u/Stylish_Yeoman
Is Retcad just the real Montka under a different name?
Now I'll preface this by saying that I don't want this but I'm just calling it like (I think) I see it.
I don't know about you guys but to me it really feels like Retaliation Cadre is much more of a "Killing Blow" than the actual Montka is. In lore, Montka is a very effective but risky plan that if pulled off well leads to quick and decisive victory. It's planned meticulously and if something doesn't go to plan, it's called off. If the pre-requistes fall through but the plan continues anyways then shit's gonna get real bad (see the beginning of Elemental Council).
Montka's detachments/strats/enhancements are all focused moving up the board to the objectives quickly, but there's nothing there that rewards you for actually being aggressive or risky. You don't gain or lose anything from Montka from being 6" away or 48" away from your target. It allows you to close the distance but it doesn't really reward you for it. Not to say Montka isn't good, it very much is, I'm just talking about theme here.
Retcad though, the whole rule literally doesn't work 12.1" away from a target. You HAVE to be risky. You HAVE to commit. And the strats and enhancements support that risky play a lot more:
Internal Grenade Racks - Have to have moved overtop the enemy, which probably means you started and ended your movement phase about 5-6" away from an enemy.
Fail-Safe Detonator - Only does anything if an enemy is within 6" of you when you die.
The Shortened Blade - Getting even closer than normal when deepstriking.
Mr. Montka himself (Farsight) ability only works if you're within 9".
To me it just seems like they realized Retcad was what Montka should actually be so they've given it Purge and 3DP to match that. Why is Montka still 3DP then? Fuckin beats me, but that's my thoughts.
Is anyone magnetizing Coldstar/Enforcer Commander?
I'm building my commander from the combat patrol and while I'm definitely going to magnetize the weapons, I'm still deciding about the armor plate/jetpack. Main thing is that theres so many little fins for the Coldstar but seem like would be overkill to try and magnetize. So do most people just do the jetpack? Or the front plate?
Only reason I dont just build the Coldstar is to future-proof running one of each in the future. Id want to be able to remind myself which one is attached to which squad without checking my list. If they're both built like Coldstars I'd end up moving both 12" and probably forgetting to use the AP-1 from the Enforcer.
No, go on, bunch up all those "hidden" infantry on the objectives
Getting only one strat feels like getting $1 in someone's will. We thought about you, we just don't like you
Predictions for wargear points cost from someone who never played anything other than 10th edition
As the title says, I started playing 40k back in November so while I've heard and seen some stuff about what wargear points used to look like, I never experienced it first hand while list building. I still thought it'd be fun to speculate on a game-design standpoint though. This is also a way for me to pick the more veteran community members brains about what they think too.
My assumptions for this are that they'll only mess with points (initially anyways) for things that are currently auto-include. Anything that many players will take and many won't, in my mind will be left as is for now. Like Pathfinder weapons, you see plenty of tournament lists on goonhammer that have all 3 squads with rails, or all 3 with ions, or a mix. My impression is that they're looking to use point cost for wargear pretty sparingly. So here's some of my predictions:
Riptide (165 points (from 200))
- Burst Cannon (Free)
- Ion Accelerator (35 Points)
Broadside (65 points (from 80))
- Missiles (Free)
- Railgun (15 Points)
Hammerhead (115 points (from 145))
- Ion Cannon (Free)
- Railgun (30 Points)
Pathfinder Team (80 points (from 90)
- Pulse Accelerator Drone (Free)
- Grav-Inhibitor Drone (+5 points)
- Recon Drone (+10 points)
Guardian Drone for Breachers/Strike Team (+5 points)
Seeker Missiles on anything (+5 points per missile)
Cyclic Ion Blaster for battlesuit Commanders (+10 points)
High-Output Burst Cannon for Coldstar Commander (+5 points)
Very interested to hear other people's thoughts! Please tell me why I'm absolutely brain-dead in my takes or how it's stupid to speculate about these things or what my IP/home address is down below!
Has anyone else come across a bug like this before?
Obviously I'm running a big list of mods while on an unstable branch so I can't be mad that I run into something like this. But what's baffling me is that I can't seem to find anyone else who's run into this. Not all deer are like this to be clear, it seems like it'll spawn them in and some will be screwed up and stay behind while the normal ones will scatter because of the noise of my car before I actually see them. When I hunt on foot, I do find normal deer. Also pigs, chickens, horses, and cows seem to be completely normal. I also started a new save and in limited looking, none of the deer I found were folded. I'll put my mod list in a comment.
Tips for magentizing crisis suits/Riptide? Or just in general?
Built my first model a few months ago and got ahold of a combat patrol box along with the Farsight box. I know I want to magnetize them so I did some research, watched some videos, and got some tools for it.
- Tamiya Pin Vise/Bits
- Loctite Ultra Gel Control Super Glue
- Magnet Baron 3x2mm and 2x1mm
I guess I just want to make sure there’s nothing im missing before going into it. All the videos I watched for Tau stuff assumed you already had some knowledge about magnetizing, so I dont want to make any kind of rookie mistake.
