63000
Post by: Peregrine
FatBoyNoSlim wrote:Outflanking platoons are still viable as we have not heard of anything saying that Creed no longer allows one unit to outflank.
It is speculation that it works this way, and even if it does it commits you to taking Creed, which may not be an appealing option in the new codex. Plus, the Al'rahem lists from the current codex can take both him and Creed, to outflank a supporting unit along with the platoon.
And the changes to conscripts points, combined with the points being saved by not paying for send in the next wave and Chenkov means that whilst you can not get infinite men, you can field a lot more conscripts to start off with. Also nothing is stopping a foot general from putting some of his conscripts in reserve and bringing them on as a "next wave" if they are worried about a crowed DZ.
But it's still a pointless nerf. SITNW might not be point-efficient compared to new conscripts, but it was fun. Now the character is gone for no good reason, and you have to try to approximate the same effect some other way.
In fact I would argue in favour of this codex being better to for foot guard as the ability to put cheap priest and commisars in conscripts and giving them massive buffs is a huge boost to that unit. add to this the order to "move shoot and run" and those foot slogging conscipts have the potential to move up field quickly!
Who cares about priests and commissars? You've already got inquisitors available, and even if it works it's an incredibly one-dimensional list. That's not very impressive as the best part of the new codex.
Combine this with the rumours of HWS being only 45 points to start (coming with 3x morters) and we getting some serious fire power.
Even cheap HWS are still bad. It's still a BS 3 unit with no extra wounds, extreme vulnerability to instant death, and no mobility. Dropping the cost a bit doesn't do anything to fix the real problems with them in the current codex.
with by Platoon squads with AC and GL
Eww, no. AC/ GL is how you waste units. Never do this if you want to win.
HWS armed with Rockets for AA
Eww, no. Flak missiles are stupidly overpriced. I can't think of a single situation where I'd want to use them. Even snap firing LCs is probably a better plan, if you're stubbornly determined to keep real AA units out of your list.
53802
Post by: Rob451
I can't remember if Hydras have gone down in points from 75 but I only just realised that the Marine Stalker costs 75 points and is just far and away better at AA than the new Hydra and more durable.
Hydra: BS3, 4 TL Autocannon shots. Armour 12, 10, 10 & open-topped.
Stalker: BS4, 4 TL Autocannon shots, Armour 12, 12, 10 not open-topped and can fire 4 shots at two different targets at BS2 if it wants (which I use for causing grounding tests). Plus a Stormcannon array is ONE weapon not two twin-linked weapons like the Hydra so you can move 6" and still fire at full BS all 4 shots.
Yes you can't squadron them but that's just sad how much worse the new Hydra is compared to all other dedicated AA choices since 6th hit.
At 50 points I'd consider a squadron of 3 for the price of 2 old Hydras just so there is one to explode as soon as the enemy airpower arrives.
29784
Post by: timetowaste85
Wait...Punisher Leman Russes gained shred? I...um...the Leman Russ I like just got awesome. Back to buying the book!!
I'll just get permission from friends to run Marbo identical to his 5th edition statline.
31260
Post by: Biophysical
Peregrine wrote:
Except it doesn't just cost 270 points, because you're ignoring the cost of the transport. The current codex is 340 points for two plasma vet squads in Chimeras, the new codex is 465 points, a 36% increase. And that's if you're using Chimeras. Valkyries make it even more expensive, and of course Vendettas aren't an option at all anymore.
I specifically said mech vets were worse, and then specifically said I was just examining foot vets.
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Post by: Mr.Omega
Exact Leman Russ costs, from L'astropate:
150 LRBT
130 Exterminator
135 Vanquisher
120 Eradicator
170 Demolisher
140 Punisher
155 Executioner
Henry says they're in the exact order as the 5th ed Codex, which either means the above as the tanks are laid out on the non-cost page or:
120/130 - LRBT/Exterminator
135 - Vanquisher
140- Eradicator
150- Demolisher
155-Punisher
170-Executioner
This, in the same order of rising costs as in 5th
For the first changed the points in order as the old codex 150 130 135 120 170 140 155 and there are psikers with divination
http://astropate.blogspot.co.uk/2014/04/nuova-astra-militarum-foto-del-codex-e.html
I'm also wondering now if the Hydra never lost its ignores jink saves rule, and if the rule has instead been moved to the weapon profile (where hence it would be explained in the armoury), as is the new trend in 6th.
31260
Post by: Biophysical
TheKbob wrote:
The concept of getting them a 4+ save, or more bodies AND a 4+ armor save is something to think about. However, a lot of the game's current "better" things are usually S6-7, Ap4. Thus the extra points may be a waste. Time will tell on that one.
Camo cloaks may be a better option. I don't know right now, and it probably depends on a lot of factors. Either way, there's a certain amount of synergy with Armored Sentinels that's probably worth thinking about.
65784
Post by: Mr.Omega
Rob451 wrote:I can't remember if Hydras have gone down in points from 75 but I only just realised that the Marine Stalker costs 75 points and is just far and away better at AA than the new Hydra and more durable.
Hydra: BS3, 4 TL Autocannon shots. Armour 12, 10, 10 & open-topped.
Stalker: BS4, 4 TL Autocannon shots, Armour 12, 12, 10 not open-topped and can fire 4 shots at two different targets at BS2 if it wants (which I use for causing grounding tests). Plus a Stormcannon array is ONE weapon not two twin-linked weapons like the Hydra so you can move 6" and still fire at full BS all 4 shots.
Yes you can't squadron them but that's just sad how much worse the new Hydra is compared to all other dedicated AA choices since 6th hit.
At 50 points I'd consider a squadron of 3 for the price of 2 old Hydras just so there is one to explode as soon as the enemy airpower arrives.
Good points, I expect we're missing something on the Hydra's rules after reading this. Sucks if GW didn't consider this but it won't stop me from using them.
If the rumour that ignores jink is gone is true, the only real advantages the Hydra's getting is the ability to be squadroned and a heavy bolter, which is pretty sucky.
61618
Post by: Desubot
B0B MaRlEy wrote:For what it's worth GW's weird translation team decided to not translate 90% of the units names (they're in english).
This team had a trend of not translating the vehicles, which could be argued for (marines vehicles for example never were translated, but all other races' were) but now even infantry squads aren't translated anymore, which just looks stupide with the french fluff text right under it.
Sigh
Automatically Appended Next Post:
Oh, were the relics revealed? I've had a glance at them
I dont think so. at least i haddent seen them.
anything good?
77159
Post by: Paradigm
Cheaper Russes seem cool. Pask in an Exterminator with HB, assuming he's 70 as rumoured and the HB prices didn't change, clocks in at 220 points and sounds positively deadly. May well be too little, too late though, for this codex. I'm still not convinced that a buff to a handful of units is enough to cancel the outright deletion of several fun, effective and useful options.
694
Post by: kir44n
I'm hoping the Hydra has some benefits to it, I really do. If it loses jink the jink rule, then the Hydra becomes a pure point sink if your enemy doesn't bring any flyers. Because to make up for the durability of 1 hydra, you know you'd be taking 2-3 at 140-210 points.
Compare that to a Bastion with quad gun. Bastion is AV 14 building, using a 48" Twinlinked 4 shot AC with skyfire & interceptor. For 125 points. Alternatively you can have an aegis with quad gun for 100 points.
And if your gaming group allows, take the imperial strongpoint and take both and Aegis and Bastion with Quad Guns for 225 points. Now you have 2/3rds the firepower of a Hydra battery, but more durable (at least for the bastion) that also has interceptor, allowing them to shoot oncoming flyers, or harass enemy ground at full BS. For 15 less points then 3 hydras. Oh, and all this is NOT using one of your Heavy Support slots.
I will also point out that Platoon Commanders have BS 4, so these guns can be at BS4 even if you go with blob squads instead of vets.
I'm hoping that we might see a skyfire change in the future (like, making them choose air or land and haivng interceptor only grant shots on incoming aircraft). Otherwise those playing with the expanded rules quite simply have better options available.
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Post by: Biophysical
The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
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Post by: Sir Arun
On the other hand wouldnt the Hydra without interceptor for around 75 points be the equivalent of the current SM Stalker? Trading in side armor for longer range on the weapons?
34416
Post by: B0B MaRlEy
Desubot wrote: B0B MaRlEy wrote:For what it's worth GW's weird translation team decided to not translate 90% of the units names (they're in english).
This team had a trend of not translating the vehicles, which could be argued for (marines vehicles for example never were translated, but all other races' were) but now even infantry squads aren't translated anymore, which just looks stupide with the french fluff text right under it.
Sigh
Automatically Appended Next Post:
Oh, were the relics revealed? I've had a glance at them
I dont think so. at least i haddent seen them.
anything good?
Honestly nothing struck me as awesome, there's a meh pistol (S5 AP 4 ?), A relic that helps out your order-giving (Auto-reliquary or something equally silly) , a very expensive one that allows units very close (I think it was 6") to choose to pass or fail leadershop checks (probably morale, it'd be silly otherwise) (60 points IIRC), an ok one granting a few special rules to the bearer ( IWND, EW?) for 30 points. The good thing was that they were quite cheap, except the one I mentionned. Nothing awe-inspiring though
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Post by: Vaktathi
Sir Arun wrote:On the other hand wouldnt the Hydra without interceptor for around 75 points be the equivalent of the current SM Stalker? Trading in side armor for longer range on the weapons?
The longer range on the weapons is largely irrelevant outside of an Apoc game, and the Stalker has BS4 and its split-fire rule too.
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Post by: rabidguineapig
Paradigm wrote:Cheaper Russes seem cool. Pask in an Exterminator with HB, assuming he's 70 as rumoured and the HB prices didn't change, clocks in at 220 points and sounds positively deadly.
May well be too little, too late though, for this codex. I'm still not convinced that a buff to a handful of units is enough to cancel the outright deletion of several fun, effective and useful options.
The loss of the artillery sucks, but I don't own any of the models thankfully (have been planning on buying some forever but tend to just use my friend's or proxy them with Chimeras). I do have a bunch of Russes and they look to be more useful, so I guess I made out pretty well there. I'm hoping that they at least buff a few of the more useless remaining units and release a codex that can be played in a few different ways. I actually purchased a decent sized Grey Knight army earlier this year because I was getting sick of setting up, pushing around, and packing up a hundred models every game. It'll be just my luck that the update will make massive Conscript/Priest/Commissar blobs the only viable option in anything more than a fluff game.
The characters are more of a personal preference to me though - I used Marbo almost every game so I'm pretty  that he's gone, there better be a dataslate! Harker I used on occasion, and did go so far as to convert a model for him but I can deal with not having him. Al'Rahem and Chenkov with his much fluff and very Russia were more of an entertaining side show for me and never really changed the game. Bastonne and Kamir were useless IMO and I never bothered to use them.
From a practical standpoint I won't be bothered too much by the special character losses and can probably convince my friends to let me use old Marbo, but having plenty of unique flavor is part of what gives the guard so much character and makes them so much fun. I won't say I used all of those fun options all the time, but there's something to be said for having the option. For now, I guess we can hope for dataslates to replace some of the losses, but it's ridiculous that they shouldn't just be included in the codex and will cost us more in the future if GW goes down that road...
I'll still buy it, but I never pre-ordered and will stop by the FLGS to at least give it a look first.
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Post by: General Hobbs
I still want my Solar Macharius back....I have the model, I want rules for him.
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Post by: tomjoad
Biophysical wrote:The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
If the points are dropping without any other change in rules, it is just to make up for the change of Lumbering Behemoth to Heavy. When the previous prices were chosen, a Russ could fire all it's guns every turn; Ordnance Russes can't do that any more and they deserve a price break if Lumbering Behemoth isn't returning.
