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Looking at the Blood Angels FAQ, I've decided I'll probably wait on moving to 7th edition until they get their next Codex. Unless 8th edition is out by then. And if they don't get their unique powers then, I'll just add the word "Blood" to other powers. Bloody Prescience, Sanguine Arm, Smite (But with blood somehow).
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# ? May 27, 2014 18:19 |
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# ? May 10, 2024 06:00 |
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ThNextGreenLantern posted:Looking at the Blood Angels FAQ, I've decided I'll probably wait on moving to 7th edition until they get their next Codex. Unless 8th edition is out by then. And if they don't get their unique powers then, I'll just add the word "Blood" to other powers. Bloody Prescience, Sanguine Arm, Smite (But with blood somehow). Hemo-smite
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# ? May 27, 2014 18:20 |
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So if I'm reading this right, my Unbound Dark Eldar would be able to shove a Shadowseer into every raider and as long as I stay 25" or further away from everyone they can't do a drat thing to me?
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# ? May 27, 2014 18:23 |
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AbusePuppy posted:"HEY. HEY PUNY HUMAN. I CHALLENGE YOU TO SINGLE COMBAT. JUST YOU, ME, AND A ROBOT THE SIZE OF A SKYSCRAPER." Edit:
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# ? May 27, 2014 18:30 |
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Ha ha ha, why would you EVER take those? Knock 100 points off the price and we'll talk. EDIT: Are there a bunch of bomb as special rules? Even so 230 points holy crap.
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# ? May 27, 2014 18:37 |
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Is it just me or did Sisters not even get an FAQ?
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# ? May 27, 2014 18:42 |
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It's an AV13 5HP vehicle. What should it be priced at? It's not good but it's 230 points for something your opponent needs to shoot at.
A 50S RAYGUN fucked around with this message at 18:44 on May 27, 2014 |
# ? May 27, 2014 18:42 |
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I'm disappointed that the Klaw of Gork (or possibly Mork) on the Morkanaut isn't called the Klaw of Mork (or possibly Gork).
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# ? May 27, 2014 18:43 |
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Squifferific posted:I'm disappointed that the Klaw of Gork (or possibly Mork) on the Morkanaut isn't called the Klaw of Mork (or possibly Gork). I was looking for this too.
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# ? May 27, 2014 18:44 |
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Hencoe posted:Is it just me or did Sisters not even get an FAQ? I keep checking and double checking, but yeah. Looks like they flat out forgot they exist? Whoops?
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# ? May 27, 2014 18:46 |
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CyberLord XP posted:Ha ha ha, why would you EVER take those? Knock 100 points off the price and we'll talk. For comparison an Ironclad Dreadnought with similar armor, 3HP, no transport capacity, and far less guns is 155pts base. It's not bad for its points and it's a nice model but damned if I'd buy one at the price its going for.
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# ? May 27, 2014 18:47 |
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Hencoe posted:Is it just me or did Sisters not even get an FAQ? I think the digital stuff gets the FAQs baked in, so you have to redownload it. Sorry pirateailures. CyberLord XP posted:Ha ha ha, why would you EVER take those? Knock 100 points off the price and we'll talk. That's what we all said about the Wraithknight.
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# ? May 27, 2014 18:50 |
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I hope it can carry Kanz
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# ? May 27, 2014 18:54 |
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MasterSlowPoke posted:That's what we all said about the Wraithknight. I seem to recall it not being "Nobody will take those", rather "Nobody will ever buy those" because of the obscene price
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# ? May 27, 2014 18:56 |
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I'm sure we probably already discussed this, but I'm kind of upset with the Seventh Edition rulebook set. If they were going to charge me $85 for a rulebook, a so-called modeling book with no actual information on how to model or paint, and a fluff book with little to no new fluff (not even as in "the story has advanced", more like cool little short stories), I would rather have just gotten the updated Dark Vengeance set. At least then I would have gotten models.
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# ? May 27, 2014 18:57 |
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CyberLord XP posted:Ha ha ha, why would you EVER take those? Knock 100 points off the price and we'll talk. What you don't want a walker that can deliver 6 whole boyz provided it can lumber across the field with out getting glanced to death? If it is some kind of drop pod, then maybe they aren't garbage, but the point costs are still way too high.
