29373
Post by: Mr. Self Destruct
Simply put, list what you think are the most cost-effective unit upgrades in 40k.
My vote is on the Nemesis Daemonhammer.
5 points more to turn your normal boring force weapon into a SUPER MEGA FORCE WEAPON HAMMER WITH THUNDER AND IT'S A FORCE WEAPON AND KILLS DAEMONS HNNNNNNNNNNG
47322
Post by: AchillesFTW
I'm going to have go with the runes of warding. Even though they do come for free on Eldrad, I just assume they are part of his cost.
For 15pts, you neuter an armies psychic abilities, thereby denying quite a few armies of their very important sometimes game-winning abilities.
Otherwise I'm going to have to go with the DA ability Defend.
47617
Post by: Leonus Cohol
5 Points for Melta Bombs.
32410
Post by: Azure
Warscythe- 10 pts. No invul. for you!
47598
Post by: motyak
5 Points for a Guardsman! Greatest weapon in the 'verse!
Not an upgrade but I wanted to say it...
43972
Post by: GreyHamster
Runes of Warding. Make Jaws, Catalyst, Fortitude, and more suddenly very risky and unreliable. As long as that seer is hiding somewhere on the table. A handful of points to blanket the board in a very powerful psyker defense.
37768
Post by: acekevin8412
Tau Disruption Pods. 5pts for a cover save for all vehicles at 12+"
35785
Post by: Avatar 720
Honour Blade. 10pts to make your puny S3 Ethereal S5.
Yeah, who's useless now?
33550
Post by: Jubear
Ork Deffrollas 20 points of feth you AV14 =)
44475
Post by: Belexar
Demolition Veterans. 30 points for a unit full of meltabombs plus a weapon that can kill a Terminator squad in one shot? Yes, please.
15115
Post by: Brother SRM
Avatar 720 wrote:Honour Blade. 10pts to make your puny S3 Ethereal S5.
Yeah, who's useless now?
The ethereal
I would probably say daemonic possession on a vindicator. You will always move, and you will always shoot. The upgrade-inflicted BS3 doesn't really matter since you're shooting pieplates anyway.
39742
Post by: Blood Angel 17
Flickerfields
45116
Post by: bombboy1252
The KFF for a mek, most useful upgrade ever!
39264
Post by: Swiftblade
Definatly Catalyst for Tervigons.
15 points to be able to give any unit within 18" FNP, thats hugely beneficial for an army like Nids with low armor save.
25703
Post by: juraigamer
acekevin8412 wrote:Tau Disruption Pods. 5pts for a cover save for all vehicles at 12+"
Gotta agree with this.
2695
Post by: beef
GreyHamster wrote:Runes of Warding. Make Jaws, Catalyst, Fortitude, and more suddenly very risky and unreliable. As long as that seer is hiding somewhere on the table. A handful of points to blanket the board in a very powerful psyker defense.
Do they still do penal legion for 2pts each?
Faced a guy with shed loads of penaql legion back in the day. Was fun, My SW could not chew threw them fast enough.
36323
Post by: Justus
I gotta say Daemonic Possession as well. That's 20 points of 2/3 of your glances and 1/3 of your pens can't touch me. This is just too good on Vindicators and Dreadnoughts!
48147
Post by: KilroyKiljoy
Justus wrote:I gotta say Daemonic Possession as well. That's 20 points of 2/3 of your glances and 1/3 of your pens can't touch me. This is just too good on Vindicators and Dreadnoughts!
I don't know, losing a point in BS kinda makes it less useful.
36817
Post by: lledwey
KilroyKiljoy wrote:Justus wrote:I gotta say Daemonic Possession as well. That's 20 points of 2/3 of your glances and 1/3 of your pens can't touch me. This is just too good on Vindicators and Dreadnoughts!
I don't know, losing a point in BS kinda makes it less useful.
Also, you can't take it on Dreads.
26204
Post by: candy.man
I’m going to say psybolt ammunition or Sanguinary Priests are probably the most cost effective unit upgrades in 40k. I’m not surprised that both come from a Matt Ward codex.
40777
Post by: Movac
Blood Angel 17 wrote:Flickerfields
39755
Post by: Jackster
Melta Guns
cheap and allows the guy to kill anything in the game except for the Avatar.