78925
Post by: Sir Arun
can someone do the math?
3 heavy bolters firing at bs 3 wont kill much more than 3 heavy bolters firing at bs 1, will they?
26273
Post by: Thatguyoverthere
Biophysical wrote:The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
I could see them dropping a hull point, to make them 3HP like most other tanks.
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Post by: CthuluIsSpy
3 BS3 HB against marines = ~1 dead marine
3 BS1 HB against marines = ~0.33 dead marines.
752
Post by: Polonius
Sir Arun wrote:can someone do the math?
3 heavy bolters firing at bs 3 wont kill much more than 3 heavy bolters firing at bs 1, will they?
Well, three times as much. But it's three times "not a lot," so....
AGainst Orks (the prime target): 9 shots at Bs1: 1.5 hits, 1.25 wounds. 9 shots at BS3: 4.5 hits, 3.75 wounds.
37470
Post by: tomjoad
Thatguyoverthere wrote:Biophysical wrote:The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
I could see them dropping a hull point, to make them 3HP like most other tanks.
Ridiculously, they already have only 3 hull points. As far as I can recall only Land Raiders and Battlewagons have 4.
31260
Post by: Biophysical
Leman Russ tanks have always had 3 Hull Points, unless I've missed something for two years.
26273
Post by: Thatguyoverthere
tomjoad wrote: Thatguyoverthere wrote:Biophysical wrote:The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
I could see them dropping a hull point, to make them 3HP like most other tanks.
Ridiculously, they already have only 3 hull points. As far as I can recall only Land Raiders and Battlewagons have 4.
Biophysical wrote:Leman Russ tanks have always had 3 Hull Points, unless I've missed something for two years.
... Well gak.
18080
Post by: Anpu42
I am still not seeing where Marbo has gone away.
47547
Post by: CthuluIsSpy
tomjoad wrote: Thatguyoverthere wrote:Biophysical wrote:The points costs on the Russes seem low. I wonder if they'll lose Heavy or something. I don't expect it, it just seems like 20-30 point drops are a lot to get without a corresponding loss in ability.
I could see them dropping a hull point, to make them 3HP like most other tanks.
Ridiculously, they already have only 3 hull points. As far as I can recall only Land Raiders and Battlewagons have 4.
Monoliths and both types of Necron Arks also have 4.
74089
Post by: rabidguineapig
5951
Post by: Ravajaxe
If the basic LRBT is still unchanged at 150 points, they may have changed the cannon from ordnance to heavy 1. Otherwise, I see no point in taking it over exterminator or executioner, or ... well any other Leman Russ without ordnance.
These prices levels are outstanding, for I viewed russes as already worth their points, and counting among the rare vehicles still worth their points, still worth playing in 6th edition. Now they are so tempting and easy to include in army lists. Considering these prices, I would be very surprised to not see Leman Russes widely played in Guard top tournaments lists.
18080
Post by: Anpu42
Ok, so we are trusting natfka again I see.
74089
Post by: rabidguineapig
Yeah that's basically all anyone is going on as far as I know. Really hoping he Commando'd his way into the dex.
5951
Post by: Ravajaxe
These are pretty "old" news, and have been almost confirmed since (can't remember if it was the spanish or italian source).
74089
Post by: rabidguineapig
There's too much to keep track of in the rumorsphere, just posting what I remembered.
I'm interested to see which of the random variations of Leman Russ point costs is correct, seems like the foreign language stuff has been sort of unclear on that front.
65404
Post by: FatBoyNoSlim
Peregrine wrote:FatBoyNoSlim wrote:Outflanking platoons are still viable as we have not heard of anything saying that Creed no longer allows one unit to outflank.
It is speculation that it works this way, and even if it does it commits you to taking Creed, which may not be an appealing option in the new codex. Plus, the Al'rahem lists from the current codex can take both him and Creed, to outflank a supporting unit along with the platoon.
And the changes to conscripts points, combined with the points being saved by not paying for send in the next wave and Chenkov means that whilst you can not get infinite men, you can field a lot more conscripts to start off with. Also nothing is stopping a foot general from putting some of his conscripts in reserve and bringing them on as a "next wave" if they are worried about a crowed DZ.
But it's still a pointless nerf. SITNW might not be point-efficient compared to new conscripts, but it was fun. Now the character is gone for no good reason, and you have to try to approximate the same effect some other way.
In fact I would argue in favour of this codex being better to for foot guard as the ability to put cheap priest and commisars in conscripts and giving them massive buffs is a huge boost to that unit. add to this the order to "move shoot and run" and those foot slogging conscipts have the potential to move up field quickly!
Who cares about priests and commissars? You've already got inquisitors available, and even if it works it's an incredibly one-dimensional list. That's not very impressive as the best part of the new codex.
Combine this with the rumours of HWS being only 45 points to start (coming with 3x morters) and we getting some serious fire power.
Even cheap HWS are still bad. It's still a BS 3 unit with no extra wounds, extreme vulnerability to instant death, and no mobility. Dropping the cost a bit doesn't do anything to fix the real problems with them in the current codex.
with by Platoon squads with AC and GL
Eww, no. AC/ GL is how you waste units. Never do this if you want to win.
HWS armed with Rockets for AA
Eww, no. Flak missiles are stupidly overpriced. I can't think of a single situation where I'd want to use them. Even snap firing LCs is probably a better plan, if you're stubbornly determined to keep real AA units out of your list.
1) I think arguing the creed point back and forth is not gonna help our discussion, as you pointed out its speculation at this time, so sorry for bringing that one up!
2) I see what you are saying about the SITNW removal. I used that rule all the time and I admit that I am sad that it not available any more. I was just pointing out that it is possible to get a similar effect for the same points cost, just trying to make the best out of bad situation.
3) Personally I care very much about the new priest and commisar rules! I collect a pure IG army and do not feature allies. Please do not think I am anti allies, I think using allies is a ligit strategy. And many of the players that I have come across both near and far away from where I live have a similar mindset. The priests and commisars are a nice nod to pure guard players.
4) HWS are key if you are playing a pure foot guard list. You need them to get concentrated heavy weapons fire that you can order to bring it down. I know you pointed out why many IG players do not take them but they are essential for a pure IG foot list. I know you will want to say "But just use saber platforms instead and other forge world". Unfortunately my local tournament scene only allows the use of one FW unit. So even with a squad of sabers i'm still gonna need HWS in my pure infantry list to fill a gap. This is same for many tournaments who do not allow forgeworld models or restrict them.
5) AC/ GL is great please explain why you do not like them? My reason for liking them is it the most cost effective way at getting you platoons squads anti infantry. AC wounds infantry on 2+ and GL blast adds 2-3 more lasgun equivalent hits to the pool. Never lets me down and I win quite a lot with my pure infantry list (trying not to sound boastful) (:
6) And why eww to flakk? It the only AA a pure infantry list can get outside of a single ADL quadgun.
Thanks for the quick response BTW and please do not feel like I am trying to be awkward, I just appreciate your view points on the subject and the chance to see things from another IG players view! Plus there is nothing like a good discussion (:
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Post by: Ravajaxe
Double checking the translation : Q : Per quanto riguarda i costi dei leman?ci puoi chiarire la situazione?e poi c'è traccia di psikers cn divinazione nel codex? grazie e scusa se assillo. A : Per la prima sono cambiati i punti in ordine come sul vecchio codex 150 130 135 120 170 140 155 e si ci sono gli psikers con divinazione Q : Concerning Leman russ costs, can you clarify the situation ? And is there any trace of divination psykers in the codex ? Excuse if I bother you. A : For the first, the points are changed, in the order of the old codex : * list * , and yes there are divination psykers. So taking my V5 codex, heavy support Leman Russ section, I can confirm the listing (Provided that the source has copied them right of course) : LRBT : 150 exterminator : 130 vanquisher : 135 eradicator : 120 demolisher : 170 punisher : 140 executioner : 155 I would add that these prices seems coherent with my gaming impressions, except for the executioner, which deserves the ~170 point range pricing, more than the demolisher IMHO. In current rules, and at least in my metagame, he is just that good.
3687
Post by: Red__Thirst
Mr.Omega wrote:Exact Leman Russ costs, from L'astropate:
150 LRBT
130 Exterminator
135 Vanquisher
120 Eradicator
170 Demolisher
140 Punisher
155 Executioner
Henry says they're in the exact order as the 5th ed Codex, which either means the above as the tanks are laid out on the non-cost page or:
120/130 - LRBT/Exterminator
135 - Vanquisher
140- Eradicator
150- Demolisher
155-Punisher
170-Executioner
This, in the same order of rising costs as in 5th
For the first changed the points in order as the old codex 150 130 135 120 170 140 155 and there are psikers with divination
http://astropate.blogspot.co.uk/2014/04/nuova-astra-militarum-foto-del-codex-e.html
I'm also wondering now if the Hydra never lost its ignores jink saves rule, and if the rule has instead been moved to the weapon profile (where hence it would be explained in the armoury), as is the new trend in 6th.
Looking at the 5th edition codex, I'm going with the second list you've posted.
120 - LRBT
130 - Exterminator
135 - Vanquisher
140 - Eradicator
150 - Demolisher
155 - Punisher
170 - Executioner
If this is the case, and accurate, I'm actually quite happy with how the Leman Russes have shaken out. My current theoretical guard list is fielding an HQ Squadron of Leman Russes consisting of a Vanquisher which will (assuming hull lascannon upgrade costs stay the same and the rumored cost of the standard HQ upgrade is 30 points/Heavy Stubber cost is 5 points) cost me 185 points. I'll have a full bore dakka Punisher (sponson/hull mounted HB's and a pintle mounted heavy stubber) rolling with it and will be using the divide fire order from the commander 9 times out of 10, with the popping smoke order being used once a game, generally early typically.
My other Leman Russes will consist of a standard LRBT and either an Exterminator with full dakka complement (See above Punisher complement) or a Demolisher, depending.
The points savings for the LRBT, Vanquisher, Exterminator, and Punisher more than make up for the 10 point price increase per Chimera transport I field (Typically only two of them)
-30 points from the LRBT, -20 points from the Exterminator, -20 points from the Vanquisher, and -25 points from the Punisher. Net point savings: 95 points. That's enough to completely pay for a chimera with extra armor and a pintle heavy stubber and still leave you a surplus.
Now of course, that doesn't factor in upgrade costs for certain tanks. In the instance of the Vanquisher, if the hull lascannon upgrade costs the same as it does in the current I.G. codex, then you're still saving points, but only about 10 if you don't run sponsons on it.
The Punisher on the other hand makes out like a bandit in my opinion. You can buy a Punisher and (again assuming sponson costs are the same) put sponson heavy bolters on it, as well as a pintle heavy stubber for five points (if the rumors are accurate) and it costs the exact same as it did for just the turret and hull weapon in the previous I.G. codex. What once cost at least 200 points for just the tank and sponsons now only costs you 170 points with the sponsons and pintle stubber.
Buh. That's all I have to say. Buh.
I'm still miffed about not having the Artillery tanks in the codex (Griffon/Medusa/Colossus) but I can still use/run them with the I.A. rules/points costs and nobody in my gaming group will bat an eye at it, I've already asked.
We'll see what else shakes out. I'm looking forward to sitting down with the new codex and seeing what kind of lists I can build for my Vostroyan firstborn.
Take it easy for now guys.
-Red__Thirst-
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Post by: rabidguineapig
Thanks! The 5 point increase for the demolisher seems strange, and I doubt I'll be taking any standard LRBTs at 150. Executioner and Punisher seem like great bargains though, especially if the rending rumors with Pask are true. That's a pretty hefty point decrease on the pair from the 5E if those prices are correct.
