|
necroid posted:Hello, does anyone have or can anyone take good clean pics of an ork's mini from the front and the side? I need them for reference for the proportions and the posture for a personal project.
|
# ? Oct 2, 2014 13:42 |
|
|
# ? Jun 10, 2024 11:34 |
|
Thanks I eventually screencapped the models from the DoW2 multiplayer character selection, the ork minis always look like they've got hyperlordosis.
|
# ? Oct 2, 2014 15:13 |
|
Ghost Hand, do your Forgeworld friends know what's up with Warhammer Forge? Is it truly dead/dying as it is being reported?
|
# ? Oct 2, 2014 15:54 |
|
Deldar leaks. HQ Haywire grenades only for characters No vect Archon armour 5+, no ap2 board or bike, only boosts PfP turn number when fielded in the new DE detachment which also grants 5+ cover save for Troops and 6+ cover save for everything else on the first turn but only if Night Fight Succubus has option of AP2 weapon Hemie: 70, +1 to the pfp turn if there is a heamie in the unit. Drahzar: 190, EW, Rampage, +1A for every 6 to wound, Incubi get +1 WS if Drahzar is in the unit. Lilith: 150, Rampage, No armour saves agaist her close combat attacks, rerolls to hit and to wound in close combat Court: Llamean 10, Ur ghul 15, Medusae 25, Sslyth 25 Units Haywire grenades only for characters Harlequins are gone from the codex Scourges: 16 points each, 4 weapons allowed Incubi: 20 points, ap 2 init order, no grenades no upgrade powers Reavers: 16 points each, can leave combat, save is still 5+, no longer attack while moving, now bladevanes are improved HoW. all HoW attacks are Rending, base is 1 S4 hit, Caltrops D6 S6, Grav is 1 S4 Concussive. Witches: 10 points. NO haywires. Kabalites: 8 points Talos: 120, units of 13, fnp stock no pfp. 3 attacks. Chain flails only give shred. Cronos: 100, units of 13, Spirit Probe now improves FnP of all Dark eldar in 6" by 1 to a max od 4+ Mandrakes: 12, lost 5++ baleblast s4 ap4 18” assault 2 soulblaze Hellions: 13, no grenades Beasts: Khymeras S4/T4, Flocks WS2 A4 W3, Fiend WS3, W3. Max size of 12. Trueborn 1 pt cheaper, min size 5 no carbines. NO haywires. Wracks elite no improvement, 1 special/5 models grots 35/model, FnP Bomber is 160 points + cost of missiles Ravager more expensive lost aerial assault. Raiders and Ravagers come with dissis. Dark lances + 5 points Venom almost same cost, cannot take +1 stealth Razorwing fast attack, 130 with dissis, +10 for dark lances, void mine is 5” blast NO lord of war Combat drugs 1: +1A 2: +1S 3: +1I 4: +1T 5:+1 WS 6: +1Ld Power from Pain Turn 1:Nothing Turn 2: FnP 6+ Turn 3: FnP Turn 4: Fnp, Furious Charge Turn 5: Turn 4 + Fearless Turn 6+: Turn 5 + Rage (+1 to turn if haemon in the unit) Weapons: Huskblade ap3, cheaper, not a relic Hex Rifle inflicts ID on Precision Hits got cheaper Soul Trap gives +1s for each usnaved wound inflicted in a challenge Phantasm GL works like TGL, shorter range. Doesn’t work on ATSKNF Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap, ignores cover Liquifier is now s3 more expensive Venom Blade can only be taken by the Acothyst now Stun Claw +1S, ap6, confers ID in challenge Shadow Field is more expensive doesn’t fail until end of phase Agoniser is now Poison 4+, still AP3, same cost Scissorhand is Poison 4+, Rending Electro corrosive whip is Poison 5+ (sic), AP3, Concussive and is also the most expensive of all Coven weapons Flesh Gauntlet is Poison 4+, ID on 6 To Hit PGL does NOT confer grenades anymore I have not seen the Incubi profile page, so cannot say if they've gained grenades or not Splinter Cannons are Salvo 4/6 and got more expensive (so a double nerf) lances on infantry are a bit cheaper Heat Lance sliiiightly cheaper, it also says that it can be only taken by Scourges but without seeing the unit profiles I cannot verify if Reavers can take it or not Mindphase Gauntlet, Flesh Gauntlet, Scissorhand are cheaper, half the cost; ECW is the same Djin blade became 33% more expensive Artefacts: Animus Vitae one use, assault 1, s4 ap2, 8" if a unsaved wound is inflicted lets all Dark eldar add 1 to the turn number for PfP effects until the end of the game Archangel of Pain once per game, all units within 9" test Ld with a 2 penalty, then take a wound with no cover/armor saves for each point they failed. Sounds great BUT this does not work against ATSKNF! Armour of Misery Ghostplate with Fear and 2 Ld penalty to all enemy units within 6" Djin Blade AP3, +2 Attacks, after all attacks roll D6, on 1 the bearer suffers a wound with no saves Helm of Spite Adamantium Will