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Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 17:15:20


Post by: Breng77


SemperMortis wrote:
Voss wrote:
SemperMortis wrote:


Might of Heros: This is what annoys me. For WC6 select a unit 12in away and they get +1 attacks, +1 Strength and +1 Toughness.

A model. Not a unit. It does way less than you seem to think.

Still rather good on a melee dread or character.


Everyone else had crap reasons, you sir win the award. You are correct it does say Model, and with that I admit i was wrong


So librarians being more expensive and worse at casting is a crap reason for having better powers?
Applying those powers to larger units having more effect is also not valid?


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 17:31:48


Post by: SemperMortis


Breng77 wrote:


So librarians being more expensive and worse at casting is a crap reason for having better powers?
Applying those powers to larger units having more effect is also not valid?


You mean those librarians with 3+ armor compared to a weirdboyz 6+ armor? Who can sit in a piece of cover and get a 2+ save compared to the Weirdboy getting a 5+ save? or the same librarians who come stock with a Psychic hood? or better ballistic skills, movement and leadership? Or the same librarian who has access to 3 different CC weapons, 3 different Ranged weapons not including the Combi Weapons he can take.

Im just asking.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 17:36:08


Post by: davou


davou wrote:
 ZebioLizard2 wrote:
There's also the fact that the Weirdboy is a far better caster then the Librarian due to the +1 per 10 models, even with the chance of perils of 12+

Giving him powerful abilities and a near guaranteed chance of getting off powers would be a bit much no?


I agree with you entirely, but I fully expect someone to show up and call you an idiot because of how much more durable the librarian is, or hsince his car is cheaper


SemperMortis wrote:
Breng77 wrote:


So librarians being more expensive and worse at casting is a crap reason for having better powers?
Applying those powers to larger units having more effect is also not valid?


You mean those librarians with 3+ armor compared to a weirdboyz 6+ armor? Who can sit in a piece of cover and get a 2+ save compared to the Weirdboy getting a 5+ save? or the same librarians who come stock with a Psychic hood? or better ballistic skills, movement and leadership? Or the same librarian who has access to 3 different CC weapons, 3 different Ranged weapons not including the Combi Weapons he can take.

Im just asking.



Haha, ten points gryffindor!


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 17:41:37


Post by: Breng77


SemperMortis wrote:
Breng77 wrote:


So librarians being more expensive and worse at casting is a crap reason for having better powers?
Applying those powers to larger units having more effect is also not valid?


You mean those librarians with 3+ armor compared to a weirdboyz 6+ armor? Who can sit in a piece of cover and get a 2+ save compared to the Weirdboy getting a 5+ save? or the same librarians who come stock with a Psychic hood? or better ballistic skills, movement and leadership? Or the same librarian who has access to 3 different CC weapons, 3 different Ranged weapons not including the Combi Weapons he can take.

Im just asking.


you mean a character that largely cannot be targeted? That needs to pay for those 3 different CC weapons making him even more expensive, same with the combi-weapons. If we are looking for a combat character plenty are better than the libby. IF we want a character casting buff powers, why do I want all that extra stuff? That is akin to saying grey knights are awesome because they get a ton of stuff for cheap.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 18:41:05


Post by: koooaei


I can see myself using 'eadbanger in some situations. A lot of characters - even really strong ones - are t4. Most named marine characters, most elven aspect warrior characters. Celestine and many regular eldar and dark eldar characters are t3. And they cost a bunch of points. So, it's 5+ or 4+ to succeed. With a cp re-roll that's 5/9 or 3/4. Sure, you still need to cast but it might be worth it. Especially now with no restrictions to being locked in combat for both you and your target.

Also, 'eadbanger doesn't need to target the closest model - just the one within 9'.

Warpath and 'ere we go are still generally better but i'd not discard 'eadbanger in some cases. Especially for a 2-d or 3-d wierdboy =)


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 18:54:39


Post by: JimOnMars


I wish that were true..."closest visible enemy model".

However, with disembarkation and movement there is a fair chance of getting behind the screen.

Also....you may be able to park a truck so that it just blocks LOS against the side of the screen to hide them from the weirdboy. Expect an argument for trying that tactic!