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# ? May 27, 2014 19:00 |
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Indolent Bastard posted:What you don't want a walker that can deliver 6 whole boyz provided it can lumber across the field with out getting glanced to death? Yes its a good thing they don't have units like Burna Boyz to drop 5+ flaming templates after popping out of their laser-shooting death machine.
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# ? May 27, 2014 19:03 |
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So Daemon of Tzeentch didn't get updated, which is a bummer, but you can now take an Exalted Flamer on foot! It can't buy any gifts, and it is inexplicably Infantry, and not Jump Infantry like all other Flamers, but it comes with the D3 Lascannon and AP3 Torrent for free. I think they might be alright to take, if you aren't going all in on Psyker dice - sit them with some Horrors moving up for protection, let the Horrors fling magic at something, and then either zap a tank or burn out some troops. Not saying it will be competitive, but it is a cool little unit.
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# ? May 27, 2014 19:04 |
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MasterSlowPoke posted:I think the digital stuff gets the FAQs baked in, so you have to redownload it. Sorry pirateailures. This, plus like zero resale value and space saving might make me just buy digital versions instead.
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# ? May 27, 2014 19:04 |
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MasterSlowPoke posted:I think the digital stuff gets the FAQs baked in, so you have to redownload it. Sorry pirateailures. Makes sense, friend of mine was like "what the poo poo, did I just not get an FAQ" lets mix in some content, 30k is awesome and the angry tractors look like they will be a blast to build if they ever get here. Still a WIP, but I wish I didnt have the painting ability of a 6 year old finger painter.
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# ? May 27, 2014 19:05 |
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Transport capacity: 6 Orks aren't gonna do poo poo. Maybe you could do some silly stuff with Burnas/Lootas and take a mek or two to let it live longer but without it being an assault vehicle and having no access points the guys inside it are pretty worthless. Plus it's a walker so it's the slowest transport ever. Guns: It either is shooting crappy anti-armor stuff or slightly less crappy anti-infantry. It's BS2. That awesome gatling gun is heavy 3d6? So an average of 3 or 4 hits per turn. Hot drat! I like the 13 armor and 5 HP, but it's just not good at anything. No one gives a poo poo about Orks doing massed STR 6 AP 4 shooting because they already have massed STR 7 AP 4 shooting.
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# ? May 27, 2014 19:07 |
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I wouldn't get too bent out of shape about these. They've got 5 hull points and a mess of guns with a big close combat weapon of some kind, and Rampage gives it +D3 attacks if it's outnumbered in close combat. The small carrying capacity seems to be more for getting a small squad of specialists somewhere (like Burnas) without getting shot to pieces immediately. It does everything at once, potentially none of it well, and we could see some very, very cool conversions coming out of the kit. Seems pretty Orky to me.
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# ? May 27, 2014 19:08 |
Arbite posted:So if I'm reading this right, my Unbound Dark Eldar would be able to shove a Shadowseer into every raider and as long as I stay 25" or further away from everyone they can't do a drat thing to me? Not without some work. First of all, Unbound doesn't free you from the unit rules. You can't buy Shadowseers by themselves, you'll have to buy Harlequin squads then pay for the Shadowseer upgrade. So you're looking at 120 points for each bare-bones Harlequin + Shadowseer squad. Second problem, Raiders and Venoms are Dedicated Transports that Harlequins can't get for themselves. So you'd have to buy a bunch of Warriors (45 a pop for a nearly useless 5 man Warrior Squad) and then the Raider itself (60 for a wargearless one). Third problem, since it's a Dedicated Transport only the Warrior squad that bought it in the first place can start the game deployed in it. You'll have to spend your first turn loading your Harlies into your Raiders and if you don't go first there's a good chance a lot of those Raiders are going to get blown off the board before your Harlies can get into it. If you get first turn, all is well, you can load up happily but then... ...the fourth problem is that you've spent 225 points to get a single Dark Lance or Disintegrator that, yes, will be hard to kill. In an 1850 point game you can buy eight Harlie/Raider teams with forty nearly useless Warrior squads to try and draw fire and rush Objectives. I guess it could work, maybe, but I don't think it's exactly game-breaking the way the Tzeentch Daemon army is. Here's how I'd do it at 1850 if I was dedicated to the tactic. Harlequins x5 (90) w/ Shadowseer (30) Kabalite Warriors x5 (45) w/ Dark Lance (25) Raider w/ Disintegrator (60) That's 250 per grouping. Buy seven of them for 1750. Use your Dark Lance Warriors as tank and MC hunters, while your Invinco-Raiders gang up on infantry, especially ones on Objectives. Twenty-one shots per turn of S5 AP2 will have an effect even if cover soaks a lot of it. You'll have 100 points left, maybe buy a Talos to draw fire away from your Warriors or something. Or whatever else you like for 100 points. So yeah, you could do this in an Unbound army but you'll be vulnerable if you don't get first turn, and large or fast armies will probably be able to get within Raider killing range some of the time anyhow. Twenty-one hard to kill Disintegrator shots per turn with seven Dark Lances backing them up is pretty mean, but is it mean enough to deal with some of the other ridiculousness that'll you'll face in Unbound? I have my doubts.