for all friendly units within 12", Psykers within 12" suffer Perils on any double. Parasite's Kiss Pistol, Poison 2+, Mastercrafted, after inflicting an unsaved wound, the bearer restores a single wound. Wych weapons (all 5 points): Hydras confer Shred Razors reroll To Hit Shardnet/Impaler reroll 1s on To Hit and To Wound Vehicles, equipments/weapons Splinter racks now work on all Splinter weapons Shock Prow now gives AV14 when ramming Chain Snares now let a vehicle Tank Shock but not Ram Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF Night Shield confers Stealth can’t be taken by venoms flickerfields only for venoms sails let a vehicle flat out 24" Monoscythe, Shatterfield and Necrotoxin missles haven't changed Implosion Msls are s6 ap2 blast there are no new ranged weapons other than Ossefactor and Dark Scythe (24", S8, AP2, blast, only on Bomber) Stinger Pod hasn’t changed TGL, Night Shields, Splinter Racks, Trophies are all more expensive. TGL in particular has tripled in cost. Envenomed Blades and Retrofire Jets are gone. bomber is 10 av on all sides Talos are 1-3 in a unit. Cronos the same but can’t mix with Talos. Kabalites are the same although PGL is as rumored soul blight (no way of getting defensive grenades). may take a raider even though a unit is 10+. Razorwing, may only take nightshields (which gives stealth) and is a fast choice (not heavy). It’s not a vector dancer Dark Lances cost 5 more points each than disintegrators. can a unit champion for jet bikes get or take a power axe? any Power weapon? Only power swords and Agonisers which is AP 3, poison (4+) Do Kaivex (Exarch) Powers still exist? No Did Ravagers lose Aerial Assault? Still AV11? Yes and still AV11 Is the Homunculus (the small/cheap one 1 3 choice) gone and fully replaced by the ancient? He is gone. Ancient is in. Are there any formations (like the Tyranid Dataslates or the Apoc book formations) in the book? 1 formation Did the Lhamean keep her "give 2+ poison to archon" special rule? no Did Talos get any new movement rules? No Grotesques are the new hit, I think. Same stats but.... they do not blow up and they got Flesh gauntlets + ccw and Rampage. Nice!! Flesh Gauntlets: S as user, AP, Lethal Dose, poison (4+) Lethal Dose: 6 to wound gives ID. Are scourge rumors true, squads of 5 can take 4 heavy weapons? Yes. 6 fast attack slots? In the "Real space Raiders Detachment" can you get 6 fast choices, yes. Giving 5+ cover save to troops and 6+ cover save too all others units in the detachment into the first turn AND any turn with night fighting. can other units enter via web way portal once deepstriked in? does web way portal use same small blast template as before(really hope my web way portals get used!) any unit the Archon/succubus/headman that has it has joint and their transport. That’s DS without scattering. No blast. Transport capacity of vehicles the same? Yes. Can any if the HQs take a bike or sky board? No and no. are there still trueborn in there and can they still take the same weapons they did in the old dex Yes and Yes. are mandrakes better? Much better, stealth, shrouded and baleblast from start. Baleblast: assault 2, St 4. AP4, soulblaze what got nerfed in terms of units Wyches are dead no buffs, no haywire, Dodge only in Fight sub phase. Incubi can’t get grenades. can venoms still take double splinter cannons? Yes but can only get Grisly trophies and chain snares.... no shields. SUCKS!! what defenses did our vehicles get ?, with the removal of Flickerfields to everything other than venoms. Night shields give stealth and the new detachment gives cover in the first turn. how much is a shadowfield now?/ who can take them Clonefield is 4+ inv. Shadowfield is almost the same. It works until the end of the phase in which you fail the 2+ inv., 40 points, only archon What do WWP's do now? and how many points? gives DS without scatter, 35 points, archon/succubus/ headman can take it. Do wyches have any chance to survive overwatch and raider explosion? or nothing has changed? No change Which units have access to Haywire weapons? only wych champion, succubus, archon Is there any change on the kabalite warrior profile and equipment? Only in fluff, no entry. Can an Archon have any AP2 weapon at all? Not in melee Which models can have a Venomblade? Acothyst Are combat drugs an item that HQ's can buy from a list (like a Space marine captain can buy an Auspex), or is it directly bought within the entry? Can an Archon still buy it? No drugs for archon Are Venoms and Raiders Fast