Also arent we not suppose to post point cost of upgrades?
47469
Post by: Deathsadvocate
For orks it's the KFF and the deffrolla. And snikrot...man do love snikrot.
For dark eldar it's flickerfields (your telling me that for just ten points my vehicles get INVUL saves  yeah these are mandatory) and liquifiers( 50% chance to ignore MEQ saves and melt some beakies  )
11892
Post by: Shadowbrand
Mark of the Wulfen and Melta guns.
41573
Post by: Small, Far Away
-1 point for a Grey Hunter.
Yep, I went there.
11892
Post by: Shadowbrand
Grey Hunters are just a steal. Like I have -no- reason why not to run them. And how dirty cheap the weapons are.
44276
Post by: Lobokai
Black Templar Assault Squad: 2 points per model for Meltabombs
11268
Post by: nosferatu1001
Banner of Cheese
10 points to turn a squad into much, much more effective unit for a turn.
Oh look, its a Phil Kelly codex -that paragon of balance. Oh wait, 4th ed Eldar flying circus and dark eldar venom spam...
20983
Post by: Ratius
I like 10 points for a multimelta on LRs. Gives a triple anti-armor threat from an already lethal tank.
10s correct yes?
47480
Post by: Rocky1
Tau Disruption Pods. 5pts for a cover save for all vehicles at 12+"
Gotta be this
13740
Post by: Valkyrie
Targeters from the old DH Codex. Pre-measure to your target for 1 point per squad!
44475
Post by: Belexar
Deff rollas are good too. You can turn your 20 boy transport into an infantry shredder for just 20 points!
21243
Post by: GamzaTheChaos
Demonic possession for Chaos tanks. for 20 points you ignore all crew shaken and stunned results. it works great for the landraider. -1 BS is not bad when you have all twin linked weapons on it. the thing is cheaper than most LR is it feels even more unstoppable then a normal one!
32955
Post by: Coolyo294
acekevin8412 wrote:Tau Disruption Pods. 5pts for a cover save for all vehicles at 12+"
Clearly, Tau are completely OP.
35785
Post by: Avatar 720
Not as OP as Necrons.
49456
Post by: pizzaguardian
ı go for psybolt ammunition. a 10 min squad of storm bolters at str 5 hell yeah
or even more a storm raven wıth hurricane bolters, twin linked assault cannons and a twin linked heavy bolter at +1 str. I WANT
29934
Post by: Durza
Not sure about the most cost effective, but Chaos Sorceror is definitely the least. 10pts extra for 1WS less than Chaos Lord, +5pts for a second power and around 20pts per power...
5pt meltabombs are a good option though.
21243
Post by: GamzaTheChaos
Durza wrote:Not sure about the most cost effective, but Chaos Sorceror is definitely the least. 10pts extra for 1WS less than Chaos Lord, +5pts for a second power and around 20pts per power...
5pt meltabombs are a good option though.
You get a force weapon though =|
20901
Post by: Luke_Prowler
5 pts Psyammo for dreadnaught autocannons. Turn an already powerful weapon into a 2 shot TL missile launcher
29934
Post by: Durza
GamzaTheChaos wrote:Durza wrote:Not sure about the most cost effective, but Chaos Sorceror is definitely the least. 10pts extra for 1WS less than Chaos Lord, +5pts for a second power and around 20pts per power...
5pt meltabombs are a good option though.
You get a force weapon though =|
... So does the SM librarian. With two free powers. And a hood. For the same price.
18698
Post by: kronk
Free missile launchers and flamers for a 10-man tactical squad.
49255
Post by: curtis
Durza wrote:GamzaTheChaos wrote:Durza wrote:Not sure about the most cost effective, but Chaos Sorceror is definitely the least. 10pts extra for 1WS less than Chaos Lord, +5pts for a second power and around 20pts per power...
5pt meltabombs are a good option though.
You get a force weapon though =|
... So does the SM librarian. With two free powers. And a hood. For the same price.
Just like to point out a sorcerer also has +1WS +1BS +1W +1A +1I and a 5++ save over a librarian, I'm sure that's enough free stuff to offset costs of powers
18698
Post by: kronk
Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
35785
Post by: Avatar 720
curtis wrote:Durza wrote:GamzaTheChaos wrote:Durza wrote:Not sure about the most cost effective, but Chaos Sorceror is definitely the least. 10pts extra for 1WS less than Chaos Lord, +5pts for a second power and around 20pts per power...
