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Bring back Dark Millennium psyker powers imo.
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# ? Jul 5, 2017 00:48 |
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# ? May 15, 2024 01:55 |
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Beer4TheBeerGod posted:So I have a philosophical question for you guys. I put together a list that I thought was both fluffy and pretty powerful, and at least based on the four games that I've played it's decidedly un-fun for my opponent: So I'm the guy who had no fun against this list. Beer4TheBeerGod is a super nice dude and I, for one, am totally ok with him taking this list. I played with what I wanted to play with and so did he. Some things: 1. Will I play this list again? Yes, though I'll specifically tailor to it. I feel a scout sentinel screen could have stopped his 30 ork shoota boyz in their tracks and given me more breathing room. I also feel my deployment could have been smarter. 2. I'm re-learning how to play IG in 40k. I wasn't particularly good at it in 7th, and, big surprise, I'm not good at it in 8th so far, either. I also don't have the best units available to IG. You can bet your butt that I'll get them, but I prefer to play with fully-painted models only, and it will be a long time before I can get them done. 3. I definitely look forward to playing with Beer4TheBeerGod again. He let me borrow one of those child gate things so I can more easily integrate MY GIRLFRIEND's cat and my cats without them killing each other. He's a true broski. Everyone go listen to my loving podcast.
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# ? Jul 5, 2017 00:53 |
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I used to have so many powers to choose from, so many psyker schools, all the cool poo poo like Geomortis that included powers that would let me levitate loving buildings across the battlefield and while that probably didn't have much of an in-game use it was cool as all gently caress What the piss christ is the Dark Hereticus "discipline" supposed to be? Three loving bland as poo poo powers that are completely overshadowed by what the Space Marines got, just as loving expected? Is there a reason I would want to pick Infernal Gaze over the generic Smite power every single psyker gets? Warptime gives a unit a free movement phase, big loving deal because movement doesn't mean poo poo once you're in combat and the loyalist marines get a power that gives them +1 S/T/A for an entire phase. Prescience was just ripped off the Eldar and while the only really useful of the three powers it doesn't feel cool at all and is just a generic +1 to-hit you're gonna get from having a Chaos Lord nearby anyway I used to be able to move loving mountains man, I used to be able to fry every single unit surrounding me and take out entire hordes, I used to be able to just point at an enemy vehicle and have shards explode off it that slam into nearby enemies What the gently caress happened to you, Chaos
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# ? Jul 5, 2017 00:54 |
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JBP posted:Bring back Dark Millennium psyker powers imo. I'm down with this, I still have my old cards
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# ? Jul 5, 2017 01:00 |
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goose willis posted:I used to have so many powers to choose from, so many psyker schools, all the cool poo poo like Geomortis that included powers that would let me levitate loving buildings across the battlefield and while that probably didn't have much of an in-game use it was cool as all gently caress The +1 S/T/A power only affects a single model.
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# ? Jul 5, 2017 01:03 |
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goose willis posted:I used to have so many powers to choose from, so many psyker schools, all the cool poo poo like Geomortis that included powers that would let me levitate loving buildings across the battlefield and while that probably didn't have much of an in-game use it was cool as all gently caress Yeah I refuse to play Chaos until the codex comes out, the psker powers in 8th for chaos are a complete joke. Tyranids and Genestealers get far cooler psyker powers than tzeentch.
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# ? Jul 5, 2017 01:04 |
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Wanting more power choices is cool and good. Wanting to go back to random rolling powers is loving dumb and bad.
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# ? Jul 5, 2017 01:04 |
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Strobe posted:Wanting more power choices is cool and good. Wanting to go back to random rolling powers is loving dumb and bad. I do not think a single person would ever want that. Arguing against opinions nobody holds is silly.