Attacks as well as Dedicated Transports? Yes At the end of shooting phase, a unit that has been hit by a weapon with that rule must make a Ld test. a unit takes wound with no armour or cover saves for each point the test is failed by. Doesn't Work on Fearless and ATSKNF. Both PGL and TGL have that. PGL: range 18", S 1, AP, assault 1, blast, soul fright TGL: range 24", S 1, AP, assault 1, blast, soul fright Does Urien still offer a S6 upgrade to Grots? No Stats on the wracks and grotesques? Also, Do they get FnP stock or earlier than other units? The same... they start with FNP and... Talos and Chronos start with FNP as well. And Chronos Spirit Probe gives DE unit within 6" +1 to FNP to a maximum of 4+ Any shooting weapon options for Archon, like Blasters, Shardcarbines etc... Yes Can Succubus take relics? Yes Is Archon armor save 5+ or 3+ 5+ Do Warrior squads come with Sybarites free? No heard from somewhere that each of them now have flesh gauntlets, and can be equipped with liquefiers each. Any confirmation? Urein 140 points, Gnarlskin, CCW, Ichor Injector, Clone Field, FNP(4+), It will not Die, Night Vision, Master of Pain, PfP, Father of pain, Casket of Flensing Mandrakes cause fear as well. So they have: Fear, Fleet, Infiltrate, Move through cover, Night vision, PfP, Shrouded, stealth, Baleblast, CCW. 12 points. combat drugs work very much the same as before with no feel no pain option. They are still random but give a +1 to the stats that really do help, +1attack, strength, inititiative, toughness, weapon skill, or leadership. warlord traits seem a little hit or miss. de within 12" has fear can reroll the dice for seize the initiative, for night fight, and reserves warlord gets rage warlord gets hatred warlord gets +1 weapon skill de within 12" has fearless Wyches invulnerable saves says it works against all wounds in the Fight Sub Phase. Combat Drugs work very much the same as before with no FNP option. They are still random and give a +1 to attacks, strength, initiative, toughness, weapon skill, or leadership. Warlord Traits Dark Eldar within 12" have Fear Can reroll the dice for seize the initiative, for night fight, and reserves Warlord gets Rage Warlord gets Hatred Warlord gets +1WS Dark Eldar within 12" have Fearless Court of the Archon is now 112 models chosen in any combination from the four types (So can have 12 Sslyths if you want etc, this same exact method is applied to the Beastmasters where you now don’t even need to take Beastmasters if you wanted to), Lhamean 10pts, Urghul 15pts, Medusae 25pts and Sslyth 25pts, can take a Venom or Raider. Stats wise they look the same as before, some equipment changed though. The Lhamean now has a Shaimeshi blade, 2+ Poison with a to wound roll of 6 causing instant death (there's quite a few weapons with this rule). The Medusae's Eyeburst changed to a S4 AP3 Template. Hellions are fast attack, no way to change, same for Wracks (Elites) the only two squads that change their role are the Kabalite Warriors when they upgrade (3pts per model) to Trueborn and the Wyches upgrading to Blood brides (3pts per model), they both are then considered Elites. The Succubus has a new weapon exclusive to her, the Archite Glaive which can be used one or two handed, One handed is S: User AP3 melee while the other is +1S, AP2 and two handed. Dark Scythes are 24" S8 AP2 Heavy 1, Blast, Lance Raiders and Venoms are both 55 points base. Archons, Succubi, and Haemonculii can all take a Webway Portal for 35pts. Raiders, Venoms and Ravagers now have Deep Strike Wyches can take three special melee weapons if the unit is at least 10 models. Lelith and Drazhar have Rampage. No Lord of War, no Vect Real Space Raider Detachment: 1 HQ 2 Troops 1 Fast Attack is compulsory, but you can take up to 6 Fast Attack in one detachment. Gives a cover save of a 5+ to Troops in the first round and any round with Nightfight. Nontroops get a 6+ Razorwing Jetfighter is now Fast Attack New Voidraven bomb is S9 AP2 Lance Large blast Webway Portal is an item that gives the carrier and unit Deep Strike without scatter. Talos/Cronos in units of 13, T7 3W points near a Wraithlord. Both have FNP. Talos has a new weapon option, 24" S5 AP2 Small blast. Cronos is cheaper, has AP3 and buffs for friendly units Beast packs have changed minimum 12 models (of whatever type); Chimeras have the Daemon special rule. Razorwing Flocks only have 3A. Clawed Fiend is cheaper. Splinter Cannon is, 4/6 Salvo. Shredder does not have Monofilament, but does have Shred. As for the Mandrakes, they