5pt meltabombs are a good option though.
You get a force weapon though =|
... So does the SM librarian. With two free powers. And a hood. For the same price.
Just like to point out a sorcerer also has +1WS +1BS +1W +1A +1I and a 5++ save over a librarian, I'm sure that's enough free stuff to offset costs of powers
Not really. A Chaos Sorcerer doesn't have the best selection of powers ever; Warptime is only useful in combat, where you DON'T want him (powerfist + Sorcerer = Dead Sorcerer); Doombolt is useless, an assault 3 S4 AP3 power that has 18" range and is hindered by cover is not worth an 115pt model; Wind of Chaos is reasonable, but requires you to be perilously close to an enemy; Gift requires you to be within 6" of an enemy at the start of your turn, and is only useful for trying to snipe powerfists from squads, making Warptime useful, but requiring him to purchase a costly Mark of Tzeentch if he wants to use both GoC and Warptime, at which point he become stupidly expensive.
Then you have the 3 Mark powers, out of which Nurgle's Rot is sub-par (s3 ap- hit, nice... not really...), Bolt of Change is basically an AP1 krak missile that you've just payed a stupidly high price for, and Lash of Submission is the only power that doesn't really have a drawback, especially coming from the cheapest mark.
Factor in the Sorcerer's lack of psychic defense, and the fact that half of his statline doesn't matter, and you've got a jolly overpriced model that can be outperformed by a Daemon Prince in all bar hiding; the only benefits of taking a Sorcerer are that he can join a squad and ride around in a rhino, firing lash out of it with relative impunity.
18698
Post by: kronk
Chaos sorcerers don't suck, but they could use the 5th edition power bump that the Space Marine Librarians got.
6772
Post by: Vaktathi
Psybolt ammo on GK dreads.
Why on earth Mat Ward thought that upgrading two BS4/5 TL Autocannons to S8 was only a 5pt upgrade is beyond me.
25303
Post by: Grey elder
Wolf Totem any one?
48454
Post by: Xenocidal Maniac
I can't believe no one has mentioned Psybolt Ammo....
So cost effective it's broken.
42203
Post by: Lord Magnus
Xenocidal Maniac wrote:I can't believe no one has mentioned Psybolt Ammo....
So cost effective it's broken.
People have mentioned it... twice, on dreads most of all, 5 pts for a twinlinked krak missle platform of doom against tanks.
47547
Post by: CthuluIsSpy
Cybork Body - 10pts for a 5++ on your already hard as nail Warboss. Nice
Nightfields - 10pts to reduce a weapon's maximum range by 6", effectively trolling meltas.
Phylactery - 15pts, and on a 6 the lord comes back with 3 wounds! ...And then he gets hit by a vindicator.
32785
Post by: RaptorsTalon
Warscythe.
WAY to cheap for what it does.
47547
Post by: CthuluIsSpy
RaptorsTallon wrote:Warscythe.
WAY to cheap for what it does.
It's also the one of the few things that makes the cron army playable.
27650
Post by: TutorialBoss
Space Marine Terminator Assault Squad:
0 points for Thunder Hammer and 3++ Storm Shield.
And thus players of 40k were introduced to era of Mat Ward. It was grim and dark.
48307
Post by: NeutronPoison
I've got to go with whoever said meltaguns. All this other stuff is nice, I guess, but if I can have a meltagun, I take a meltagun.
40927
Post by: im2randomghgh
Tau multi-tracker for 5 points.
Lets your suits fire both weapons, and lets tanks count as fast for the purpose of firing. Automatically Appended Next Post: kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
6772
Post by: Vaktathi
TutorialBoss wrote:Space Marine Terminator Assault Squad:
0 points for Thunder Hammer and 3++ Storm Shield.
And thus players of 40k were introduced to era of Mat Ward. It was grim and dark.
Indeed, not something the game needed. True, TH/ SS termi's were lacking something, but making it 3++ for CC only would have made them very popular regardless, 3++ against shooting as well, for zero cost increase, is more than a wee bit overdone and has lead to the extinction of other terminator types in C: SM armies.
im2randomghgh wrote:Tau multi-tracker for 5 points.