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Post by: creeping-deth87
I find it really hard to believe the Demolisher went from 3rd most expensive to most expensive. The vanilla version staying the same while most of the other specialist versions got cheaper is also very odd.
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Post by: Red__Thirst
Ravajaxe wrote:Double checking the translation :
Q :
Per quanto riguarda i costi dei leman?ci puoi chiarire la situazione?e poi c'è traccia di psikers cn divinazione nel codex? grazie e scusa se assillo.
A :
Per la prima sono cambiati i punti in ordine come sul vecchio codex 150 130 135 120 170 140 155 e si ci sono gli psikers con divinazione
Q :
Concerning Leman russ costs, can you clarify the situation ? And is there any trace of divination psykers in the codex ? Excuse if I bother you.
A :
For the first, the points are changed, in the order of the old codex : * list * , and yes there are divination psykers.
So taking my V5 codex, heavy support Leman Russ section, I can confirm the listing (Provided that the source has copied them right of course) :
LRBT : 150
exterminator : 130
vanquisher : 135
eradicator : 120
demolisher : 170
punisher : 140
executioner : 155
I would add that these prices seems coherent with my gaming impressions, except for the executioner, which deserves the ~170 point range pricing, more than the demolisher IMHO. In current rules, and at least in my metagame, he is just that good.
I think when he says the *list* he's referring to page numbers 48 and 49 in the I.G. codex, *NOT* Page 102 where the points costs are listed. It doesn't make sense for the Demolisher to cost 170 points when it should be around the 150 to 160 point range at absolute most.
I may very well be wrong, and am not saying you are wrong either Ravajaxe, just looking at it objectively. We'll see what's right soon hopefully.
Take 'er easy for now.
-Red__Thirst-
Edit: I no check good when sleep deprived. Please ignore the above post.
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Post by: Ravajaxe
Red__Thirst wrote: Ravajaxe wrote:Double checking the translation :
Q :
Per quanto riguarda i costi dei leman?ci puoi chiarire la situazione?e poi c'è traccia di psikers cn divinazione nel codex? grazie e scusa se assillo.
A :
Per la prima sono cambiati i punti in ordine come sul vecchio codex 150 130 135 120 170 140 155 e si ci sono gli psikers con divinazione
Q :
Concerning Leman russ costs, can you clarify the situation ? And is there any trace of divination psykers in the codex ? Excuse if I bother you.
A :
For the first, the points are changed, in the order of the old codex : * list * , and yes there are divination psykers.
So taking my V5 codex, heavy support Leman Russ section, I can confirm the listing (Provided that the source has copied them right of course) :
LRBT : 150
exterminator : 130
vanquisher : 135
eradicator : 120
demolisher : 170
punisher : 140
executioner : 155
I would add that these prices seems coherent with my gaming impressions, except for the executioner, which deserves the ~170 point range pricing, more than the demolisher IMHO. In current rules, and at least in my metagame, he is just that good.
I think when he says the *list* he's referring to page numbers 48 and 49 in the I.G. codex, *NOT* Page 102 where the points costs are listed. It doesn't make sense for the Demolisher to cost 170 points when it should be around the 150 to 160 point range at absolute most.
I may very well be wrong, and am not saying you are wrong either Ravajaxe, just looking at it objectively. We'll see what's right soon hopefully.
Take 'er easy for now.
-Red__Thirst-
Kind of weird to not agree with a simple listing. Haha !
I checked my french codex (p.48-49 and p.102) : the list order is the same. Are they rearranged in english version ? This may not be the case in italian version he is referring to.
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Post by: kir44n
The list order is the same between 48-49 and page 102. I'm not sure what red is referring to
At least in english. Maybe different in Italian? If so, would be...odd
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Post by: RandyMcStab
Be odd for the Exterminator to cost more than the Splat Cannon..
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Post by: Red__Thirst
Posting right after waking up is not advised, especially when you just worked a 12 hour shift and have only gotten ~5 hours of sleep.
Herp-a-derp.
Disregard, I thought for some reason the listing on pages 48 and 49 was a little different from page 102. I'mma go get some coffee now.
Take it easy.
-Red__Thirst-
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Post by: Shigematsu
Definitely gonna buy and use the new Hydra Kits, partially to steal the turrets to use for use as Hydra Platforms on occaison. (Seeing as they still have the Auto Targeter and sit at 50 points a piece). Although until I see the full codex in person I won't believe the loss of that auto-targeter on the Codex one.
Still excited for this codex as it largely buffs my guard ( 9+ Russes and plenty of Sentinels and Hellhound variants in my army ), and I also love autocannons everywhere on my vehicles (So both Taurox do benefit me). Gonna use the Taurox for all of my Veteran Squads as well
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Post by: Ravajaxe
The italian guy (Enrico) explains that executioner low pricing is due to overheating (gets hot) though it is rolled only once (if he recalls correctly).
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Post by: creeping-deth87
Hahahaha, man, you have GOT to love the constant regression of technology in 40K. In the course of 5th to 6th edition, the imperium of man has not only forgotten how to add coolant systems to their vehicles, but now every Executioner tank ever built is suddenly defective. Amazing. I applaud you gee dub.
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Post by: Bull0
Are you being sarcastic? It makes perfect sense in the setting.
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Post by: Happygrunt
For interested parties, looks like IG has shipped early. I got my tracking number today.
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Post by: creeping-deth87
It would make perfect sense in the setting if each edition is a leap forward in time, but they aren't. Everything is always stuck at 2 minutes to midnight. It comes off as the regression of technology because reasons.
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Post by: CthuluIsSpy
Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting. Yeah, balance wise it makes sense as well. Lobbing 5 plasma blasts a turn without penalty is kinda nuts. Even the tide suffers GH.
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Post by: Las
Ergh gets hot on the executioner hurts
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Post by: Thatguyoverthere
Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting.
Irrc, the fluff for the old Executioner Cannon was that they had extremely advanced cooling systems that countered the heat from the plasma. Between 5th and 6th, they forgot how the coolant system works.
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Post by: Bull0
creeping-deth87 wrote:It would make perfect sense in the setting if each edition is a leap forward in time, but they aren't. Everything is always stuck at 2 minutes to midnight. It comes off as the regression of technology because reasons.
GW: "Hmm, let's adjust that unit, and hey, we can do it in a fluffy, in-universe thematically consistent way!"
Creeping-Deth87: "You idiots!" *flips table*
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Post by: CthuluIsSpy
Thatguyoverthere wrote: Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting.
Irrc, the fluff for the old Executioner Cannon was that they had extremely advanced cooling systems that countered the heat from the plasma. Between 5th and 6th, they forgot how the coolant system works.
Now, that's a retcon. GW is infamous for those.
I miss my pariahs and melta-proof monoliths.
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Post by: Bull0
Thatguyoverthere wrote: Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting.
Irrc, the fluff for the old Executioner Cannon was that they had extremely advanced cooling systems that countered the heat from the plasma. Between 5th and 6th, they forgot how the coolant system works.
That's what it said in that book, and this is what it says in this book. Does that totally rock your world? Like you've never heard of a minor retcon before?
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Post by: Grimskul
Thatguyoverthere wrote: Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting.
Irrc, the fluff for the old Executioner Cannon was that they had extremely advanced cooling systems that countered the heat from the plasma. Between 5th and 6th, they forgot how the coolant system works.
Could it be that sneaky grotz defecated all over the original STC at Forgeworld Ryza when WAAAGH! Grax returned and they were only able to salvage parts of it?
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Post by: creeping-deth87
Bull0 wrote: creeping-deth87 wrote:It would make perfect sense in the setting if each edition is a leap forward in time, but they aren't. Everything is always stuck at 2 minutes to midnight. It comes off as the regression of technology because reasons.
GW: "Hmm, let's adjust that unit, and hey, we can do it in a fluffy, in-universe thematically consistent way!"
Creeping-Deth87: "You idiots!" *flips table*
...wow, was that really necessary? Do you normally do this when people disagree with you on the internet? I don't understand how anyone can think of an arbitrary change as consistent. There is nothing consistent about retconning the Executioner's coolant away, just like there was nothing consistent about adding gets hot to 6th edition when the whole basis for not having it in 5th was the totally logical assumption that vehicles had coolant.
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Post by: kir44n
...Yes. Executioners main gun now being subject to gets hot is pretty darn rageworthy. It was bad enough I stopped taking the pure plasma bus because the sponsons weren't worth the risk, but now the main gun can do it too? Screw that noise.
Thanks GW, for taking my favorite MC hunte/Terminator Hunter, and turnign it to gak.
On the plus side, I now have a replacement in pask/punisher. Its a shame that he lost the Monstrous Creature part of crack shot though (crack shot game +1 to armor pen, not rerolls, and rerolls to wound on MCs)
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Post by: Thatguyoverthere
Bull0 wrote: Thatguyoverthere wrote: Bull0 wrote:Are you being sarcastic? It makes perfect sense in the setting.
Irrc, the fluff for the old Executioner Cannon was that they had extremely advanced cooling systems that countered the heat from the plasma. Between 5th and 6th, they forgot how the coolant system works.
That's what it said in that book, and this is what it says in this book. Does that totally rock your world? Like you've never heard of a minor retcon before?
Grimskul wrote:
Could it be that sneaky grotz defecated all over the original STC at Forgeworld Ryza when WAAAGH! Grax returned and they were only able to salvage parts of it?
I'd be alright with it, if they bring it up in the fluff. Otherwise it's just an annoying inconsistency.
I'm pro the Guard getting Nerfed. I miss playing the underdog.
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Post by: CthuluIsSpy
kir44n wrote:...Yes. Executioners main gun now being subject to gets hot is pretty darn rageworthy. It was bad enough I stopped taking the pure plasma bus because the sponsons weren't worth the risk, but now the main gun can do it too? Screw that noise. Thanks GW, for taking my favorite MC hunte/Terminator Hunter, and turnign it to gak. On the plus side, I now have a replacement in pask/punisher. Its a shame that he lost the Monstrous Creature part of crack shot though (crack shot game +1 to armor pen, not rerolls, and rerolls to wound on MCs) To be fair, it's still only on a roll of a one, and the vehicle ignores the glance on a 4+. It's not as if they didn't reduce the price either; apparently the tanks are now less to compensate for this added risk.
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Post by: OrlandotheTechnicoloured
Anybody who really cares about retcons (as opposed to actually being upset because the functionality of a unit they are already using has changed) should only be using stuff that appears in the very first Guard Codex....
anything added after that is a retcon (to introduce tech or units that were not present before) since the settings timeline has not changed
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Post by: Ravajaxe
Executioner overheating would certainly hurt, I almost stopped using the plasma sponsons suddenly after 6th ed' dropped (and some game-breaking hull point losses).
I asked him directly to confirm, we will see.
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Post by: Kroothawk
anonymous source on Faeit 212 wrote:Here's some info I gleaned from the upcoming White Dwarf.
Nork Dedogg will come with Bullgryn boxsets, you will have to sacrifice 1-2 models to build him and he acts as a bodyguard for an HQ choice.
There is a 3rd box set being released alongside the Hammer of Cadia and Astra Militarum Defense Forces, Catachan Jungle Fighters set. Set includes 2 squads of Catachans, a command squad, a heavy weapons squad, a chimera and a Russ.
Bullgryns are heavily featured in both the battle report (Orks vs AM) and in their own section. Bullgryns are WS 4 BS 3 STR 5 TO 5 IN 2 A 3 LD 6 Arm 4+, Bone 'ead adds +1 A and LD. They come with Hammer of Wrath, Very Bulky and Stubborn and can take the Taurox or Chimera for transport. Can be taken as a squad of 10.
For the cost of roughly 3 marines they come with Grenade Launchers (12' Range, Assault, Str 4 AP 6 blast) and special shield that gives +1 to cover to any model obscured by them AND +1 to the Bullgryn's armor save if they are adjacent to another model with the same shield.