lost the 5++, but got Shrouded and Stealth. They also start automatically with Baleblast and the only change to it is instead of pinning it has got Soul Blaze. Clonefield is a 4++ save. Shadow field the same as before. Power from Pain gives a set bonus depending upon what round it is, with no other requirements. The bonuses stack, so by the end of the game, your units really have a lot of bonuses. None, FNP 6+ FNP 5+ Furious Charge Fearless Rage Someone has a Power Lance (I can see its profile in the summary) in the codex, but I have no specific unit pages so unsure. However, the most logical choice are Scourges, who have a polearm model option for the Solarite Cronos weapons stayed the same, they lost their additional support effects though, because Cronos now has a passive aura around itself (described in my prev. post). This is my conjecture but I think Talos and Cronos can be mixed in the same unit for a nice effect of 2 Taloi and a Cronos, with 4+ FnP on all of them Baleblast now indeed has Soul Blaze instead of Pinning. Mandrakes also lost their 5++, which means the leak about them having Stealth and Shrouded instead is almost certainly true I correct myself Archon only boosts Power from Pain turn number when fielded in the new Dark Eldar detachment which also grants 5+ cover save for Troops and 6+ cover save for everything else on the first turn Shock Prow now gives AV14 when ramming Chain Snares now let a vehicle Tank Shock but not Ram Splinter Cannons are Salvo 4/6 and got more expensive Someone in the codex has a Crucible of Malediction (most likely Haemonculi) once per game, all Psyker units (Brotherhoods included) within 3D6" suffer a S6 hit with no saves of any kind allowed Artifacts: Animus Vitae already described this in my other post Archangel of Pain once per game, all units within 9" test LD with a 2 penalty, then take a wound with no cover/armor saves for each point they failed. Doesn't work against units with ATSKNF Armor of Misery a Ghostplate with Fear and 2 LD penalty to all enemy units within 6" Djin Blade AP3, +2 Attacks, after all attacks roll D6, on 1 the bearer suffers a wound with no saves Helm of Spite Adamantium Will for all friendly units within 12", Psykers within 12" suffer Perils on any double. Parasite's Kiss Pistol, Poison 2+, Mastercrafted, after inflicting an unsaved wound, the bearer restores a single wound. I am now almost sure that Venom Blade can be taken on the Acothyst only. There are two different weapons table for Coven and nonCoven units. Coven units get VB, ECW, Scissorhand, Flesh Gauntlet, Mindphase, and Agoniser. Out of these, VB and ECW can only be taken on the Acothyst. NonCoven units get Power Sword (no option for other types) and Agoniser, that's it. So I Imagine the old VBs of all the kits will now be Power Swords. Also, Haemonculi can no longer take Power Weapons (unless it's specified directly in his profile, I haven't seen it) Agoniser is now Poison 4+, still AP3, same cost Scissorhand is Poison 4+, Rending ECW is Poison 5+ (sic), AP3, Concussive and is also the most expensive of all Coven weapons Flesh Gauntlet is Poison 4+, ID on a to hit roll of 6 PGL does NOT confer grenades anymore I have not seen the Incubi profile page, so cannot say if they've gained grenades or not Both PGL and TGL do not work against ATSKNF Monoscythe, Shatterfield and Necrotoxin missiles haven't changed There are no new ranged weapons other than Ossefactor and Dark Scythe (24", S8, AP2, blast, only on Voidraven Bomber), that info about AP2 blast for Talos also seems incorrect, I think someone confused Stinger Pod for it (which hasn't changed) Reaver save is still 5+, all HoW attacks are Rending, base is 1 S4 hit, Caltrops D6 S6, Grav is 1 S4 Concussive Significant stat changes for Beasts: Khymeras are now S4 and T4 (majority T4 for a Khymera pack!), Rzorwing Flocks are now WS2, A4, W3, Clawed Fiend is now WS3, W3 Huskblades are ap3, cheaper, not a relic Racks now work on all Splinter weapons Wych weapons nerfed. Hydras confer Shred, Razors reroll To Hit, Shardnet/Impaler reroll 1s on To Hit and To Wound Stun Claw is +1S, ap6, confers ID in challenge Shadow Field is more expensive Incubi are still ap2 Torment Gren. Launchers can now be fired, 24", blast, s1, unit hit tests Ld, takes a wound for each point it failed, no armor or cover saves, doesnt work against ATSKNF Night Shield confers Stealth Hex Rifle inflicts ID on Precision Hits Soul Trap gives +1s for each usnaved wound inflicted in a challenge Reavers no longer