Lets your suits fire both weapons, and lets tanks count as fast for the purpose of firing.
I would have thought that the Disruption Pods would have been by far the better ones. Multitrackers on suits are 20% of their base points costs. Very good, but not cheap and vital for the proper functioning of the unit. On tanks, it depends entirely on what its armed with and what its shooting at. The 5pts for 4+ cover against anything further than 12" away is incredible, and gives Tau much needed resiliency for almost nothing, I've seen 20-30pts of such upgrades swing games entirely on their own more than once.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
On far superior troops that can move and fire at full effect (and functionally giving them the same threat radius but with twice as many shots at that long range as Fire Warriors against vehicles), it makes a whole lot more difference, though at the same time I wouldn't say its really worth it.
41864
Post by: Sunoccard
CthuluIsSpy wrote:RaptorsTallon wrote:Warscythe.
WAY to cheap for what it does.
It's also the one of the few things that makes the cron army playable.
I have to +1 this. A power weapon that kills invulns is amazingly good, sucks that it's only close combat in a shooty army ( but great use as a buffer or a Deathstar killer) .
22190
Post by: Theduke07
psybolt for Dreads. The difference between putting a wound on something and exploding T4 with ID (and all the consequences like no FNP) is a world of difference why this was 5 on dreads while storm ravens pay like 20(?) makes no sense. Ward clearly didn't see the huge step adding +1 S does
39755
Post by: Jackster
im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
They move 6" and shoot 24", same as a pulse rifle.
Psybolts are better for that purpose, but S9 ML is the good part.
18698
Post by: kronk
im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
Nice. But you're focusing on the wrong part. Do you have something that can move 6", shoot 4 times at S9AP3, and then assault what it shot with 5 powerfists at S9 (if the launchers didn't kill it's target) while sporting a 2+/5++?
Didn't think so...
40927
Post by: im2randomghgh
kronk wrote:im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
Nice. But you're focusing on the wrong part. Do you have something that can move 6", shoot 4 times at S9AP3, and then assault what it shot with 5 powerfists at S9 (if the launchers didn't kill it's target) while sporting a 2+/5++?
Didn't think so...
I have two mantas though.
Each one can shoot close to 100 times per turn.
Including two heavy rail guns.
47547
Post by: CthuluIsSpy
Mantas are Apoc. They don't count.
29373
Post by: Mr. Self Destruct
im2randomghgh wrote:kronk wrote:im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
Nice. But you're focusing on the wrong part. Do you have something that can move 6", shoot 4 times at S9AP3, and then assault what it shot with 5 powerfists at S9 (if the launchers didn't kill it's target) while sporting a 2+/5++?
Didn't think so...
I have two mantas though.
Each one can shoot close to 100 times per turn.
Including two heavy rail guns.
Black Templars don't die when you happen to pass them and cough. Tau do.
39264
Post by: Swiftblade
Mr. Self Destruct wrote:im2randomghgh wrote:kronk wrote:im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
Nice. But you're focusing on the wrong part. Do you have something that can move 6", shoot 4 times at S9AP3, and then assault what it shot with 5 powerfists at S9 (if the launchers didn't kill it's target) while sporting a 2+/5++?
Didn't think so...
I have two mantas though.
Each one can shoot close to 100 times per turn.
Including two heavy rail guns.
Black Templars don't die when you happen to pass them and cough. Tau do.
And to add to this massive quote box:
Considering many Tau have a basic BS stat of 3 without markerlights, its not quite as dependable at shooting as it should be. I mean certainly, markerlights are abundant in a good Tau list, but the fact remains that BS 3 for an army that depends on shooting as its only source of reliable attack is pretty bad. Its like how Termigants with devourers are amazing troops, being able to unload a gakload of dakka at a cheap price, but beacsue they are BS 3 that means usually only about half the shots will get through. BS 3 is redeemable when you can use sheer weight of numbers to back up for lack of shooting accuracy, but most firewarrior squads are very small, and even with a pretty good gun in their hands, alot of shots are gonna miss, and that sinks your boat.
And if we're going to throw Mantas in the mix, Ill throw a Heirophant. That thing just wont die
And don't rhinos have a rear armor of 10, so technically str 4 can glance a Rhino?
44326
Post by: DeffDred
Deffrolla.