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# ? May 27, 2014 19:08 |
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Did Blood Angel vehicles just lose the Fast rule from this FAQ? It's not listed for anything but the Land Speeder and Baal Predator. No points cost reduction either, so are they paying for nothing now?
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# ? May 27, 2014 19:11 |
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Squifferific posted:It does everything at once, potentially none of it well, and we could see some very, very cool conversions coming out of the kit. Oh I'm with you on conversions and I like the model, I just think it is way underpowered for the price/points.
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# ? May 27, 2014 19:12 |
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SUPER NEAT TOY posted:It's an AV13 5HP vehicle. What should it be priced at? It's not good but it's 230 points for something your opponent needs to shoot at. Eh. Its offensive capability is pretty mediocre, and unlike a Knight it doesn't have immunity to exploding or the rest of the damage table, nor does it get the other benefits of being a virtual superheavy. It's a LOT of points to ask for a walker with middling protection and no obvious strong points. It only moves 6", yeah? They don't really have any reason to worry about it until turn 3-4 at the earliest, and some armies can just ignore it the whole game. Color me unimpressed. I mean, hell, it loses a fight to most walkers pretty badly- a Maulerfiend crushes it pretty hilariously, DC Dreads paste it, even a couple Helbrutes will drag it down with relative ease. I just don't really see it being good at anything- it's moderately tough, but not THAT tough at the end of the day. PierreTheMime posted:For comparison an Ironclad Dreadnought with similar armor, 3HP, no transport capacity, and far less guns is 155pts base. It's not bad for its points and it's a nice model but damned if I'd buy one at the price its going for. The Ironclad is a pretty awful comparison, though, because Ironclads are in no way good this edition nor last edition and only marginally even the edition before that. MasterSlowPoke posted:That's what we all said about the Wraithknight. I am still of the feeling that the Wraithknight is a decent, but not amazing, unit. It's strength is being immune to a bunch of the usual weapons people bring these days (like Autocannons and such)- when they have to face off against poison, Missile spam, other combat MCs and characters, etc, they actually fold up pretty quickly. It's just that it's fast enough if you don't have the weapons to handle it, it is a problem RIGHT AWAY. That is not at all true for the 'Nauts, which are gonna have to spend a number of turns waddling up the field before they really affect anything. We'll see how it plays out with the new Ork book and all; maybe there will be some unit that you can transport in it that will be a big deal. Burna Boyz are okay, but unlike a Battlewagon you're not actually getting them there particularly quickly.
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# ? May 27, 2014 19:15 |
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jng2058 posted:I have my doubts. Asdrubael Vect and his 200 point Raider. Maximum point sink, but at least it's a dedicated transport that only specifies it has to have Vect and "nine other" models in it. And is also allround AV 13 open-topped and has three dark lances, so just load up the meltas and that one not-Dark-Reaper guy too while you're buying the harlequins. Of course, since you can't use the Shadowseer's power at all while in a vehicle on account of it being a blessing, it's all moot.