attack while moving, now bladevanes are improved HoW. Caltrops inflict D6 rending HoWs, Gravs inflict Concussive Spirit Probe now improves FnP of all Deldar in 6" by 1 to a max od 4+ Phantasm works like TGL, shorter range Ossefactor is assault 1, fleshbane, ap2. If something is killed then the victims unit get d6 hits with s equal to t of the victim, ap, ignores cover Liquifier is now s3 Implosion Msls are s6 ap2 blast Chain Flails now only give Shred Talos has 3 attacks, same as Cronos Borh Haemy and Archon improve PfP, they let a unit add a 1 to the turn number for PrP, this stacks Warlord traits are ultra****ty, one gives the warlord +1 ws... Artifacts look average too, there is the old Djinn blade which works almost the same, a helmet that gives adamantium will in 12" and perils on any double, a terrible pistol, an ghostplate that gives 2 Ld in 6" and Fear, also one of the items does not work against atsknf. There is also Animus Vitae which is a one use, assault 1, s4 ap2, 8" that if a unsaved wound is inflicted lets all Deldar add 1 to the turn number for PfP effects until the end of the game it says that Dodge now works against any wounds inflicted in fight sub phase, I am nit sure if overwatch counts or not bomber is 10 av on all sides it looks like Venom Blade can only be taken by the Acothyst now no flickerfields for anything other than venoms sails let a vehicle flat out 24" lances on infantry are a bit cheaper Ossefactor 24" s1 ap2 assault 1, fleshbane with calcify spears; if a model is removed as a casualty, the unit suffers d6 extra random hits at strength equal to toughness of the victim with ap Hexrifle 36" sX ap4 assault 1, sniper, arcane payload. any precision shot has the instant death rule Huskblades are now ap3 Plasma Grenade Launcher18" s1 ap assault 1, blast, soul fright Archite Glaive one handed user strength ap3 double handed +1 strength ap2 Power axes not listed as an option making klaives, archite glaives, and demiklaives the only ap2 melee weapons. artifacts animus vitae is an 8" s4 ap2 assault 1, one use only item that causes all dark eldar to treat the current round one higher for power from pain. Can stack with other effects archangel of pain enemy units within 9" must make a leadership at 2 or suffer wounds by each point failed leadership by. no armor saves or cover allowed. marines and fearless units are immune. armour 4+ save, 6+ invul, and gains fear. all enemy within 6" 2 leadership Djinn blade gives +2 attacks ap3 and if you roll a 1 on a d6 suffer a wound with no saves allowed. helm friendly de within 12" get adamantium will, enemy psykers within 12" suffer perils on any doubles Parasite pistol 12" s1 ap5 poisoned 2+ each time a wound is inflicted, gain one wound back What is the cost for a warrior squad, and how much is it to upgrade to trueborn? Are trueborn / bloodbrides minimum squad size 5 now? bloodbrides Do have haywire grenades? Are razorwing jet fighters in Fast Attack? Any new Army Wide Special rules? 40 P.ts for 5 models. +3 P.ts for trueborn. 2) All models must be upgraded to trueborn / Bloodbrides and they become Elite. They have the minimum size of Warriors / Wyches: 5 models. 3) Yes. 4) Combat Drugs. D6 for every unit. 1. 1A + 2. + 1S 3. 1I + 4. + 1T 5. + 1WS 6. + 1LD Strength from Pain. The effects are based on game turn. 1. Nothing. 2. Feel No Pain (6 +) 3. Feel No Pain 4. Feel No Pain, Furious Charge 5. Feel No Pain, Furious Charge, Fearless 6. Feel No Pain, Furious Charge, Fearless, Rag Sorry, I forgot haywire grenades XD Yes that Razorwings Jets are in Fast Attack. Only an Hekatrix or in Syren can have haywire grenades. Do the Wychs / Bloodbrides / Succubi / Lelith get Their invuls vs Overwatch? Do characters have an option to take or Bikes Boards? Succubi What equipment can take? 1 Wyches / Bloodbrides / Succubi: 4 + invul VS every inflicted wounds in Combat subphase. Lelith: standard 4 + invul. 3 + invul VS every inflicted wounds in Combat subphase. 2. No. 3. Replace close combat weapon witch Archite Blade 20 P.ts Replace splinter pistol with blast pistol 15 P.ts. Take Haywire Greandes 5 P.ts. Take a Webway Portal 35 P.ts Take objects from Close Combat Weapons, Weapons and Wych Cult / Cruelty or Artifacts. How many pts per model are scourges? How many special / heavy weapons can they take? Can anyone in the codex (Specifically scourges) take skyfire? "16 P.ts" and "up to 4 models". 2. No, you can only have skyfire with a Flyer. Reavners They're 110 base, 5 points for Lance, I know 125 for it to have 3 lances.