(A possible refinement of this move...take 2 trucks and place them with a narrow gap between, just wide enough for the weirdboy to see through. Point the gap right between 2 models in the screen. The weirdboy can only see the character. Boom! Instant loss of friend. )

Fortunately we don't have to choose until we know the army we're facing. I might try it against a super elite army of T4s like GK.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 19:18:27


Post by: Breng77


The issue with eadbanger is that you only get 1 power on your weirdboy, and I can never see a situation where I would take it over Warpath or da jump. It fills a similar role to smite, but smite is in general better. Better against single wound model units, better against anything t6 or higher, doesn't require as much work to target what you want (smart opponent will not have characters close and weirdboyz are slow)


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 19:26:59


Post by: Kap'n Krump


Breng77 wrote:
The issue with eadbanger is that you only get 1 power on your weirdboy, and I can never see a situation where I would take it over Warpath or da jump. It fills a similar role to smite, but smite is in general better. Better against single wound model units, better against anything t6 or higher, doesn't require as much work to target what you want (smart opponent will not have characters close and weirdboyz are slow)


Yup, 'eadbanger was, is, and shall forever be, a terrible and useless spell. Da jump and warpath are both solid, though.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/16 19:29:45


Post by: Talamare


Even if 'eadbanger said /ALL/ enemy models with 9" (max 10)

It would still be a little mediocre because of the stupid Toughness Test.
Note it says the result needs to be HIGHER than the Toughness of the target.
Meaning 4+ to kill a GEQ, and 5+ to kill a MEQ
Toughness 6 being immunity.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/17 10:07:35


Post by: SemperMortis


 koooaei wrote:
I can see myself using 'eadbanger in some situations. A lot of characters - even really strong ones - are t4. Most named marine characters, most elven aspect warrior characters. Celestine and many regular eldar and dark eldar characters are t3. And they cost a bunch of points. So, it's 5+ or 4+ to succeed. With a cp re-roll that's 5/9 or 3/4. Sure, you still need to cast but it might be worth it. Especially now with no restrictions to being locked in combat for both you and your target.

Also, 'eadbanger doesn't need to target the closest model - just the one within 9'.

Warpath and 'ere we go are still generally better but i'd not discard 'eadbanger in some cases. Especially for a 2-d or 3-d wierdboy =)


Eadbanger specifically says the closest model within 9' of the caster. And realistically that will happen once maybe twice a game and unless your opponent is a moron who wants his characters dead they won't be the target because they have bubble wrap while they cast powers or buff everyone nearby. In other words Eadbanger is still the most useless spell in our arsenal.





Orks seem to be even weaker relative to marines (and others). @ 2017/06/17 10:26:51


Post by: ZebioLizard2


I'm not really sure the purpose of 'Eadbanger. You want to use it on characters but you cannot due to the closest rule. You want to use it on things with many wounds but they tend to be T4+ and monsters are most likely outright immune at T6..

I do hope they give that psyker ability a good lookover later on because I think objectively it's one of the worst ones ingame right now. If anything they should return that to what happens when you overpeak with WAAAGH! energy (12+) and make it Warp Vomit instead so that they have a primary attack beyond smite.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/17 11:37:06


Post by: Jidmah


 Kap'n Krump wrote:
Breng77 wrote:
The issue with eadbanger is that you only get 1 power on your weirdboy, and I can never see a situation where I would take it over Warpath or da jump. It fills a similar role to smite, but smite is in general better. Better against single wound model units, better against anything t6 or higher, doesn't require as much work to target what you want (smart opponent will not have characters close and weirdboyz are slow)


Yup, 'eadbanger was, is, and shall forever be, a terrible and useless spell. Da jump and warpath are both solid, though.


To be fair, it's still better than in 5th edition, and arguably slightly better than the one from the last codex, as you had to roll to hit first, even if it had more range and could select the target.

I'd only ever pick it versus Eldar or Armies from the Imperium 2 Book (like Guard, Inquisition, Sisters), as their characters are pretty valuable and you can even try to snipe squad leaders or special weapons that way. Eldar farseers seem like a great target, as they can ignore mortal wounds on 5+.
Still, probably only on a second warphead.

Outside of that, the only reason to pick it would be fielding three warpheads.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/17 18:38:14


Post by: koooaei


SemperMortis wrote:

Eadbanger specifically says the closest model within 9' of the caster. And realistically that will happen once maybe twice a game and unless your opponent is a moron who wants his characters dead they won't be the target because they have bubble wrap while they cast powers or buff everyone nearby. In other words Eadbanger is still the most useless spell in our arsenal.


Yeah, i missed that. Well, than it's not really that useful.


Orks seem to be even weaker relative to marines (and others). @ 2017/06/18 11:19:22


Post by: gungo


 Talamare wrote:
Even if 'eadbanger said /ALL/ enemy models with 9" (max 10)

It would still be a little mediocre because of the stupid Toughness Test.
Note it says the result needs to be HIGHER than the Toughness of the target.
Meaning 4+ to kill a GEQ, and 5+ to kill a MEQ
Toughness 6 being immunity.

I think I'd occassionally take eadbanger if it was like this as it be good for horde armies. Whereas smite is better vs characters. Right now eadbanger will never be chosen over da jump or warpath.