Painboy.
40927
Post by: im2randomghgh
Swiftblade wrote:Mr. Self Destruct wrote:im2randomghgh wrote:kronk wrote:im2randomghgh wrote:
Automatically Appended Next Post:
kronk wrote:Honorable Mention: Tank Hunters on Cyclone Missile Launcher sporting Black Templar Terminators. Only 3 points per teminator.
Also, it will make their storm bolters S5, which can glance a rhino.
2nd honorable mention: Furious Charge on Black Templar Assault terminators. 3 points per model for +1I and +1S doesn't suck with Lightning claws that reroll to hit and wound.
It basically makes their storm-bolters a short-range version of the gun every single infantry model in my army gets.
Impressive.
Nice. But you're focusing on the wrong part. Do you have something that can move 6", shoot 4 times at S9AP3, and then assault what it shot with 5 powerfists at S9 (if the launchers didn't kill it's target) while sporting a 2+/5++?
Didn't think so...
I have two mantas though.
Each one can shoot close to 100 times per turn.
Including two heavy rail guns.
Black Templars don't die when you happen to pass them and cough. Tau do.
And to add to this massive quote box:
Considering many Tau have a basic BS stat of 3 without markerlights, its not quite as dependable at shooting as it should be. I mean certainly, markerlights are abundant in a good Tau list, but the fact remains that BS 3 for an army that depends on shooting as its only source of reliable attack is pretty bad. Its like how Termigants with devourers are amazing troops, being able to unload a gakload of dakka at a cheap price, but beacsue they are BS 3 that means usually only about half the shots will get through. BS 3 is redeemable when you can use sheer weight of numbers to back up for lack of shooting accuracy, but most firewarrior squads are very small, and even with a pretty good gun in their hands, alot of shots are gonna miss, and that sinks your boat.
And if we're going to throw Mantas in the mix, Ill throw a Heirophant. That thing just wont die
And don't rhinos have a rear armor of 10, so technically str 4 can glance a Rhino?
I often lament the lack of basic BS4. But if they did have that, Tau would be a force of nature. Especially since with Basic BS4 and with TA a Crisis team could have BS5
49391
Post by: DaWaagh!
Waaagh banner 15 points (Ghazghkull WS 7  ) for 15 points in a nob squad.
48726
Post by: Skal098
Ima huge fan of Motw at 15 pts a potential 7 rending hits on a charge FTW.
18698
Post by: kronk
DeffDred wrote:Deffrolla.
Painboy.
A painboy turns a nob squad with the proper mix of crazy weapon loadouts from point sink into death star!
5616
Post by: Dr_Chin
IF you have to pay points 5 points for The Changling if you are talking upgrade, its dark angles the upgade to Sammael jetbike is free to a 14 14 10 land speeder with 4+ invol. You could also argue Multi-Meltas free on Dreads
47327
Post by: whigwam
Herald of Tzeentch's Chariot. 15 pts for +1S, +1T, +3W, +1A, Jetbike, Furious Charge. You lose IC status, but really, how could you not take this upgrade?
44475
Post by: Belexar
KFF MY WHOLE ARMY GETS COVER SAVES HURR!!!
48860
Post by: Joey
Camo cloaks essentially give a squad of veterans a 3+ invulnerable save, for 30 pts a squad. Add in go to ground and you can make that 2+, which aint bad.
47498
Post by: Battle Brother Ambrosius
Holy Orb of Antioch for Black Templars. Costs 10 points, and always wounds on a 2+, and has AP3
37700
Post by: Ascalam
Gotta love the Holy Hand Grenade
Monty Python references FTW!
47498
Post by: Battle Brother Ambrosius
Ascalam wrote:Gotta love the Holy Hand Grenade
Monty Python references FTW!
Indeed
6772
Post by: Vaktathi
Joey wrote:Camo cloaks essentially give a squad of veterans a 3+ invulnerable save, for 30 pts a squad. Add in go to ground and you can make that 2+, which aint bad.
It gives them +1 to their *cover* save, which may or may not be 3+, and for a squad that costs 70pts base, that's not exactly cheap, there's a reason it's not hugely popular, especially given such units are usually mounted in chimeras where the cloaks don't do anything.
