being sold for $950
The guy built this out of leftover parts after upgrading his current pc so it’s built from scratch with new fans and hasn’t been used. It does have a glass cover for the case just not in this picture.
Specs:
CPU: Intel Core i9-10900K
GPU: ASUS Prime RTX 5060
RAM: 32GB G.Skill Trident RGB DDR4 3600MHz
Storage: 500GB Samsung SSD
Power Supply: EVGA SuperNOVA G3 1000W PSU
Case: Fractal Design North XL
WiFi/Bluetooth: TP-Link BE9300 PCle WiFi 7 Card with Bluetooth 5.4
Operating System: Activated Windows 11 Pro
Mother board: MSI Z490 a pro
I think the only thing I’d upgrade is the SSD but that can be put off for a bit
I’m making a Khorne-only build (Be’lakor is an exception) using Daemonic Incursion. I’ve never used this detachment before, as I only have about six games with my Daemons under my belt, entirely Blood Legion, and one game with Shadow Legion.
Here’s the list. I’ll add my game plan underneath it, along with some other questions. I’ve also included reasons why I didn’t bring some models you might be expecting.
Characters:
I opted not to bring a Bloodthirster because he’s just too fragile and awkward to use on a real table, as well as being very swingy overall. I’d rather trade a few more points for Be’lakor.
I also did not bring any Skullmasters for the two units of six Bloodcrushers. This is because they’re 100 points each for basically no benefit, but feel free to challenge this ,this is the first list I’ve made without them.
1× Be’lakor
2× Rendmasters
1× Skarbrand
1× Skulltaker (attached to Bloodletters)
Battleline:
1× Bloodletters (for Skulltaker)
Mounted:
2× 6 Bloodcrushers (these guys are my favorite)
Scoring:
3× 5 Flesh Hounds (best scoring)
My goal with Daemonic Incursion is to utilize the 6-inch deep strike as effectively as possible (I’m not entirely sure how to do this, so I’d appreciate some advice). However, I’m having a hard time seeing how this rule can be used more than once per unit, which is making me lean more toward Shadow Legion, since the Advance and Charge is always usable and can be used multiple times.
My game plan is to essentially turn Be’lakor and Skarbrand into daemon bombs by running them up the board and deep striking into their auras with Bloodcrushers, Rendmasters, and maybe Skulltaker, while my Flesh Hounds focus on scoring. The problem I’m running into is what to do after this. Due to Khorne being very squishy, I can see myself doing this and then immediately losing all my units on the clapback. I was hoping Be’lakor’s Lone Operative aura could help with this a bit.