For the cost of another marine each the Bullgryns can be equipped with Power Mauls and Brute Shields. Brute Shields allow rerolls to Hammer of Wrath wounds and confer a 5++ to the Bullgryn.
The battle report introduces a custom scenario that rewards the Orcs bonus VP based on how far up the battlefield they make it, which seemed pretty orky.
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Post by: CthuluIsSpy
Wait, so we are talking about a T5 3W 3+ unit that gives a defensive boost to soldiers behind it, and can lob blasts around? That sounds pretty nifty. They are probably going to be very pricy though...
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Post by: Smitty
CthuluIsSpy wrote: kir44n wrote:...Yes. Executioners main gun now being subject to gets hot is pretty darn rageworthy. It was bad enough I stopped taking the pure plasma bus because the sponsons weren't worth the risk, but now the main gun can do it too? Screw that noise.
Thanks GW, for taking my favorite MC hunte/Terminator Hunter, and turnign it to gak.
On the plus side, I now have a replacement in pask/punisher. Its a shame that he lost the Monstrous Creature part of crack shot though (crack shot game +1 to armor pen, not rerolls, and rerolls to wound on MCs)
To be fair, it's still only on a roll of a one, and the vehicle ignores the glance on a 4+.
It's not as if they didn't reduce the price either; apparently the tanks are now less to compensate for this added risk.
Put Pask in an executioner and reroll those ones. If you get a one yet again, it was simply meant to be.
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Post by: TheSilo
Ravajaxe wrote: Lobukia wrote:Calling it now... Wyvern will be auto include in 1 month. The thing is a beast. Really no jk. Put me on record as having said it. I think it will top whirlwinds and TFcannons for sure.
Quoted for the future !
We will see, for the moment given the nerf on hydra, it sounds like wyvern is the superior option in the kit. Having four TL barrages means 8 potential scatter rolls at your disposal, to snipe and optimise yield of your shots. It replaces more or less the Griffon, except having much less power against opposing vehicles. This tank is at the same price than chimera, and given its bulk, can hide small units easily.
Is anyone else more than a little concerned about the disaster that will be trying to lay out four scatter blast templates, re-rolling each? Take a squad of three wyverns and everyone, including you, will hate yourself every time they fire. It's such a clunky way to emulate accuracy, just have it -1" from the scatter! Easy solution.
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Post by: CthuluIsSpy
TheSilo wrote: Ravajaxe wrote: Lobukia wrote:Calling it now... Wyvern will be auto include in 1 month. The thing is a beast. Really no jk. Put me on record as having said it. I think it will top whirlwinds and TFcannons for sure. Quoted for the future ! We will see, for the moment given the nerf on hydra, it sounds like wyvern is the superior option in the kit. Having four TL barrages means 8 potential scatter rolls at your disposal, to snipe and optimise yield of your shots. It replaces more or less the Griffon, except having much less power against opposing vehicles. This tank is at the same price than chimera, and given its bulk, can hide small units easily. Is anyone else more than a little concerned about the disaster that will be trying to lay out four scatter blast templates, re-rolling each? Take a squad of three wyverns and everyone, including you, will hate yourself every time they fire. It's such a clunky way to emulate accuracy, just have it -1" from the scatter! Easy solution. Actually, it's not as clunky as you think. Unlike non-blast weapons, you are allowed to choose if you want to reroll the scatter or not. So unless the IG player really wants those hits, there shouldn't be that many rerolls.
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Post by: Bull0
creeping-deth87 wrote: Bull0 wrote: creeping-deth87 wrote:It would make perfect sense in the setting if each edition is a leap forward in time, but they aren't. Everything is always stuck at 2 minutes to midnight. It comes off as the regression of technology because reasons.
GW: "Hmm, let's adjust that unit, and hey, we can do it in a fluffy, in-universe thematically consistent way!"
Creeping-Deth87: "You idiots!" *flips table*
...wow, was that really necessary? Do you normally do this when people disagree with you on the internet? I don't understand how anyone can think of an arbitrary change as consistent. There is nothing consistent about retconning the Executioner's coolant away, just like there was nothing consistent about adding gets hot to 6th edition when the whole basis for not having it in 5th was the totally logical assumption that vehicles had coolant.
Do I always what, gently poke fun? Sometimes. Do you always react this badly? Seriously, that was light.
And you're having trouble understanding because I said it was "thematically consistent" and you focussed purely on "consistent". Hope that helps.
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Post by: creeping-deth87
Yeah, adding 'thematically' really doesn't help your case. In fact, it actually makes it worse since theme is the whole reason vehicles didn't have gets hot in 5th edition and why the executioner didn't have it either, so it's actually quite thematically inconsistent to arbitrarily make these changes.
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Post by: kir44n
This was obviously done to eliminate the triple Executioner squadrons we were seeing winning all the top-tier tournaments
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Post by: The Airman
creeping-deth87 wrote:Yeah, adding 'thematically' really doesn't help your case. In fact, it actually makes it worse since theme is the whole reason vehicles didn't have gets hot in 5th edition and why the executioner didn't have it either, so it's actually quite thematically inconsistent to arbitrarily make these changes.
While that's agreeable, this could just be the Imperium's attempt at fielding more Executioners for the sheer firepower. What would make sense, though, is having a point costed upgrade to make said executioner one of the original ones whereas it ignores Gets hot! saves.
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Post by: Red__Thirst
There's a reason I don't use the Executioner. It's price was one of them (somewhat mitigated now as it's apparently much cheaper)
Secondly, Plasmaboat Leman Russes just didn't feel right, that and any chance to hurt my own vehicle I tended to avoid if possible. That and to field said plasma boat I was paying almost as much as a Land Raider.
Still, may consider running one with just the plasma turret and heavy bolters across the board everywhere else to give it some added dakka. It'll also be much cheaper that way. I prefer not sinking too many points into a single model if I can. I run my standard Leman Russes and Demolishers with just hull mounted Heavy Flamers and other variants typically just get heavy bolter sponsons if that. Heck, I don't even run sponsons on the Vanquisher, opting to just put the Lascannon in the hull and call it a day.
Just my thoughts. Take it easy.
-Red__Thirst-
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Post by: KommissarKarl
kir44n wrote:This was obviously done to eliminate the triple Executioner squadrons we were seeing winning all the top-tier tournaments
Executioners were certainly terrifying in my meta. Anyone with marines, terminators, monstrous creatures or light vehicles is terrified of those things, especially if an allied Inquisitor makes them twin-linked. It's even more effective at 1250 since at that level you can fit in three of them plus some troops that don't suck.
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Post by: creeping-deth87
The Airman wrote: creeping-deth87 wrote:Yeah, adding 'thematically' really doesn't help your case. In fact, it actually makes it worse since theme is the whole reason vehicles didn't have gets hot in 5th edition and why the executioner didn't have it either, so it's actually quite thematically inconsistent to arbitrarily make these changes.
While that's agreeable, this could just be the Imperium's attempt at fielding more Executioners for the sheer firepower. What would make sense, though, is having a point costed upgrade to make said executioner one of the original ones whereas it ignores Gets hot! saves.
See, THAT is an elegant solution. I would have been totally cool with that, as it allows the studio to introduce gets hot for vehicles without making it seem like a totally arbitrary change from the last edition.
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Post by: kir44n
A demolisher running a Hull Lascannon, and sponson MM used to be a pretty good vehicle/terminator destroyer back in 5th. The removal of Lumbering Behemoth made paying for all those extra guns on a Demolisher a waste of points. I'm not actually sure theres a good main weapon to synergize with the sponson MM's anymore
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Post by: Sir Arun
Well dreadnoughts or sentinels carrying plasma cannons as well as russes with them on their side sponsons now all suffer from gets hot, so i dont really see why the spammed executioner should get special treatment, ESPECIALLY now that its gone down in price by quite a bit and unlike other russes, actually does not suffer from the ordnance nerf. Tank is still viable - are you really that afraid of rolling a 1? Ioncannon Hammerheads and Riptides have to deal with this as well and they arent sucking at all. Automatically Appended Next Post: kir44n wrote:A demolisher running a Hull Lascannon, and sponson MM used to be a pretty good vehicle/terminator destroyer back in 5th. The removal of Lumbering Behemoth made paying for all those extra guns on a Demolisher a waste of points. I'm not actually sure theres a good main weapon to synergize with the sponson MM's anymore
Works great with the Vanquisher. Enemy armor getting within uncomfortable range? Triple the firepower.
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Post by: kir44n
Sir Arun wrote:Well dreadnoughts or sentinels carrying plasma cannons as well as russes with them on their side sponsons now all suffer from gets hot, so i dont really see why the spammed executioner should get special treatment, ESPECIALLY now that its gone down in price by quite a bit and unlike other russes, actually does not suffer from the ordnance nerf. Tank is still viable - are you really that afraid of rolling a 1? Ioncannon Hammerheads and Riptides have to deal with this as well and they arent sucking at all.
Automatically Appended Next Post:
kir44n wrote:A demolisher running a Hull Lascannon, and sponson MM used to be a pretty good vehicle/terminator destroyer back in 5th. The removal of Lumbering Behemoth made paying for all those extra guns on a Demolisher a waste of points. I'm not actually sure theres a good main weapon to synergize with the sponson MM's anymore
Works great with the Vanquisher. Enemy armor getting within uncomfortable range? Triple the firepower.
I suppose there is that. So if an enemy deep striked (deep struck?) a Dreadnought in your lines, that loadout could definitely vaporize it. And that loadout (if the sponsons haven't changed cost) would only run 175 pts if the rumors are true. I'm sure Peregrine would argue its an absurd waste of points, but it seems amusing in any case.
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Post by: Mr.Omega
Sir Arun wrote:Well dreadnoughts or sentinels carrying plasma cannons as well as russes with them on their side sponsons now all suffer from gets hot, so i dont really see why the spammed executioner should get special treatment, ESPECIALLY now that its gone down in price by quite a bit and unlike other russes, actually does not suffer from the ordnance nerf. Tank is still viable - are you really that afraid of rolling a 1? Ioncannon Hammerheads and Riptides have to deal with this as well and they arent sucking at all.
Automatically Appended Next Post:
kir44n wrote:A demolisher running a Hull Lascannon, and sponson MM used to be a pretty good vehicle/terminator destroyer back in 5th. The removal of Lumbering Behemoth made paying for all those extra guns on a Demolisher a waste of points. I'm not actually sure theres a good main weapon to synergize with the sponson MM's anymore
Works great with the Vanquisher. Enemy armor getting within uncomfortable range? Triple the firepower.
I don't know where this rumour popped up, or even if it popped up at all (from what I can its just a suggestion of what would happen that's now being considered fact) for a start, but allow me to remind you that on average you're losing a hull point every 2 times you fire if the change is put in place.
Murphy's Law dictates that its going to happen at the worst possible time, such as when you're being worn down by long range AT/depending on a glance spammer to roll badly and in a tournament that is unacceptable. You could even roll 3's in a row and lose the tank turn 1- that's far from the least likely thing I've seen happen either.
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Post by: Desubot
Sir Arun wrote:Riptides have to deal with this as well and they arent sucking at all.
Kinda irrelevant as they get there 2+ armor
But it seems they are getting Divination pyskers anyway so just reroll em 1s lol
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Post by: Zengu
I have to agree. The executioner is still a great tank even if it does get hot. I think their is and will be tons of "fail saves" to keep the 1s from sticking and the points decrease helps off set the cost. The executioner will still be there for me as elite and all around troop killer.
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Post by: Puscifer
I cannot believe the Executioner main gun gets hot.
Gutted beyond belief.