|
# ? Oct 2, 2014 16:16 |
|
Gah FagtasticalMondays fucked around with this message at 13:18 on Feb 13, 2015 |
# ? Oct 2, 2014 16:30 |
|
I 100 percent guarantee you the codex will be playably mediocre and people will still complain it is the worst book in the game
|
# ? Oct 2, 2014 16:46 |
|
I actually like the PfP changes. It's requires less tracking and benefits the entire army instead of just the units that get kills. I can't really complain about the rest of it. There are a lot of nerfs, but on the other hand, a lot of stuff I Iike got cheaper and boats full of warriors and trueborn sound like they're still very effective. Overall, it looks like my bread and butter shooting got a little better, and my CC gravy got a lot worse.
|
# ? Oct 2, 2014 16:46 |
|
PeterWeller posted:I can't really complain about the rest of it. There are a lot of nerfs, but on the other hand, a lot of stuff I Iike got cheaper and boats full of warriors and trueborn sound like they're still very effective. Overall, it looks like my bread and butter shooting got a little better, and my CC gravy got a lot worse. True FagtasticalMondays fucked around with this message at 13:16 on Feb 13, 2015 |
# ? Oct 2, 2014 16:48 |
|
FagtasticalMondays posted:Lack of skyfire is a pain though, do see lots more raider and poisen spam lists, which I pretty much did all ready anyhow. There's no lack of skyfire when you have 2 razorwings and a voidraven to put on the table.
|
# ? Oct 2, 2014 16:52 |
|
FagtasticalMondays posted:gently caress you GW, thanks for a nerf ... Hasn't every 7th edition codex been nerfed from 6th at this point?
|
# ? Oct 2, 2014 16:57 |
|
I wonder if pulling Harlequins means we're gonna get Codex: Harlequins with Solitaires and stuff soon.
|
# ? Oct 2, 2014 16:57 |
|
That was a big post. Oh my. PfP is an interesting change, since I sually see a few warriors spread out and dying at the end of the game. Giving them FNP and fearless is quite good. FagtasticalMondays posted:Lack of skyfire is a pain though, do see lots more raider and poisen spam lists, which I pretty much did all ready anyhow. You are reacting with venom to the list of changes but you did not actually read them. I saw that in there twice at lease. Please read before you froth at the mouth. If things suck then they suck but just raging without reading (or actually playing with the changes to get perspective) is annoying. This is what makes this thread unreadable for weeks around a release. Note that we get releases every few weeks now...
|
# ? Oct 2, 2014 16:57 |
|
Words
FagtasticalMondays fucked around with this message at 13:19 on Feb 13, 2015 |
# ? Oct 2, 2014 17:01 |
|
And here's some of the Coven stuff:quote:Coven Warlord Traits:
|
# ? Oct 2, 2014 17:03 |
|
I'm digging the PFP changes, it makes them actually relevant, army wide, and having fearless on 5 is awesome. Moving Razorwings to fast means having 3 fliers with 3 ravagers on the table which is a huge boost, and with 6 FA slots you can run up to 9 fliers as DE. That's pretty nuts if you have the points to be anchored on the table turn one with durable Eldar units. Losing the cheap HQ will hurt since most of the HQ slot is terrible close combat stuff that you don't want to use. Bladevanes nerf sucks but who ran those dumb bikes anyway.
|
# ? Oct 2, 2014 17:05 |
|
Just seeing "doesn't work on ATSKNF" a few times grumps me up, more than any other change.
|
# ? Oct 2, 2014 18:09 |
|
Naramyth posted:Losing the cheap HQ will hurt since most of the HQ slot is terrible close combat stuff that you don't want to use. Bladevanes nerf sucks but who ran those dumb bikes anyway. Cluster Caltrops were the reason I woke up in the morning. Not sure how to take these changes since I've only started playing Dark Eldar, but I've had trouble getting pain tokens anyway, due to my friends rolling Terminator-heavy armies...but now there's less AP2 and Dark Lances cost points now...egh....
|
# ? Oct 2, 2014 18:11 |
|
theironjef posted:Just seeing "doesn't work on ATSKNF" a few times grumps me up, more than any other change. Yeah, that is some dumb poo poo. I get the fluff logic for it, but making a bunch of items ineffective against half the armies in the game means people will just ignore those options. But maybe it's a translation issue, and they mean "doesn't work on Fearless."
|
# ? Oct 2, 2014 18:17 |
|
http://www.torrentoffire.com/5934/the-meta-post-nova Interesting numbers, if you're into that sort of thing. The poor performance of IG has me second guessing myself for LVO in February. I'm not going to chase the meta, but goddamn...
|
# ? Oct 2, 2014 18:18 |
|
Don't worry guys, I'm sure some of your dark Eldar changes that you don't like will be fixed with the day 1 supplemental codex or data slates. Just buy the limited edition bundle and everything will be alright.