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# ? Jul 5, 2017 01:07 |
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Zaphod42 posted:Tyranids and Genestealers get far cooler psyker powers than tzeentch. The running joke of 40k is that since time immemorial the loving Chaos God of Magic has always had the worst discipline
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# ? Jul 5, 2017 01:10 |
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goose willis posted:The running joke of 40k is that since time immemorial the loving Chaos God of Magic has always had the worst discipline Its not even a joke, its completely true. I really struggle to think of an edition where Tzeench was ... even remotely good. Generally Nurgle and Slaanesh were far more practical and Tzeentch was just batshit crazy impractical random poo poo. Most of chaos psykers get by with the neutral spells which is a drat crime. Just giving the Thousand Sons access to the daemon Tzeench discipline would be a loving start. I'm still livid over the "one spell attempt per turn" rule. That's just so stupidly absurd, it means the number of spells available is a limiting factor on your total army psyker size and potential. One actual spell manifest would be a little bit better, but if you're going to go and give some factions 3 spells and other factions 9 spells then let the loving other guys cast their 3 spells more than once!
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# ? Jul 5, 2017 01:12 |
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Zaphod42 posted:I do not think a single person would ever want that. Arguing against opinions nobody holds is silly. goose willis posted:The old psyker phase was tedious I suppose but the main draw for me were all these RPG-style psyker schools and the ability to pick between multiple types of magic and the risk of rolling powers you don't want or getting lucky and having some truly awesome poo poo I wasn't.
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# ? Jul 5, 2017 01:12 |
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Strobe posted:I wasn't. Oh drat, missed that post. I've seen lots of people argue about psykers in this thread but it always seemed like people arguing "we shouldn't go back to rng" were missing the point of those of us criticizing the 8th rules versus the 7th rules. Yeah I disagree with rolling for powers completely. You should have to roll to manifest, but not to pick. That just has such a large chance of loving you that everybody ended up just relying on primaris guaranteed powers. That's dumb. I would argue that you shouldn't have to buy spells for psykers at all, give psykers access to a range of powers based on how powerful they are, and then make the manifesting test the balancing factor. Psychic powers should be all about options in combat, or otherwise you're just picking a different type of gun upgrade. What makes magic unique is the ability for a wizard to pick a spell to match the tactical situation. But I'm way more okay with having to pick individual powers than I am with only being able to cast one spell one time per turn or having to roll for powers.
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# ? Jul 5, 2017 01:15 |
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But Tzeentch fluff is all about randomness and change? They should be mad as gently caress random powers, that's what Tzeentch is. The fact there are also a billion sorcerers in Tzeentch is just lol (also you get rubric marines and stuff, they're hot af)
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# ? Jul 5, 2017 01:24 |
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WhiteWolf123 posted:I think eliminating the 6th/7th clusterfuck that was the old psychic rules was arguably the best change between them and 8th edition. It was a complete trainwreck. Seriously. I'm sad about losing Traitor Legions rules, but I'd give them up for good if it meant never seeing those terrible psychic rules come back. A bad phase that a third of the game's armies have nothing to do in and a plethora of useless, random powers Powers are good enough to use now, which is fine. It's not the ideal implementation in my opinion--that would tie the size of the effect to a psyker's mastery level--but at least it isn't randomly selecting powers with a 1/6 chance to get something game-breakingly good or a 4/6 chance to get something worthless
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# ? Jul 5, 2017 02:17 |
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League night drama! Shadowsword one-shots a Knight. Knight owner complains, 'Lords of War should be banned!' The irony is lost on him. New edition, same complaints.
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# ? Jul 5, 2017 02:18 |
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TheChirurgeon posted:Seriously. I'm sad about losing Traitor Legions rules, but I'd give them up for good if it meant never seeing those terrible psychic rules come back. A bad phase that a third of the game's armies have nothing to do in and a plethora of useless, random powers If that's the case, you'd have to make sure literally every ability scaled up well. I could see it being pretty tricky to balance. That said, as is Magnus just hogs up the entirety of the Thousand Sons psyker phase.
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# ? Jul 5, 2017 02:26 |
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TKIY posted:League night drama! Shadowsword one-shots a Knight. Knight owner complains, 'Lords of War should be banned!' The irony is lost on him. He's right though. The truth is just catching up to him.
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# ? Jul 5, 2017 02:27 |
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TKIY posted:League night drama! Shadowsword one-shots a Knight. Knight owner complains, 'Lords of War should be banned!' The irony is lost on him. (I love that Baneblade chasis tanks are legitimately terrifying now)
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# ? Jul 5, 2017 02:30 |
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Pendent posted:
It's a god drat nightmare for under 600pts. Titan killing cannon, four lascannons and five twin heavy bolters.