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Post by: SkaerKrow
From what I've seen so far, I think that this book will provide me with a good (temporary) stopping point with 40k. Imperial Guard are pretty much the only 40k army that I've ever enjoyed, and this new book appears to be a bit of a kick to the nuts. I'm not really into the habit of paying people $50 to kick me in the nuts, so...
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Post by: shasolenzabi
Vehicles never got hot before, the plasma had coolers built in, this is just more make all things the same with a slight difference in syrup over vanilla
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Post by: TheKbob
Are we forgetting something. Vehicles get a 4+ save to negate the loss of the HP... so it's not super terrible.
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Post by: Uriels_Flame
SkaerKrow wrote:I'm not really into the habit of paying people $50 to kick me in the nuts, so...
Here here! Exalted on that one, that's funny.
Automatically Appended Next Post: TheKbob wrote:Are we forgetting something. Vehicles get a 4+ save to negate the loss of the HP... so it's not super terrible.
Stop reminding folks of the rules they tend to forget...
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Post by: MWHistorian
I've looked around but couldn't find it:
When will the Guard dex be available in stores?
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Post by: Uriels_Flame
Friday.
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Post by: Peregrine
TheKbob wrote:Are we forgetting something. Vehicles get a 4+ save to negate the loss of the HP... so it's not super terrible.
But it's still a 1/6 chance to lose your shot. So the point drop is pretty much negated by the divination slave you have to drag around to prescience it every turn.
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Post by: Uriels_Flame
There's my 1%.
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Post by: Ravenous D
MWHistorian wrote:I've looked around but couldn't find it:
When will the Guard dex be available in stores?
Saturday (technically Friday at midnight).
However the shipments will be in stores tomorrow sitting in boxes waiting. Some stores will be showing them off and if you're lucky can get them early.
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Post by: kir44n
Between the chance (1/12 is still feasible) of losing one of my THREE hullpoints to my own damn shooting, or picking something else to be an MC/Terminator hunter, I'd rather pick a different unit. As it stands, I stopped using plasma sponsons the day I got 2 get hot tests and failed the 4+ save. Killing my own tank made me give that gak up.
There are less suicidal ways to put 3-5 wounds on an MC, or dropping a couple terminators.
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Post by: BunkerBob
I eagerly dread this release, if these rumors hold water Guard with have been given more than just a trimming and I hope this does not set a precedent for the rest of GWs days.
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Post by: Uriels_Flame
Just GW trying to figure out new ways to sell more models.
I'm looking forward to figuring out the new ways to play. The challenge there is trying to forget how you played before - which is hard.
Especially when you've played through multiple editions.
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Post by: NuggzTheNinja
Peregrine wrote: TheKbob wrote:Are we forgetting something. Vehicles get a 4+ save to negate the loss of the HP... so it's not super terrible.
But it's still a 1/6 chance to lose your shot. So the point drop is pretty much negated by the divination slave you have to drag around to prescience it every turn.
I was under the impression that, since it's a blast weapon, you can't reroll the Gets Hot roll?
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Post by: BunkerBob
Yeah I am excited for new structure but, I love marbo even though I never used him, and I used the hell out of Chenkov (Yeah I'm a masochist for massive Guard foot slogger armies) If I can at least get Chenkov's abilities or Rahem's abilities in the form of actual Commanders (As they should be) I will be over the moon.
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Post by: Frankenberry
Overall I'm sort of apprehensive about this release, both equal parts excited and dread I suppose.
Has anyone been fiddling with lists that involve ABG's coupled with Wyvern and Hydra support? I think they'll be pricey, but I missed out on the massed armor days of the previous incarnations of IG...er AM, whatever. Either way, I'm sort of interested in what the new 'dex has to offer.
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Post by: TheKbob
NuggzTheNinja wrote: Peregrine wrote: TheKbob wrote:Are we forgetting something. Vehicles get a 4+ save to negate the loss of the HP... so it's not super terrible.
But it's still a 1/6 chance to lose your shot. So the point drop is pretty much negated by the divination slave you have to drag around to prescience it every turn.
I was under the impression that, since it's a blast weapon, you can't reroll the Gets Hot roll?
Anything that would grant a "Get's Hot" weapon a reroll to hit (twin linked or otherwise) allows for the reroll of a "Get's Hot" check for blast weapons.
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Post by: tjnorwoo
So are we going to see plastic rough riders?
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Post by: Blacksails
I'm going to go with no.
I'd be very surprised if it was some sort of additional wave release.
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Post by: HisDivineShadow
Any word on Hell hound point cost?
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Post by: TheSilo
Look out he's behind you! I bet Sly Marbo has snuck his way past GW's editors.
That idea entertains me way more than it should.
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Post by: Biophysical
I haven't heard of anything, but with the price of Leman Russ tanks dropping like bricks, Hellhounds have to be going down too. Several Russes are in the 120-130 point range, which is what you pay currently for Hellhound variants. I'd expect a 10-20 point drop.
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Post by: Zuul
Executioner plasma cannons don't get hot. As long as you don't have the PC sponsons you won't have the gets hot issue.
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Post by: Perfect Organism
I've seen a few people saying that Priests and Psykers don't add much when you can already get Inquisitors, but there are a couple of things which I think make them worthwhile. They offer similar buff abilities for fewer points and you can take loads of them. I can't really see you not wanting to take a priest with your bullgryns, or divination dudes for pretty much every major shooty unit (a whole platoon with orders and multiple divination buffs has got to be pretty nasty).
Chimeras getting a price hike is bad, but somewhat offset by the fact that they now have reasonably priced upgrades. If you run them with Dozer Blades, Stubbers and Extra Armour, they actually got cheaper. Of course, nobody gave their chimeras all those upgrades because they were overpriced.
The Hydra and Vendetta do compare poorly to the Stalker and Storm Raven now, but I think those are two of the better vehicles in the SM codex and the difference isn't that great. The HB makes the Hydra slightly better against infantry, so it's actually less of a dedicated AA vehicle than the Stalker. Not quite sure how tank commands work, but there seems to be some possibility that their orders might also make Hydras a little better.
Every veteran build except for melta vets has got a boost. Melta vets can be replaced by Scions (who get two melta in a squad or up to four in their command squad) or possibly with melta/demolition vets if the demolition doctrine has been dropped in price by a similar amount to the others. Depending on cost and options, command squads and special weapon squads may also be viable in that role (the company command squad already offers better tank-killing power than a veteran squad for fewer points, although at the cost of durability and being far less available).
There's also a faint possibility that you might be able to take combi-meltas on some characters. If you can give one to a sergeant and one to a priest/commissar/psyker, then you actually get more melta shots from a single Chimera than you did before. If psykers are cheap enough, then they can use prescience to effectively buff melta-chimera units, making them more deadly than before. I wouldn't say that the mechanised melta squad is any less viable until we see the full codex.
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Post by: Ravenous D
Zuul wrote:
Executioner plasma cannons don't get hot. As long as you don't have the PC sponsons you won't have the gets hot issue.
The recent leak has the executioner at 155pts with the gets hot rule on its main cannon.
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Post by: Red__Thirst
I'm strongly considering a full Veteran build for my Vostroyans, so far I've got five full squads of Veterans, all will likely be fielded with the grenadiers doctrine except for one.
(Points estimated to be the same as current codex, except for the plasma pistol on one sergeant being more expensive by 5 points, and the revised prices for Grenadiers, or assumed price of the Demolitionists doctrine for the melta drop squad)
Two of them will have voxcasters Lascannon & 2x Sniper Rifles - 120 each
One will have a voxcaster, 2x Plasmagun & Plasma Pistol Sgt. (Chimera squad) - 125 + Chimera cost
One will be 2x Meltagun with the Demolitionists doctrine (Valkyrie squad) - ~90 to 95 + Valkyrie Cost
One will have a voxcaster, Lascannon & 2x Flamers. - 105.
All of my troops, minus vehicles noted for them, will cost me 530 points total. Not bad for 50 guys, all of which are BS:4, the majority of which are 4+ save.
I'll run a single CCS for one of my HQ choices with a Company Standard, Medic, voxcaster and a spare plasma gun for purpose, along with an attached MotF, and Astropath. I anticipate this squad will run me ~140ish points.
That's less than 700 points for 55+ infantry, leaving me in excess of 1100 points remaining to build an 1850 point army to put vehicles in the list and/or add in an ally if I so choose.
Of course I could also do the power blob, but I like the thought of having a Veteran themed army all wearing Carapace armor that isn't Scions. How viable will it be? Who knows, but it gets me excited to try it and see if I can make it work.
Still bummed about not having Griffon Heavy Mortars in the codex, but I'll still be able to field them typically and hopefully we'll get a method to include them later in some form or another, be it a supplement or digital release.
Time will tell, Sufficient to say, I'm looking forward to getting my hands on the new book this week.
Take it easy for now guys.
-Red__Thirst-
10127
Post by: Happygrunt
Red__Thirst wrote:I'm strongly considering a full Veteran build for my Vostroyans, so far I've got five full squads of Veterans, all will likely be fielded with the grenadiers doctrine except for one.
(Points estimated to be the same as current codex, except for the plasma pistol on one sergeant being more expensive by 5 points, and the revised prices for Grenadiers, or assumed price of the Demolitionists doctrine for the melta drop squad)
Two of them will have voxcasters Lascannon & 2x Sniper Rifles - 120 each
One will have a voxcaster, 2x Plasmagun & Plasma Pistol Sgt. (Chimera squad) - 125 + Chimera cost
One will be 2x Meltagun with the Demolitionists doctrine (Valkyrie squad) - ~90 to 95 + Valkyrie Cost
One will have a voxcaster, Lascannon & 2x Flamers. - 105.
All of my troops, minus vehicles noted for them, will cost me 530 points total. Not bad for 50 guys, all of which are BS:4, the majority of which are 4+ save.
I'll run a single CCS for one of my HQ choices with a Company Standard, Medic, voxcaster and a spare plasma gun for purpose, along with an attached MotF, and Astropath. I anticipate this squad will run me ~140ish points.
That's less than 700 points for 55+ infantry, leaving me in excess of 1100 points remaining to build an 1850 point army to put vehicles in the list and/or add in an ally if I so choose.
Of course I could also do the power blob, but I like the thought of having a Veteran themed army all wearing Carapace armor that isn't Scions. How viable will it be? Who knows, but it gets me excited to try it and see if I can make it work.
Still bummed about not having Griffon Heavy Mortars in the codex, but I'll still be able to field them typically and hopefully we'll get a method to include them later in some form or another, be it a supplement or digital release.
Time will tell, Sufficient to say, I'm looking forward to getting my hands on the new book this week.
Take it easy for now guys.
-Red__Thirst-
I really like that list.
I am going to be running mechanised vets, tanks and now scions (got to read through the new book, I fell in love with the fluff).
65284
Post by: Stormonu
Have we seen the stats for the Punisher's cannon? I don't have my Apocalypse book handy, but I seem to recall the Stormlord's gatling cannon only getting something like 12 shots (or less, as I said, don't have my book). If GW has ANY brains left, I can't see them letting the Punisher stay as-is in the dex.
3687
Post by: Red__Thirst
Happygrunt wrote:
I really like that list.
I am going to be running mechanised vets, tanks and now scions (got to read through the new book, I fell in love with the fluff).
Thanks, Happygrunt. Glad you like it.
I'm debating putting another 10 man squad of veterans in the list with a pair of flamers in a second chimera to run with the plasma crew and help saturate the area with additional firepower. Also, running six troops squads makes me happy.
I may yet get a small squad of Scions to run with my Vostroyans, haven't made up my mind yet, but the Vostroyan Firstborn don't strike me as being a Regiment that "plays well with others" even if they're Scions. I like their look overall (painted up in similar colors they would blend in well with my Firstborn force) but I would almost rather spend those points on more Veteran infantry that can score and having six troops squads.