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# ? May 27, 2014 19:20 |
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A little bit of WD Ork leakage: Indolent Bastard fucked around with this message at 20:09 on May 27, 2014 |
# ? May 27, 2014 20:02 |
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CyberLord XP posted:Transport capacity: 6 Orks aren't gonna do poo poo. Maybe you could do some silly stuff with Burnas/Lootas and take a mek or two to let it live longer but without it being an assault vehicle and having no access points the guys inside it are pretty worthless. Plus it's a walker so it's the slowest transport ever. I see people sticking 6 burnaz in the Morkanaut, 3 of which are meks, as well as take the KFF and grot riggers so it's sporting a 5+ invuln, IWND, and repairs immobilized/weapon destroyed on a 4+ up to 3 times. It's not necessarily GOOD, mind you. Actually, looking at Lootas/Burnaz, it'd be kind of cool if a lot more Ork units could take a mek or two for free. Like even just plain ol' Shoota/Slugga Boyz.
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# ? May 27, 2014 20:05 |
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I kinda want to paint one, but it's pretty whatever rules-wise. Definitely not an army centerpiece.
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# ? May 27, 2014 20:06 |
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Slimnoid posted:I see people sticking 6 burnaz in the Morkanaut, 3 of which are meks, as well as take the KFF and grot riggers so it's sporting a 5+ invuln, IWND, and repairs immobilized/weapon destroyed on a 4+ up to 3 times. It's not necessarily GOOD, mind you. I liked this idea too, then I realized that it's now costing 390 points for a REALLY tough model that is still slow and weak offensively.
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# ? May 27, 2014 20:15 |
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Slimnoid posted:I see people sticking 6 burnaz in the Morkanaut, 3 of which are meks, as well as take the KFF and grot riggers so it's sporting a 5+ invuln, IWND, and repairs immobilized/weapon destroyed on a 4+ up to 3 times. It's not necessarily GOOD, mind you. Yeah, I see it carrying either a small burna squad or a small tankbusta squad. The transport capacity is just gravy on top of a big pile of guns in a fairly tough chassis. It's not great, but it is cool, and it looks the centerpiece part even if it doesn't necessarily play it. My ork playing buddy is pretty psyched about it. I think the IA9 Mek list lets you take meks as regular squad leaders IIRC.
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# ? May 27, 2014 20:16 |
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Spanner boyz can take a mek squad leader but they can't get a nob .
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# ? May 27, 2014 20:19 |
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CyberLord XP posted:I liked this idea too, then I realized that it's now costing 390 points for a REALLY tough model that is still slow and weak offensively. That's why I said it wasn't very good Hm. Maybe Orks will get their own disciplines, and one of them might boost vehicles. Maybe giving walkers extra speed? That'd be pretty orky. Actually wait, they get Daemonology. Stick a Wyrdboy in there and hope you roll Gate of Infinity.
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# ? May 27, 2014 20:20 |
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Slimnoid posted:Actually wait, they get Daemonology. Stick a Wyrdboy in there and hope you roll Gate of Infinity. Is this a thing? Does GoI move transports too?
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# ? May 27, 2014 20:22 |
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Is it me or are these completely at odds with the psychic discipline access table listed in the BRB? Can Lords of Change pick powers from every discipline but sanctic daemonology or are they limited to Tzeentch, Divination and Daemonology? Can Sorcerers take Divination and Force? Can anyone in the CSM book take Telekinesis powers at all? Also, it seems that you don't even need to be a primary detachment to get 4 heralds per HQ slot of daemons. So allies can grab 4 heralds of Tzeentch...and daemons can ally with themselves to get 12 heralds going. Sephyr fucked around with this message at 20:27 on May 27, 2014 |
# ? May 27, 2014 20:25 |
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Hah, look at this goony fellow: http://www.games-workshop.com/en-GB/Citadel-Dry-Paint-Set
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# ? May 27, 2014 20:25 |
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The Eldar FAQ states that Psychic Pilots can generate powers from Daemononology in addition to the spell listed in their army entry. How does that work? It's ML1 so surely it doesn't get any additional spells?
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# ? May 27, 2014 20:26 |
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CyberLord XP posted:Is this a thing? Does GoI move transports too? It does provided they aren't Zooming or Swooping. But that is a big points cost and a whole bunch of finger crossing to get that little trick to work.
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# ? May 27, 2014 20:32 |
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# ? May 10, 2024 06:00 |
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Its not a good transport, its not very shooty, its not very stompy. But it looks cool. Job done. Who plays Orks to win? Who plays 40k to win? Who plays 40k?
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# ? May 27, 2014 20:34 |