I got a weird extra sprew in the Combat Patrol box by mistake, does anyone know what this is for?
Been looking a lot into the (seemingly) lesser used datasheets I've found a few that feel like they're cooler or more useful than people give them credit for. Barbgaunts being the one that stands out the most.
Be warned though, if you comment something like Biovore or Exocrine and try to pass it off as underrated, I will point and laugh at you
Haha funny 270 kroot hounds meme aside, I'm curious why I'm not seeing more people take them? Their stats are pretty bad but if 10e is all about move blocking like a lot of people have said, I'd think the 7" scout, 12" move, advance and charge at 40 points would be good right? Locking down either some infiltrators or preventing someone from leaving their deployment zone turn 1. Especially if there was a Land Raider or something with a huge block of Bladeguard vets in it, you could completely shut down their first turn right?
I'm sure there's a good reason why nobody does, obviously I'm not the first person to realize this.
I'm trying to make a visual guide for myself to help better understand the purposes of each weapon in the arsenal but I've hit a snag trying to figure out which types of units are the common. After I filled out the categories I made, I realized I've accounted for just about every toughness level so I could use some advice to narrow it down to just the ones you'd expect to face the most. I'm also fairly new so it's possible my assessments of the categories themselves aren't accurate. Here's the categories I made:
Chaff - T3, 5+, 1W (Guardsmen, Tyranid Gaunts, Aeldari Guardians, Tau Strike Team, Corsair Voidreavers, Chaos Cultists)
Marines - T4, 3+, 2W (SM Intercessors, Tau Stealth Battlesuits, Tyranid Barbgaunts, Attilan Rough Riders, Admec Hastarii)
Elites - T5, 3+, 4++, 3-4W (SM Terminators, Votaan Einhyr Hearthguard, Tyranid Zoanthrope, Tau Sunforge Crisis Suits)
Juggernauts - T6, 3+, 3-5W (Ork Meganobz, Tyranid Biovore, SM Aggressors, Chaos Possessed, Aeldari Wraithguard, Necron Skorpekh Destroyers, Votaan Ironkin)
Scout/Light Vehicle - T7, 4+, 7W (Tau Piranha, Guard Scout Sentinel, Ork Squighog Boyz, Votaan Kapricus Defenders, Drukari Talos, Admech Sydonian Dragoons)
Transport/Vehicle - T9, 3+, 11-14W (Guard Chimera, Admech Skorpius, Tau Riptide, Aeldari Wave Serpant, SM Impulsor, Knight Armiger)
Light Tank T10, 3+, 11-14W (Tau Hammerhead Gunship, Admech Skorpius Disintegrator, SM Dreadnought, Sisters Castigator, Tyranid Trygon, Chaos Forgefiend)
Main Battle Tank - T11, 3+, 13-18W (Tryanid Haruspex, Guard Leman Russ, Chaos Soul Grinder, Custodian Caladius Grav-tank, Necron C'tan Shard, Chaos Defiler)
Heavy Tank - 12, 2+, 16-20W (Guard Rogal Dorn, SM Land Raider, Tyranid Tyrannofex, Votaan Hekaton Land Fortress, Ork Morkanaut, Aeldari Wraithknight)
Colossus - T13, 2+, 24-30W (Necron Obelisk, Guard Baneblade, Tau'nar Supremacy, Acastus Knight, Ork Gargantuan Squiggoth, Aeldari Revenant Titan)
Obviously when it comes to wounds, saves there's examples of slightly more or slightly less but I wanted to get a rough estimation that's still somewhat accurate. There's also things like invuls which completely depend on the faction (other than elites). Would appreciate thoughts and feedback!
The sprues are all very similar so I highlighted the section that I've been using to tell them apart. I did so much checking back and forth but its GW that's wrong right? It's not that there's a mysterious 3rd sprue that just came into existence? Am I insane?
We know that you'll have 3 detachment points when list building and all existing detachments will be useable and assigned a points value. They've also mentioned adding in a ton of new (or rewritten) detachments. Obviously we're not going to end up with 20 new detachments, but considering how only one of our current detachments feels like a narrowly focused 1 point detachment (Kroot Hunting Pack), I feel like the new ones we get will be 1 pointers.
What's your guess for how many points each of our detachments will be? My guess is;
Kauyon/Montka - 3 Points
Experimental/Auxiliary/Retaliation Cadre - 2 Points
Kroot Hunting Pack - 1 Point
If that ends up being the case, we'll need new 1 point detachments so that Kroot isn't forced to always be the gap filler. A lot of people have talked about a Stealthsuit/Ghostkeel detachment which could fit in nicely. Something focused on non-aux infantry feels very possible as well as a detachment that focuses on heavy firepower like the Hammerhead/Stormsurge/Skyray. Thoughts?