Also, I have a fully painted Psyker Battle Squad that I'm going to be interested in finding ways to plug in and use. Might try and break them into two five man squads since I don't anticipate having any elites in the army outside of them (That may change, who knows) and have some extra prescience or other powers floating around to support my infantry. Telekinesis and Pyromancy might also be fun powers to roll out and try to see what I can get to use for gits and shiggles.
Guess we'll see what we can see. Hoping I can get my hands on a codex and at least look through it before Friday/Saturday and at least start seeing what's in, what's out, and stop going on rumor finally.
Take it easy for now, and best of luck with your force Happygrunt  Hope I might see some pictures of it later once you've got some of it painted.
-Red__Thirst-
Automatically Appended Next Post: Stormonu wrote:Have we seen the stats for the Punisher's cannon? I don't have my Apocalypse book handy, but I seem to recall the Stormlord's gatling cannon only getting something like 12 shots (or less, as I said, don't have my book). If GW has ANY brains left, I can't see them letting the Punisher stay as-is in the dex.
The Stormlords gatling cannon is vastly superior to the Punisher Cannon.
For one, it's a Vulcan Megabolter, ST:6, AP:4 (Or 3?, I don't recall exactly) with Rending if my memory serves. It's Heavy 15 I think, and if the Stormlord is stationary it can fire TWICE in one round for 30 shots at a single target. It's got a 36" range also. Plus, the stormlord can carry 40 models. Forty. Infantry.
The Punisher Cannon is ST:5, AP:-, Heavy 20, no rending (unless you have Pask in it) and it's range is shorter at 24". Yes it can shoot more on the move than a Stormlord if they're both moving, but I know I'd rather have the Punisher Cannon Shooting at me than the Vulcan Mega Bolter.
What exactly do you want to change about it? It's not a terribly broken weapon. Even with prescience on the tank allowing for rerolls, you'll only average ~15 hits, with ~10 wounds or so on average. That's two or three dead marines or one to two dead terminators. Not horrible, but nothing to scream cheese about either. Heck the Executioner Leman Russ will kill more marines on average with just two of it's three Plasma blasts (Cover not withstanding).
Just offering my thoughts on that, would you care to elaborate on where you're coming from? I'm confused (Not being snarky, I'm genuinely confused).
Take it easy.
-Red__Thirst-
33735
Post by: White Ninja
Red__Thirst wrote: The Stormlords gatling cannon is vastly superior to the Punisher Cannon. For one, it's a Vulcan Megabolter, ST:6, AP:4 (Or 3?, I don't recall exactly) with Rending if my memory serves. It's Heavy 15 I think, and if the Stormlord is stationary it can fire TWICE in one round for 30 shots at a single target. It's got a 36" range also. Plus, the stormlord can carry 40 models. Forty. Infantry. The Punisher Cannon is ST:5, AP:-, Heavy 20, no rending (unless you have Pask in it) and it's range is shorter at 24". Yes it can shoot more on the move than a Stormlord if they're both moving, but I know I'd rather have the Punisher Cannon Shooting at me than the Vulcan Mega Bolter. What exactly do you want to change about it? It's not a terribly broken weapon. Even with prescience on the tank allowing for rerolls, you'll only average ~15 hits, with ~10 wounds or so on average. That's two or three dead marines or one to two dead terminators. Not horrible, but nothing to scream cheese about either. Heck the Executioner Leman Russ will kill more marines on average with just two of it's three Plasma blasts (Cover not withstanding). Just offering my thoughts on that, would you care to elaborate on where you're coming from? I'm confused (Not being snarky, I'm genuinely confused). Take it easy. -Red__Thirst-
It is heavy 15 S 6 ap 3 range 60 but no rending and can be fired twice at the same target or different if it didn't move for the mega bolter. I fully agree that the storm lord is vastly more powerful then the Punisher but it also costs much more.
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Post by: Red__Thirst
Thanks for the correction White Ninja. Yea I figured I was a little off on the Vulcan Mega Bolters stats, though not much thankfully (Mostly just missed the range).
And yea, considering you can get two (or even three perhaps) Punisher toting Leman Russes for the cost of one Stormlord, I for one would rather have the three Punishers vs. one Stormlord.
60 ST:5 AP:- shots on the move > 30 ST:6 AP:3 shots from a stationary vehicle.
Just my opinion
Take it easy.
-Red__Thirst-
80111
Post by: Kosake
Depends on what you are shooting I'd say. Marines will fare far worse against 30 AP3 than 60 AP -
12617
Post by: The Airman
While Conscripts are dirt cheap and probably too effective for their cost, are they worth the $150 USD to field them as a full squad?
Regardless, the shenanigans you can pull off with dual fifty man Conscript blobs, provided you can put a couple of priests in there. 300+ dollars well spent?
63000
Post by: Peregrine
Red__Thirst wrote:60 ST:5 AP:- shots on the move > 30 ST:6 AP:3 shots from a stationary vehicle.
Not really. The Stormlord has considerably better firepower against anything with a good armor save, a much better chance of killing a vehicle target, and much longer range that allows it to not care about moving while the LR Punisher has to constantly worry about whether it can get its 24" gun within range. Oh, and it's a lot more durable and acts as a bunker for a few units to shoot out of.
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Post by: FatBoyNoSlim
Does anyone know where to get the old priest models with the eviscerator from? The only priest like models on the GW website are the 2 Missionary's with chainsword models and the Missionary with Plasma gun.
22051
Post by: Barksdale
FatBoyNoSlim wrote:Does anyone know where to get the old priest models with the eviscerator from? The only priest like models on the GW website are the 2 Missionary's with chainsword models and the Missionary with Plasma gun.
You are going to need to ebay it, trade someone for it, or kitbash your own.
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Post by: Kroothawk
Black Library wrote:Thank you for your email. We have a small Digital Editions team who work on the Codexes and digital content for our game systems. As such the Codex: Militarum Tempestus is only available on iTunes. We do not have any current plans to produce this title as a standard eBook, but we will endeavor to bring out as much of our content out as standard eBooks as the schedule allows.
Many thanks,
Black Library Customer Services
anonymous source on Faeit 212 wrote:Astra Militarum Defence Force (1x cadian command squad, 2x cadian shock troops, 3x heavy weapon squads, 1x leman russ battle tank, 1x chimera transport)
Hammer of Cadia (3 hellhounds, 3 leman russ battle tanks aaaaaaaaaaaaand (fanfares) 1x hellhammer!!!)
anonymous source on Faeit 212 wrote:I had the chance to look through next weeks white dwarf. The new IGbattleforce comes with 3 heavy weapons teams ( I checked because it was a question in your comments) and retails for 165 US. The Armored spearheadcosts 330 US. Ogryn cost 47 US. Both a cadian and catachan version of thebattleforce will be available.
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Post by: BlaxicanX
Did the math today, and assuming all the rules are true, you could do a list that looks like Pask in a standard LRBT (190) LRBT (120) LRBT (120) LRBT Executioner (170) LRBT Executioner (170) LRBT Executioner(170) Veteran Squads, /w 2 Flamers, Carapace Armor (80) Veteran Squads, /w 2 plasma guns (90) Veteran Squads, /w 2 plasma guns (90) Valkyrie (100) Valkyrie (100) Valkyrie (100) 6 tanks, three fliers and three vet squads for 1500 points. Shift Pask around or exchange Executioners to taste. Completed mech'd up.
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Post by: Red__Thirst
I think the Valkyrie costs 125 points base now according to the rumor pages I've seen floating around.
Otherwise your costs look pretty close to what I've seen. And yea, all 'mech all day. Looks like an interesting list. Hope the opponents brought anti-tank firepower, they'll need it.
Take 'er easy.
-Red__Thirst-
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Post by: Swastakowey
The Airman wrote:While Conscripts are dirt cheap and probably too effective for their cost, are they worth the $150 USD to field them as a full squad?
Regardless, the shenanigans you can pull off with dual fifty man Conscript blobs, provided you can put a couple of priests in there. 300+ dollars well spent?
Dont buy from GW. I am very sure you can quickly make that amount of models for very cheap using 3rd party companies.
51881
Post by: BlaxicanX
Red__Thirst wrote:I think the Valkyrie costs 125 points base now according to the rumor pages I've seen floating around.
Otherwise your costs look pretty close to what I've seen. And yea, all 'mech all day. Looks like an interesting list. Hope the opponents brought anti-tank firepower, they'll need it.
Take 'er easy.
-Red__Thirst-
Ahhhh, did not know that. I wonder what the extra 25 points is paying for.
Good catch.
59981
Post by: AllSeeingSkink
The Airman wrote:While Conscripts are dirt cheap and probably too effective for their cost, are they worth the $150 USD to field them as a full squad?
Regardless, the shenanigans you can pull off with dual fifty man Conscript blobs, provided you can put a couple of priests in there. 300+ dollars well spent?
Better question: Are they worth wasting half your life in the movement phase and the other half unpacking and repacking your army
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Post by: Peregrine
BlaxicanX wrote:Ahhhh, did not know that. I wonder what the extra 25 points is paying for.
The fact that Valkyries are "overpowered" and need nerfing, like everything else in the current codex. Though it's actually not too bad, rocket pods were mandatory anyway and they got a price drop, so the total cost for a real Valkyrie is pretty much the same.
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Post by: B0B MaRlEy
FatBoyNoSlim wrote:Does anyone know where to get the old priest models with the eviscerator from? The only priest like models on the GW website are the 2 Missionary's with chainsword models and the Missionary with Plasma gun.
Watch out though, the codex only has a shotgun or a plasmagun option now, no more IG priests with eviscerators
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Post by: schadenfreude
CthuluIsSpy wrote: TheSilo wrote: Ravajaxe wrote: Lobukia wrote:Calling it now... Wyvern will be auto include in 1 month. The thing is a beast. Really no jk. Put me on record as having said it. I think it will top whirlwinds and TFcannons for sure.
Quoted for the future !
We will see, for the moment given the nerf on hydra, it sounds like wyvern is the superior option in the kit. Having four TL barrages means 8 potential scatter rolls at your disposal, to snipe and optimise yield of your shots. It replaces more or less the Griffon, except having much less power against opposing vehicles. This tank is at the same price than chimera, and given its bulk, can hide small units easily.
Is anyone else more than a little concerned about the disaster that will be trying to lay out four scatter blast templates, re-rolling each? Take a squad of three wyverns and everyone, including you, will hate yourself every time they fire. It's such a clunky way to emulate accuracy, just have it -1" from the scatter! Easy solution.
Actually, it's not as clunky as you think. Unlike non-blast weapons, you are allowed to choose if you want to reroll the scatter or not.
So unless the IG player really wants those hits, there shouldn't be that many rerolls.
No different than a thudd gun with prescience.
Roll to hit for the lead shot, reroll if you don't like the result.
Figure out the max# of hits possible on a hit for trailing shots
Roll a big handful of scatter dice and reroll scatters.
It's really not bad as long as you buy a bunch of scatter dice from a bits shop.
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Post by: Red__Thirst
schadenfreude wrote:
No different than a thudd gun with prescience.
Roll to hit for the lead shot, reroll if you don't like the result.
Figure out the max# of hits possible on a hit for trailing shots
Roll a big handful of scatter dice and reroll scatters.
It's really not bad as long as you buy a bunch of scatter dice from a bits shop.
You don't even need to do that. I've always found that in an instance such as this, you do as follows.
