u/NoEngineer9484

▲ 12 r/slavestodarkness+1 crossposts

cannonade cogfort vs curstesteel battery shooting

a lot of chaos players like to include the cursesteel battery RoR to help the mainly melee armies of chaos (except skaven) to get some shooting in their list. i wanted to see how well the cogfort could be used as a gun platform compared to the artillery piece of the cursesteel battery.

the cogfort does a lot more damage but except the godbreaker cannon it is only 12 inches of range so you do have to get close with it to deal the max amount of damage it can. the artillery pieces could hang more back on the board and still shoot at max efficiency.

the cannonade cogfort is also of course 80 points more expensive and you don't get a wizard as an extra bonus.

u/NoEngineer9484 — 5 days ago

So custodes have their forge world units in the codex

This is a bit of hopium but this might indicate that we might still have our cerastus knights in 11th as at the start of 10th gw said that custodes and knights would keep their forgeworld models. So we know that custodes will still keep theirs we might keep our forgeworld models.

u/NoEngineer9484 — 6 days ago

RoR cogforts

credit to u/BaronLoyd for the leaks

so for the cogforts and it's transport isn't as powerful as we might have thought. the units are off the board so no hero phase buffs. can be 1 infantry hero and 1 non-reinforced infantry unit. have to be deployed outside of 9 inches of the enemy.

to be honest i think i like the shooting cogfort better as we can get some pretty good buffs like either reroll charges or +1 to charge, can't be shot and +1 to wound in melee. also the guns are pretty good on it when given an AoA

u/NoEngineer9484 — 7 days ago

cogforts leaks

so for the cogforts and it's transport isn't as powerful as we might have thought. the units are off the board so no pledges. can be 1 infantry hero (can be a daemon prince) and 1 non-reinforced infantry unit. have to be deployed outside of 9 inches of the enemy.

to be honest i think i like the shooting cogfort better as we can get some pretty good buffs like either reroll charges or +1 to charge, can't be shot and +1 to wound. also the guns are pretty good on it and from running the cursesteel battery i have noticed that s2d can really use some good shooting.

u/NoEngineer9484 — 7 days ago

armies most effected by removal of the SoG

so when the new yearly battlepack rolls for 2026/2027 around there is a high likelihood that that what we got in scourge of gyrhan update might be going away as that was only for the current 2025/2026 battlepack. somethings might stick around but not everything.

so i was wondering which armies would be most effected by the removal of SoG and why. which armies rely on those rules a lot to function right now.

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u/NoEngineer9484 — 7 days ago

land raider turret options

i like the land raider kit well enough but they look so flat on top so i thought to add a turret option. last picture is from petethewargamer and i think it looks dope.

but what turret would fit well. i do like the little tarantulas turret and give them the assault cannon. araknae looks a little too big and 4 autocannons isn't really an option for landraider. the gladiator reaper could also work well as shown by pete.

u/NoEngineer9484 — 10 days ago

So heavy got a buff and a nerf

So in the new csm faction focus they showed off the new rules for the heavy keyword. You get the bonus if you weren't set up on the board by either coming from reserve or disembarking from a transport, the unit is unengaged and hasn't moved more then 3 inches.

This is a buff mostly as you can move 3 inches now instead of having to stand still. So you can move behind some cover and next turn move 3 inches to the side and be able to shoot with the +1 to hit.

The nerf is that it doesn't work while engaged anymore so vehicles and monsters with big guns never tire can't compensate the -1 to hit from big guns never Tire with the +1 from heavy. This is of course assuming that BGNT still works the same.

Overall it is a bigger buff then nerf but i thought it was worth noting about having to be unengaged to get heavy

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u/NoEngineer9484 — 12 days ago
▲ 744 r/Grey_Knights+5 crossposts

psychic ignores modifiers to the hit roll and ballistic skill

at 3:16 they mentioned that psychic weapons ignore modifiers to the hit roll. giving it a buff. it don't know if this also includes ballistic skill modifiers.

they did say in the video at 3:32 that a model with psychic could ignore cover so i think it also ignores bs modifiers.

this could make psykers like grey knight or 1k sons perhaps a lot better with their psychic weapons.

Edit: this also is probably for weapon skill modifiers but there aren't that much in the game.

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u/Khill24 — 12 days ago