|
# ? Oct 2, 2014 18:20 |
|
Exinos posted:Don't worry guys, I'm sure some of your dark Eldar changes that you don't like will be fixed with the day 1 supplemental codex or data slates. Just buy the limited edition bundle and everything will be alright. Dark Eldar Dataslate: The Shattered Grenades - These grenade-having grenadiers are famed throughought Comorragh for having grenades stacked upon grenades. $75.00
|
# ? Oct 2, 2014 18:27 |
|
Exinos posted:Don't worry guys, I'm sure some of your dark Eldar changes that you don't like will be fixed with the day 1 supplemental codex or data slates. Just buy the limited edition bundle and everything will be alright. Day one supplements are hilarious IMO.
|
# ? Oct 2, 2014 18:32 |
|
REAL MUSCLE MILK posted:I 100 percent guarantee you the codex will be playably mediocre and people will still complain it is the worst book in the game It can't be the worst book in the game as long as Sisters are still around. PeterWeller posted:I actually like the PfP changes. It's requires less tracking and benefits the entire army instead of just the units that get kills. Yeah, the change to PFP is probably the best thing they did in the book- while the older version was very fluffy, it was an obnoxious level of bookkeeping, so seeing that go away is nice. However, I feel like it's a rather weak mechanic overall- it doesn't really kick in until quite late in the game, by which point you've either won or lost for the most part, and the benefits are actually rather small for the most part due to the innate fragility of DE units. CyberLord XP posted:Hasn't every 7th edition codex been nerfed from 6th at this point? The Ork codex definitely got better, and I would argue that the SW book did as well (although not by as much as it should've.) GK is the big offender so far. theironjef posted:Just seeing "doesn't work on ATSKNF" a few times grumps me up, more than any other change. Yeah, this. Marines already get enough Special Unique Snowflake exceptions, they don't need even more. Tuxedo Jack posted:Interesting numbers, if you're into that sort of thing. The poor performance of IG has me second guessing myself for LVO in February. I'm not going to chase the meta, but goddamn... I wonder about that- I have seen very few IG armies in 6th/7th and most of those I have seen have been fairly casual lists- however, the handful of players I know that bring tournament-level IG armies (or armies with IG in them as an ally) have done quite well. I think it's a combination of apathy and misunderstanding the army that has given them such poor showings so far, as they really have the tools to do some scary stuff thanks to cheap and disposable psykers, resilient HQ choices, masses of effective troops, good fire support, powerful flyers, etc. Basically, I would say don't get too discouraged. IG are still players on the field if you build 'em right, you just need to make sure to fill in their weaknesses properly with other stuff.
|
# ? Oct 2, 2014 18:39 |
|
AbusePuppy posted:
They're fragile but by the end of your game, all of your Objective Secured units will have FnP and Fearless, so they'll be way better at holding those key objectives right when they need to. I think it gives DE warriors a much better/defined role than before, and with the flyers moving to FA I think the army's synergy will be much better than now. All I want is to lose to my friend's DE, ok? It hasn't happened in years and he's pretty bummed out about how they are now so I'm hoping this cheers him up.
|
# ? Oct 2, 2014 18:46 |
|
AbusePuppy posted:Yeah, the change to PFP is probably the best thing they did in the book- while the older version was very fluffy, it was an obnoxious level of bookkeeping, so seeing that go away is nice. However, I feel like it's a rather weak mechanic overall- it doesn't really kick in until quite late in the game, by which point you've either won or lost for the most part, and the benefits are actually rather small for the most part due to the innate fragility of DE units. Yeah, I agree that it's a pretty weak rule overall. But I do like that it will add a smidgen of survivability starting on turns 2 and 3. It also encourages a very DE style of game play: kite and play keep away until your army is worked up into a frothing frenzy and then dive in for the kill.
|
# ? Oct 2, 2014 18:49 |
|
Generic planetary defense force/rebel/traitor army list with perhaps a restricted choice (but not much) would be nice.
|
# ? Oct 2, 2014 18:52 |
|
Moola posted:Day one supplements are hilarious IMO. As a guy who used to work in the games industry I'm officially sorry we gave the "Day 1 DLC" idea to GW Also Duke Nukem
|
# ? Oct 2, 2014 19:16 |
|
There's some really cool poo poo in the Dark Eldar book, I don't play them but some of the rules changes to me at least look really good. Their Coven supplement has like 7 formations. They get a Formation w/ 6 Fast Attack.Multiple items that cause ID (Like a loving lot). Lleaths(or whatever their called, the 2+ Poison people) coming in squads of up to 12 and being 10 points a model. Medusas eye a ST4 AP2 template, that's loving crazy.Scourges taking 4 Haywire blasters.Venoms getting a base 5+ invulnerable, plus the Jink.Grotesques are loving obscene.Beast packs are excellent. Looks like a good book, not overpowered not underwhelming. I'm stoked for the Imperial ARmour 13, christ I've been waiting for that forever. I am so loving hoping Chaos get's Drop Pods. I think we will (hoping hoping hoping), even if we don't just getting some of the vehicles from 30k is going to be great. Excellent Land Raider variants, maybe some Predator Variants, another option for Skyfire? I can hope and dream for Legion rules and a Chaos Imperial Knight?? Hollismason fucked around with this message at 19:31 on Oct 2, 2014 |
# ? Oct 2, 2014 19:28 |
|
BULBASAUR posted:As a guy who used to work in the games industry I'm officially sorry we gave the "Day 1 DLC" idea to GW I don't blame you, or even GW, it's the idiots with no impulse control who buy this poo poo that are the problem.