Declare target, check range, if the target is in range of the barrage weapon (A pair of Griffon Heavy Mortars, in my case) I would place the template over a target model in the unit I'm shooting at and roll scatter + 2D6. If I didn't like the result, I would re-roll the scatter + 2D6 and take the result. Where-ever the template winds up, I check for number of hits. Shot one, complete. Second mortar remains to be resolved now. I then pick up JUST the scatter dice and roll it to see which direction the template 'flips'. As before, accurate bombardment allows me to re-roll the scatter dice if I don't like the result of the first scatter dice roll. I then 'flip' the template in the direction shown on the scatter dice (or in whatever direction I like if I rolled a 'hit') and count up number of hits. Add the number of hits from the first Mortar round to the number of hits from the second Mortar round and roll that many to-wound. Opponent resolves saves if any.
That's all there is to it.
Barrage such as this would be resolved the exact same way, as I've interpreted the rules correctly, the Wyvern has a pair of heavy 2, Twinlinked Mortars on the turret. So each tank would have two independent two-shot small blasts, each resolved as a pair in their own right, and then all to-wound rolls would be rolled together at the end.
So: Pick up small template, declare target, check range, place template on a model within range, roll scatter + 2D6, if not content with the roll, reroll the entire thing (Scatter + 2D6) and keep the second result. Find out how many models were hit, note that down and roll the scatter again to see what direction the template moves. Reroll the scatter dice one time if you're not happy with the second roll, count up total hits for that weapon. Then do it again for the second cannon on the Wyvern.
Do that for each tank in the squadron twice, then roll to wound, re-rolling failed to-wound rolls once due to Shred.
If you have a squadron, then resolve each tanks hits on the unit individually then tally up total hits and roll that many dice (re-rolling failed to wound once again) and let your opponent resolve armor saves.
I don't see it as that difficult, but I'm weird that way I guess.
Take it easy for now guys.
-Red__Thirst-
47181
Post by: Yodhrin
Kroothawk wrote:Black Library wrote:Thank you for your email. We have a small Digital Editions team who work on the Codexes and digital content for our game systems. As such the Codex: Militarum Tempestus is only available on iTunes. We do not have any current plans to produce this title as a standard eBook, but we will endeavor to bring out as much of our content out as standard eBooks as the schedule allows.
Many thanks,
Black Library Customer Services
Huh, now where did I put that snare, I need to trap a few crows for several people around here to eat. You know, the ones who insisted that anyone concerned that GW's iBook deal with Apple would make owning an iPad a requirement to legally have access to all the digital exclusive stuff were nutters, because we could just get the epub/mobi versions and view them on PC....
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Post by: kir44n
Red__Thirst wrote: schadenfreude wrote:
No different than a thudd gun with prescience.
Roll to hit for the lead shot, reroll if you don't like the result.
Figure out the max# of hits possible on a hit for trailing shots
Roll a big handful of scatter dice and reroll scatters.
It's really not bad as long as you buy a bunch of scatter dice from a bits shop.
You don't even need to do that. I've always found that in an instance such as this, you do as follows.
Declare target, check range, if the target is in range of the barrage weapon (A pair of Griffon Heavy Mortars, in my case) I would place the template over a target model in the unit I'm shooting at and roll scatter + 2D6. If I didn't like the result, I would re-roll the scatter + 2D6 and take the result. Where-ever the template winds up, I check for number of hits. Shot one, complete. Second mortar remains to be resolved now. I then pick up JUST the scatter dice and roll it to see which direction the template 'flips'. As before, accurate bombardment allows me to re-roll the scatter dice if I don't like the result of the first scatter dice roll. I then 'flip' the template in the direction shown on the scatter dice (or in whatever direction I like if I rolled a 'hit') and count up number of hits. Add the number of hits from the first Mortar round to the number of hits from the second Mortar round and roll that many to-wound. Opponent resolves saves if any.
That's all there is to it.
Barrage such as this would be resolved the exact same way, as I've interpreted the rules correctly, the Wyvern has a pair of heavy 2, Twinlinked Mortars on the turret. So each tank would have two independent two-shot small blasts, each resolved as a pair in their own right, and then all to-wound rolls would be rolled together at the end.
So: Pick up small template, declare target, check range, place template on a model within range, roll scatter + 2D6, if not content with the roll, reroll the entire thing (Scatter + 2D6) and keep the second result. Find out how many models were hit, note that down and roll the scatter again to see what direction the template moves. Reroll the scatter dice one time if you're not happy with the second roll, count up total hits for that weapon. Then do it again for the second cannon on the Wyvern.
Do that for each tank in the squadron twice, then roll to wound, re-rolling failed to-wound rolls once due to Shred.
If you have a squadron, then resolve each tanks hits on the unit individually then tally up total hits and roll that many dice (re-rolling failed to wound once again) and let your opponent resolve armor saves.
I don't see it as that difficult, but I'm weird that way I guess.
Take it easy for now guys.
-Red__Thirst-
The thing is, the rules for multiple barrage stay constant. It doesn't say to roll seperately for each gun. You are rolling together for the ENTIRE unit. So the first shot is the ranging shot, determining the general area where the rest will hit. If it doesn't land where you want, reroll. If it ends up where you want, add up the number of wounds, then roll the scatter for the following shots. The rules state that the following blasts MAY cover the same exact area as the original if you roll a hit. You must roll to wounds seperatly for each blast BUT it does not say a model must be under said template to be removed(assuming we are talking about the core blast area), you just have to follow the "closest from the center" rule.
So put the original blast in the densest concentration of enemies, having all following"hits" land in the same location (thus giving you the largest pool of hits). And set aside dice so you can remember how many wounds come from the center of any scatters that didn't get re-rolled back on target.
Basically, the wyvern will encourage you to have multiple blast markers & lots of dice to keep track of wound pools, but shouldnt be that bad once you get used to how to do it.
23433
Post by: schadenfreude
kir44n wrote: Red__Thirst wrote: schadenfreude wrote:
No different than a thudd gun with prescience.
Roll to hit for the lead shot, reroll if you don't like the result.
Figure out the max# of hits possible on a hit for trailing shots
Roll a big handful of scatter dice and reroll scatters.
It's really not bad as long as you buy a bunch of scatter dice from a bits shop.
You don't even need to do that. I've always found that in an instance such as this, you do as follows.
Declare target, check range, if the target is in range of the barrage weapon (A pair of Griffon Heavy Mortars, in my case) I would place the template over a target model in the unit I'm shooting at and roll scatter + 2D6. If I didn't like the result, I would re-roll the scatter + 2D6 and take the result. Where-ever the template winds up, I check for number of hits. Shot one, complete. Second mortar remains to be resolved now. I then pick up JUST the scatter dice and roll it to see which direction the template 'flips'. As before, accurate bombardment allows me to re-roll the scatter dice if I don't like the result of the first scatter dice roll. I then 'flip' the template in the direction shown on the scatter dice (or in whatever direction I like if I rolled a 'hit') and count up number of hits. Add the number of hits from the first Mortar round to the number of hits from the second Mortar round and roll that many to-wound. Opponent resolves saves if any.
That's all there is to it.
Barrage such as this would be resolved the exact same way, as I've interpreted the rules correctly, the Wyvern has a pair of heavy 2, Twinlinked Mortars on the turret. So each tank would have two independent two-shot small blasts, each resolved as a pair in their own right, and then all to-wound rolls would be rolled together at the end.
So: Pick up small template, declare target, check range, place template on a model within range, roll scatter + 2D6, if not content with the roll, reroll the entire thing (Scatter + 2D6) and keep the second result. Find out how many models were hit, note that down and roll the scatter again to see what direction the template moves. Reroll the scatter dice one time if you're not happy with the second roll, count up total hits for that weapon. Then do it again for the second cannon on the Wyvern.
Do that for each tank in the squadron twice, then roll to wound, re-rolling failed to-wound rolls once due to Shred.
If you have a squadron, then resolve each tanks hits on the unit individually then tally up total hits and roll that many dice (re-rolling failed to wound once again) and let your opponent resolve armor saves.
I don't see it as that difficult, but I'm weird that way I guess.
Take it easy for now guys.
-Red__Thirst-
The thing is, the rules for multiple barrage stay constant. It doesn't say to roll seperately for each gun. You are rolling together for the ENTIRE unit. So the first shot is the ranging shot, determining the general area where the rest will hit. If it doesn't land where you want, reroll. If it ends up where you want, add up the number of wounds, then roll the scatter for the following shots. The rules state that the following blasts MAY cover the same exact area as the original if you roll a hit. You must roll to wounds seperatly for each blast BUT it does not say a model must be under said template to be removed(assuming we are talking about the core blast area), you just have to follow the "closest from the center" rule.
So put the original blast in the densest concentration of enemies, having all following"hits" land in the same location (thus giving you the largest pool of hits). And set aside dice so you can remember how many wounds come from the center of any scatters that didn't get re-rolled back on target.
Basically, the wyvern will encourage you to have multiple blast markers & lots of dice to keep track of wound pools, but shouldnt be that bad once you get used to how to do it.
Yep there is only 1 lead shot. Every flip is from the lead and every hit must touch the lead at any point of your choice.
Against a well deployed enemy that is spread out the lead will only yield 1 hit and a flip can hit 3. I start pools of 0,1,2, and 3 hits then add them up. Flips tend to average 1 while hits average 3. Total average tends to be 2.1 hits on follow up shots or 24.22 hits on 12 shots as long as the lead shot hits and you can triangulate a hit to catch 3 models.
Automatically Appended Next Post:
Note there is still a 44% chance the lead shot will scatter which means the entire barrage may be useless.
Automatically Appended Next Post:
Also not it's easy force a unit to cluster with a tank shock. If doing so can yield 5 hits on a follow up hit 12 shots will average 36 hits about 56% of the time. The blasts are danger close to the tank but who cares with str 4 blasts.
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Post by: alphaecho
Yodhrin wrote: Kroothawk wrote:Black Library wrote:Thank you for your email. We have a small Digital Editions team who work on the Codexes and digital content for our game systems. As such the Codex: Militarum Tempestus is only available on iTunes. We do not have any current plans to produce this title as a standard eBook, but we will endeavor to bring out as much of our content out as standard eBooks as the schedule allows.
Many thanks,
Black Library Customer Services
Huh, now where did I put that snare, I need to trap a few crows for several people around here to eat. You know, the ones who insisted that anyone concerned that GW's iBook deal with Apple would make owning an iPad a requirement to legally have access to all the digital exclusive stuff were nutters, because we could just get the epub/mobi versions and view them on PC....
I wait to be proved wrong but the Storm Trooper Codex isn't a digital exclusive. Its available as a book isn't it?. Now if the Battle Sister Codex was iPad only, it would be crow pie time as that was a digital only product..
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Post by: Mr.Omega
Latest rumours are saying that Ogryn/Bullgryns are going to be $50/£30, which is strangely under what I expect from GW, for the third time in a row, given that Scions are £21 instead of around £25, and the Hydra is £34 instead of around £40.
Weird.
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Post by: FatBoyNoSlim
Barksdale wrote:FatBoyNoSlim wrote:Does anyone know where to get the old priest models with the eviscerator from? The only priest like models on the GW website are the 2 Missionary's with chainsword models and the Missionary with Plasma gun.
You are going to need to ebay it, trade someone for it, or kitbash your own.
B0B MaRlEy wrote:FatBoyNoSlim wrote:Does anyone know where to get the old priest models with the eviscerator from? The only priest like models on the GW website are the 2 Missionary's with chainsword models and the Missionary with Plasma gun.