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# ? Jul 5, 2017 02:32 |
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TKIY posted:It's a god drat nightmare for under 600pts. Titan killing cannon, four lascannons and five twin heavy bolters. I knew the main gun was good but I didn't realize the sponsons were quite so formidable. That sounds incredibly challenging to deal with.
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# ? Jul 5, 2017 02:48 |
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Pendent posted:I knew the main gun was good but I didn't realize the sponsons were quite so formidable. That sounds incredibly challenging to deal with. Yeah thirty heavy bolter shots on top of the anti armour stuff makes it pretty versatile.
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# ? Jul 5, 2017 02:57 |
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The only way I can think of to deal with that effectively or reliably is with flyers.
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# ? Jul 5, 2017 02:58 |
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Well, it's not *always* 30 Heavy Bolter shots. Sometimes it's 6 Heavy Bolter shots and 8D6 Heavy Flamer hits that can be fired while locked in combat.
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# ? Jul 5, 2017 02:59 |
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Magnus would punk it in round one still.
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# ? Jul 5, 2017 03:01 |
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BATTLE REPORT I was visiting the in-laws over the weekend, so I took some time to run up to ANAmal.net's place and play a game of 40k against him and a mutual friend who's just getting into the game with Orks. We decided to do a Narrative mission, and went with Breakthrough, where the Attacker (me) has to head up the table longways and put units in the enemy deployment zones (they have two, one comprising the rear 18" of table, and a 'forward deployment zone' constituting the next 18"). I decided to bring my World Eaters with me, running a couple squads of Berserkers in Rhinos, a Chaos Lord on Juggernaut, a squad of bikes, a squad of Terminators in a Land Raider, a 2x CCW Dreadnought, and summoning reserves of bloodletters and flesh hounds (x2). Also, I brought Kharn, because I was almost done painting the newer model, so I figured hey why not? The table, set up at ANAmal.net's place: What went down I killed ANAmal's Librarian warlord in the preliminary bombardment, then spent my first turn boosting forward, with the most notable outcome being that my Land Raider shot 11 wounds off the Ork Battlewagon in one volley of lascannon fire. They retaliated by mulching my dreadnought on their turn, and plowing into my tanks with a battlewagon and a bunch of orks. A few turns of combat later, plus some summoning, and I was able to turn the tide in my favor. The Berserkers and Kharn piled out of the Rhino the Orks had assaulted, and punched the gently caress out of them. But not before the Orks managed to kill the Rhino, causing it to explode and killing a handful of berserkers and terminators in the process. The other Berserkers pulped ANAmal's bikes, while my bikes got stuck in against a bunch of Flash Gitz, who I definitely underestimated. The final score was 9-6 when we called the game on turn 5. Some of the big scorers were the daemons, who got dropped in deep behind enemy lines for easy points. Highlights and Notes - It's really hard to keep Kharn far enough away from your dudes to stop him from mulching a few of them. He took out a Battlewagon on his own and a bunch of Orks, but also like 4 berserkers. He hits like a loving freight train when he's in combat, though. - Berserkers are really, really strong. Especially now that they fight twice immediately when they charge. I like those fellas quite a bit. Anything else and I've have been more worried about the Ork Boyz. - Meat Grinder rules were in effect, and I ended up using a few CP to get a unit back into a transport to move up the battlefield quick. This was an interesting addition to the game. - I'm also glad they clarified the Battlewagon rule on moving and shooting heavy weapons, because that was brutal when Flash Gitz were shooting out of it on T1. The Bee posted:If that's the case, you'd have to make sure literally every ability scaled up well. I could see it being pretty tricky to balance. Yeah but it's not like the bar was set very high to begin with. Mastery Levels only went to 5 anyways and most things top out at 1-2. TheChirurgeon fucked around with this message at 03:12 on Jul 5, 2017 |
# ? Jul 5, 2017 03:07 |
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As a non 40k player can someone explain old/new psychic rules to me? I just started with Infinity, and hacking in that feels like the best psychic-wizard rules I've ever seen in a tabletop game.
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# ? Jul 5, 2017 04:00 |
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Getting ready to move to the Miami, FL area. Any 40k goons around there, or anyone familiar with the local scene / stores? Apparently there is a tavern / game store which sounds like an awesome combo (in theory).