|
# ? Oct 2, 2014 19:29 |
|
This new FW Chaos book thingy basically sounds like FW went "move over GW... this is how you write a loving chaos codex ya dumb shits..." lol
|
# ? Oct 2, 2014 19:32 |
|
Yeah, I'm super looking forward to it. Playing Chaos Space Marines, I've wanted to have my Renegade troops for a while and wanted to have some of the 30k stuff in my army with some more developed rules specific to 40k, plus it looks like we got some character updates on Daemons which is great. Everything all in one book, yes please. Still hoping for a Chaos Imperial Knight.
|
# ? Oct 2, 2014 19:36 |
|
Seeing how the GW models look more and more like dolls every release I won't be surprised if Forgeworld becomes the "mature GW gamer" brand and GW becomes the "for your kids" brand
|
# ? Oct 2, 2014 19:36 |
|
PeterWeller posted:Yeah, I agree that it's a pretty weak rule overall. But I do like that it will add a smidgen of survivability starting on turns 2 and 3. It also encourages a very DE style of game play: kite and play keep away until your army is worked up into a frothing frenzy and then dive in for the kill. Moola posted:This new FW Chaos book thingy basically sounds like FW went "move over GW... this is how you write a loving chaos codex ya dumb shits..." lol
|
# ? Oct 2, 2014 19:37 |
|
BULBASAUR posted:Seeing how the GW models look more and more like dolls every release I won't be surprised if Forgeworld becomes the "mature GW gamer" brand and GW becomes the "for your kids" brand We're basically already there tbh SRM posted:I'm super looking forward to it. I wouldn't mind giving my Iron Warriors a shot in the arm or doing the silly thing and starting retro CSM. Same. The quality gap between FW books and 7th edition codexeseses is just laughable IMO 7th edition codex are like, "heres your single troops choice and a mono build list, you want more options? That'll be another £30 rear end in a top hat..." 30k is like, "Here's 7 billion ways to put together a legion list, you want robots, Primarchs (Robot Primarchs) and or titans with that?" lol
|
# ? Oct 2, 2014 19:44 |
|
What I'm trying to say is, fire everyone at GW and replace them with the FW team. Also Ghost Hand, you should call your friends at Forgeworld, Forgefriends.
|
# ? Oct 2, 2014 19:46 |
|
I'd love to see a similar book as IA vol 13 for IG with them just collecting both Krieg and Elysians armies into one collection alongside anything else that isn't covered by Volume 1. Mostly so I can go ooh and aah over stuff I'll never buy anyway and not having to buy multiple books for that. But then I recall both those armies have more or less been updated anyway so it's kinda pointless.
|
# ? Oct 2, 2014 20:04 |
|
PeterWeller posted:Yeah, I agree that it's a pretty weak rule overall. But I do like that it will add a smidgen of survivability starting on turns 2 and 3. It also encourages a very DE style of game play: kite and play keep away until your army is worked up into a frothing frenzy and then dive in for the kill. Only that was precisely what the dumb random objectives system was meant to stop.
|
# ? Oct 2, 2014 20:14 |
|
Which begs a question, since the last Armored Battle Group update was prior to 7th and the new Astra Militarum update, do their Leman Russes keep the Lumbering Behemoth special rule?
|
# ? Oct 2, 2014 20:15 |
|
BULBASAUR posted:As a guy who used to work in the games industry I'm officially sorry we gave the "Day 1 DLC" idea to GW Never apologize for greatness. Even if it's greatness in it's terribleness. Own it. Own. It.
|
# ? Oct 2, 2014 20:16 |
|
|
# ? Jun 10, 2024 11:34 |
|
Tuxedo Jack posted:Which begs a question, since the last Armored Battle Group update was prior to 7th and the new Astra Militarum update, do their Leman Russes keep the Lumbering Behemoth special rule? I don't think so sadly since that rule was removed from Vol.1 2nd edition I think to be in line with 6th.
|
# ? Oct 2, 2014 20:27 |