42470
Post by: SickSix
Rocky1 wrote:Tau Disruption Pods. 5pts for a cover save for all vehicles at 12+"
Gotta be this
Yup. This has my vote. But it's still not enough to help my tau win a game lol
3560
Post by: Phazael
Thunder Shield
/thread
40927
Post by: im2randomghgh
Not an upgrade so much as a unit...
But An'ggrath costs 888 points and gets infinite attacks in melee and is basically unkillable.
29934
Post by: Durza
Infinite? That's terrible. You'd never stop rolling once you started a combat with him.
24990
Post by: Skarboy
5-point Psybolt ammo is pretty ridiculous.
40927
Post by: im2randomghgh
Durza wrote:Infinite? That's terrible. You'd never stop rolling once you started a combat with him.
Not really. You'd just kill the things in B2B REAL fast.
11268
Post by: nosferatu1001
He only gets more attacks when he rolls "6"s , same as the old Axe of Khorne
47528
Post by: ceku
Disruption pod for tau for 5 points. Vehicles get cover save from anything shooting more than 12 inches away. Automatically Appended Next Post: Nvrm someone said it already =[
29878
Post by: Chowderhead
nosferatu1001 wrote:He only gets more attacks when he rolls "6"s , same as the old Axe of Khorne
Yeah, I mean, the cheating Dreadnaught ( DC Dread w/ Blood Talons) will get a ton more extra attacks.
40927
Post by: im2randomghgh
Chowderhead wrote:nosferatu1001 wrote:He only gets more attacks when he rolls "6"s , same as the old Axe of Khorne
Yeah, I mean, the cheating Dreadnaught ( DC Dread w/ Blood Talons) will get a ton more extra attacks.
An'ggrath has like seven basic attacks plus IIRC three on the charge? so 10+ potentially infinite attacks
Plus, have you seen his statline? It's like they intended for him to be an unstoppable rape-machine.
2304
Post by: Steelmage99
5 pts. Psybolt Ammo upgrade for a Grey Knight Rifleman Dread must be the most cost-effective upgrade ever. 1. It increases the strength of both weapons at the same prize. 2. It increases the strength of twin-linked weapons making it more likely of being relevant. 3. It make said weapon capable of Insta-Gibbing Toughness 4 models, including such popular things as Marines, Tyranid Warriors and Ork Nobs to name a few. 4. It makes a popular anti-transport weapon even better. For 5 pts.!! .
11060
Post by: Phototoxin
Dpods on tau. Practically mandatory.
29934
Post by: Durza
im2randomghgh wrote:Chowderhead wrote:nosferatu1001 wrote:He only gets more attacks when he rolls "6"s , same as the old Axe of Khorne
Yeah, I mean, the cheating Dreadnaught ( DC Dread w/ Blood Talons) will get a ton more extra attacks.
An'ggrath has like seven basic attacks plus IIRC three on the charge? so 10+ potentially infinite attacks
Plus, have you seen his statline? It's like they intended for him to be an unstoppable rape-machine.
Maybe they did. Nothing shouts 'Run away then shoot me' like a Greater Daemon of Khorne.
29842
Post by: Pen≥Sword
Phazael wrote:Thunder Shield
/thread
Those Lightning Hammers they come with are particularly effective as well. Though it's usually a good idea to throw some Storm Claws in there too.
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Post by: nectarprime
Ya I didn't want to say anything.... but where is this amazing thunder shield upgrade?
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Post by: TutorialBoss
Steelmage99 wrote:5 pts. Psybolt Ammo upgrade for a Grey Knight Rifleman Dread must be the most cost-effective upgrade ever.
1. It increases the strength of both weapons at the same prize.
2. It increases the strength of twin-linked weapons making it more likely of being relevant.
3. It make said weapon capable of Insta-Gibbing Toughness 4 models, including such popular things as Marines, Tyranid Warriors and Ork Nobs to name a few.
4. It makes a popular anti-transport weapon even better.
For 5 pts.!!
Ugh, I just got depressed over the whole thing again like when I first read the rule.
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Post by: Pen≥Sword
I think the 15 point discount "Power Fist" on PA Grey Knights ranks up there too.
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Post by: Jackster
Pen≥Sword wrote:I think the 15 point discount "Power Fist" on PA Grey Knights ranks up there too.
It's actually a force Thunder Hammer, though they are trading their force weapons for it.
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