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# ? Jul 5, 2017 04:39 |
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w00tmonger posted:As a non 40k player can someone explain old/new psychic rules to me? I just started with Infinity, and hacking in that feels like the best psychic-wizard rules I've ever seen in a tabletop game. Casting powers required a 4+ roll for each Warp charge required by the spell. It wasn't too complicated, the problem was randomly generating powers, trap tables, and overly broken powers/casters. It's simpler now, you just roll 2d6 and compare that to the warp charges of the spell. No more hedging bets by rolling extra dice, which is kind of a bummer because I liked the gambling aspect of casting. Each power can only be attempted once, which keeps you from buffing your whole army. panascope fucked around with this message at 04:52 on Jul 5, 2017 |
# ? Jul 5, 2017 04:49 |
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You know ... Exorcists color scheme is basically loyalist Khorne collars.
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# ? Jul 5, 2017 05:17 |
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LingcodKilla posted:You know ... Exorcists color scheme is basically loyalist Khorne collars. What is this model that I'm looking at? It's like a Space Marine, but it seems way too small.
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# ? Jul 5, 2017 06:04 |
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Hustlin Floh posted:What is this model that I'm looking at? It's like a Space Marine, but it seems way too small. It's garbage from my trash pile. 5th ed starter.
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# ? Jul 5, 2017 06:06 |
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Soldier o Fortune posted:Getting ready to move to the Miami, FL area. Any 40k goons around there, or anyone familiar with the local scene / stores? Apparently there is a tavern / game store which sounds like an awesome combo (in theory). Which neighborhood of Miami? I'm up in West Palm Beach.
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# ? Jul 5, 2017 06:27 |
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3-5ed psychic powers: you bought psychic powers as equipment, essentially. Iirc you could only attempt a certain amount of the regardless. Roll under your Ld on 2d6, perils on 2 or 12. Problem was powers activated during certain phases. So you had a psyker who had a power that went off at the beginning of the movement phase, another in the shooting phase, and then a force weapon which only activated if you wounded with it in there close combat phase. It was a bit of a clusterfuck.
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# ? Jul 5, 2017 06:54 |
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JoshTheStampede posted:The +1 S/T/A power only affects a single model. I have been cheating ruthlessly with this goddamn
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# ? Jul 5, 2017 06:57 |
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Hammerhand, on the other... hand...
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# ? Jul 5, 2017 07:08 |
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I wonder if anyone has any bright ideas. I inherited a huge lot of 40K Khorne stuff, mix of modern releases like Defilers and Hellbrute but also some super old school stuff such as Rogue Trader era Land Raiders ( will make a perfect base to make a Hellforged Proteus). My problem is a couple of the models have conversions that I'm not a fan of. The main one being a metal Demon Prince model ( the latest one prior to finecast) that has had a scratch built jet pack added and held in place by what is possibly green stuff. I'm going to strip the models back but I wondered if there was a way of dissolving or removing green stuff? Serotonin fucked around with this message at 07:42 on Jul 5, 2017 |
# ? Jul 5, 2017 07:08 |
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The RT land raiders still make obscene money on EBay.
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# ? Jul 5, 2017 07:35 |
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TKIY posted:League night drama! Shadowsword one-shots a Knight. Knight owner complains, 'Lords of War should be banned!' The irony is lost on him. After those stupid Mech walkers one shot my Tervigon I think the next time I play I'm not even going to run any monsters. Just 180 *gants and some primes. Maybe a venomthrope if I'm feeling saucy. EDIT: And I'm modifying all of the store terrain to block line of sight. gently caress the terrain rules.
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# ? Jul 5, 2017 07:35 |
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LingcodKilla posted:The RT land raiders still make obscene money on EBay. Not sure, it's been heavily converted with spikes bits. It's not bad but it's not to everyone's tastes I guess. I'm going to strip the paint and see what I'm left with.
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# ? Jul 5, 2017 07:44 |
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# ? May 15, 2024 01:55 |
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I sold one with no bits added on but had been stepped on decades ago and clearly stated it and it still sold for over $60.
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# ? Jul 5, 2017 07:54 |