Watch out though, the codex only has a shotgun or a plasmagun option now, no more IG priests with eviscerators
Thanks both of you. I think I might go for a couple of kitbashed and a couple of chainsword priests (:
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Post by: Accolade
Mr.Omega wrote:Latest rumours are saying that Ogryn/Bullgryns are going to be $50/£30, which is strangely under what I expect from GW, for the third time in a row, given that Scions are £21 instead of around £25, and the Hydra is £34 instead of around £40. Weird. What is the model count supposed to be for the ogryns, 3? Or is it 5? If it's 3 then that's about what I expected the price to be, but 5 would be much more decent. The Hydra is more than I expected, given it is now the most expensive IG tank (the Leman Russ variants and Manticore are roughly £30- I say roughly because the website is down and I'm going off US prices). The scions I don't have much of a comment on at the moment. But still, in regards to the others, I can't imagine GW could have charged much more without it seeming absurd; right now it's at the level of "well what did I expect?" for me.
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Post by: Biophysical
No Eviscerators? That's weird. The last time I saw a Priest without an Eviscerator option was the 3rd ed codex. They'd still be awesome, but the gigantic chainsword is something pretty fun.
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Post by: alphaecho
Mr.Omega wrote:Latest rumours are saying that Ogryn/Bullgryns are going to be $50/£30, which is strangely under what I expect from GW, for the third time in a row, given that Scions are £21 instead of around £25, and the Hydra is £34 instead of around £40.
Weird.
See, I still think the Scions are a little overpriced when compared to the Cadian Command box. I appreciate there is a multitude of bits but the Command box was also full of goodies.
Saying that, it hasn't stopped me from picking up some from an FLGS  I'm weak but happy.
Plus, as the Ogryns aren't Centurion priced I'm sure when time allows, a new generation of over sized Abhumans will join their predecessors.
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Post by: Biophysical
Although it's kind of funny that the very first squad of Veterans I ever converted (back when you only got one) had the plasma gun priest as one of the squad's Veterans. In the last Codex a squad of plasma vets was 115 points. It's now 90 points, but the plasma priest is 40 points, so for 15 points compared to the last edition you get an extra body (with an invulnerable save), reduced BS but Precision shots on one plasma gun, Fearless, Hatred, and a variety of close combat options that have a little better than a 50% chance of working. Even with pricier Chimeras, that' a pretty good Mech-Vet squad. It's close to the same firepower, but much stiffer in the inevitable close combat. Against tough stuff, you'll still die super fast, but against the random remainders of the stuff you just shot up, you'll be able to stick around and finish the job.
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Post by: NuggzTheNinja
Biophysical wrote:Although it's kind of funny that the very first squad of Veterans I ever converted (back when you only got one) had the plasma gun priest as one of the squad's Veterans. In the last Codex a squad of plasma vets was 115 points. It's now 90 points, but the plasma priest is 40 points, so for 15 points compared to the last edition you get an extra body (with an invulnerable save), reduced BS but Precision shots on one plasma gun, Fearless, Hatred, and a variety of close combat options that have a little better than a 50% chance of working. Even with pricier Chimeras, that' a pretty good Mech-Vet squad. It's close to the same firepower, but much stiffer in the inevitable close combat. Against tough stuff, you'll still die super fast, but against the random remainders of the stuff you just shot up, you'll be able to stick around and finish the job.
Do Veterans still have their Krak Grenades? That's a pretty big sticking point...
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Post by: HisDivineShadow
schadenfreude wrote: kir44n wrote: Red__Thirst wrote: schadenfreude wrote:
No different than a thudd gun with prescience.
Roll to hit for the lead shot, reroll if you don't like the result.
Figure out the max# of hits possible on a hit for trailing shots
Roll a big handful of scatter dice and reroll scatters.
It's really not bad as long as you buy a bunch of scatter dice from a bits shop.
You don't even need to do that. I've always found that in an instance such as this, you do as follows.
Declare target, check range, if the target is in range of the barrage weapon (A pair of Griffon Heavy Mortars, in my case) I would place the template over a target model in the unit I'm shooting at and roll scatter + 2D6. If I didn't like the result, I would re-roll the scatter + 2D6 and take the result. Where-ever the template winds up, I check for number of hits. Shot one, complete. Second mortar remains to be resolved now. I then pick up JUST the scatter dice and roll it to see which direction the template 'flips'. As before, accurate bombardment allows me to re-roll the scatter dice if I don't like the result of the first scatter dice roll. I then 'flip' the template in the direction shown on the scatter dice (or in whatever direction I like if I rolled a 'hit') and count up number of hits. Add the number of hits from the first Mortar round to the number of hits from the second Mortar round and roll that many to-wound. Opponent resolves saves if any.
That's all there is to it.
Barrage such as this would be resolved the exact same way, as I've interpreted the rules correctly, the Wyvern has a pair of heavy 2, Twinlinked Mortars on the turret. So each tank would have two independent two-shot small blasts, each resolved as a pair in their own right, and then all to-wound rolls would be rolled together at the end.
So: Pick up small template, declare target, check range, place template on a model within range, roll scatter + 2D6, if not content with the roll, reroll the entire thing (Scatter + 2D6) and keep the second result. Find out how many models were hit, note that down and roll the scatter again to see what direction the template moves. Reroll the scatter dice one time if you're not happy with the second roll, count up total hits for that weapon. Then do it again for the second cannon on the Wyvern.
Do that for each tank in the squadron twice, then roll to wound, re-rolling failed to-wound rolls once due to Shred.
If you have a squadron, then resolve each tanks hits on the unit individually then tally up total hits and roll that many dice (re-rolling failed to wound once again) and let your opponent resolve armor saves.
I don't see it as that difficult, but I'm weird that way I guess.
Take it easy for now guys.
-Red__Thirst-
The thing is, the rules for multiple barrage stay constant. It doesn't say to roll seperately for each gun. You are rolling together for the ENTIRE unit. So the first shot is the ranging shot, determining the general area where the rest will hit. If it doesn't land where you want, reroll. If it ends up where you want, add up the number of wounds, then roll the scatter for the following shots. The rules state that the following blasts MAY cover the same exact area as the original if you roll a hit. You must roll to wounds seperatly for each blast BUT it does not say a model must be under said template to be removed(assuming we are talking about the core blast area), you just have to follow the "closest from the center" rule.
So put the original blast in the densest concentration of enemies, having all following"hits" land in the same location (thus giving you the largest pool of hits). And set aside dice so you can remember how many wounds come from the center of any scatters that didn't get re-rolled back on target.
Basically, the wyvern will encourage you to have multiple blast markers & lots of dice to keep track of wound pools, but shouldnt be that bad once you get used to how to do it.
Yep there is only 1 lead shot. Every flip is from the lead and every hit must touch the lead at any point of your choice.
Against a well deployed enemy that is spread out the lead will only yield 1 hit and a flip can hit 3. I start pools of 0,1,2, and 3 hits then add them up. Flips tend to average 1 while hits average 3. Total average tends to be 2.1 hits on follow up shots or 24.22 hits on 12 shots as long as the lead shot hits and you can triangulate a hit to catch 3 models.
Automatically Appended Next Post:
Note there is still a 44% chance the lead shot will scatter which means the entire barrage may be useless.
Automatically Appended Next Post:
Also not it's easy force a unit to cluster with a tank shock. If doing so can yield 5 hits on a follow up hit 12 shots will average 36 hits about 56% of the time. The blasts are danger close to the tank but who cares with str 4 blasts.
That's alot of math for something thatis not absolute. Seeing as my opponents rarely have robotic arms carefully plotting coherency.
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Post by: Mr.Omega
NuggzTheNinja wrote:Biophysical wrote:Although it's kind of funny that the very first squad of Veterans I ever converted (back when you only got one) had the plasma gun priest as one of the squad's Veterans. In the last Codex a squad of plasma vets was 115 points. It's now 90 points, but the plasma priest is 40 points, so for 15 points compared to the last edition you get an extra body (with an invulnerable save), reduced BS but Precision shots on one plasma gun, Fearless, Hatred, and a variety of close combat options that have a little better than a 50% chance of working. Even with pricier Chimeras, that' a pretty good Mech-Vet squad. It's close to the same firepower, but much stiffer in the inevitable close combat. Against tough stuff, you'll still die super fast, but against the random remainders of the stuff you just shot up, you'll be able to stick around and finish the job.
Do Veterans still have their Krak Grenades? That's a pretty big sticking point...
I played 5th Ed IG, frequently using Vets for about 2 years and I only found out a month ago that all Vets get krak grenades stock. Its pretty gutting since I'm fairly sure that knowledge would have won me at least one game.
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Post by: warboss
alphaecho wrote:See, I still think the Scions are a little overpriced when compared to the Cadian Command box. I appreciate there is a multitude of bits but the Command box was also full of goodies.
Saying that, it hasn't stopped me from picking up some from an FLGS  I'm weak but happy.
Plus, as the Ogryns aren't Centurion priced I'm sure when time allows, a new generation of over sized Abhumans will join their predecessors.
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.
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Post by: alphaecho
warboss wrote:alphaecho wrote:See, I still think the Scions are a little overpriced when compared to the Cadian Command box. I appreciate there is a multitude of bits but the Command box was also full of goodies.
Saying that, it hasn't stopped me from picking up some from an FLGS  I'm weak but happy.
Plus, as the Ogryns aren't Centurion priced I'm sure when time allows, a new generation of over sized Abhumans will join their predecessors.
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up. 
Whoa whoa whoa Sweet Child O Mine, there's no need for that clumsy metaphor
There's no beating, I'm just consumer resistance deficient...and it is my fault!
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Post by: tomjoad
Blacksails wrote:
I'm going to go with no.
I'd be very surprised if it was some sort of additional wave release.
I guess we'll see if I'm right on this pretty soon, but with the rumored website redesign, the Rough Riders might be covered by the FW Tallarn and Death Korps kits. Assuming the redesign goes hand-in-hand with making FW easier to find for people, as well as easier to purchase for non-British customers, GW would be saving themselves a ton of work on remaking these models, but they would also effectively be mooting all the complaints about the lost artillery tanks.
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Post by: Valhalla130
No they would not. I have to budget to buy one codex. I don't want to have to budget to buy another. Since the Griffin was an option since 2nd edition at least.
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Post by: CthuluIsSpy
Valhalla130 wrote:No they would not. I have to budget to buy one codex. I don't want to have to budget to buy another. Since the Griffin was an option since 2nd edition at least. It stopped being an option in 3rd ed, iirc. Then it was brought back in 5th ed. Now it's gone again. Dammit GW, make up your mind! EDIT: Woops, my mistake. The griffon was indeed a 3rd ed option.
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Post by: Vaktathi
CthuluIsSpy wrote: Valhalla130 wrote:No they would not. I have to budget to buy one codex. I don't want to have to budget to buy another. Since the Griffin was an option since 2nd edition at least.
It stopped being an option in 3rd ed, iirc.
Then it was brought back in 5th ed.
Now it's gone again.
Dammit GW, make up your mind!
EDIT: Woops, my mistake. The griffon was indeed a 3rd ed option.
It was an option in the 3E blackbook list and 1999 3E codex, they removed it in the 3.5E 2003 book, and put it back in the 2009 5E codex
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Post by: CthuluIsSpy
Vaktathi wrote: CthuluIsSpy wrote: Valhalla130 wrote:No they would not. I have to budget to buy one codex. I don't want to have to budget to buy another. Since the Griffin was an option since 2nd edition at least. It stopped being an option in 3rd ed, iirc. Then it was brought back in 5th ed. Now it's gone again. Dammit GW, make up your mind! EDIT: Woops, my mistake. The griffon was indeed a 3rd ed option.
It was an option in the 3E blackbook list and 1999 3E codex, they removed it in the 3.5E 2003 book, and put it back in the 2009 5E codex Ah! I must have been thinking of the 3.5 book then. I have the 3rd ed book on hand, and I just checked that one for the griffon entry. So yes, GW should really make up their minds about the, Out of curiosity, did IG players rage back then when the griffon was removed from 3.5?
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Post by: Vaktathi
IIRC they removed it from the 2003 book for the same reason they're removing it now, lack of a mainline kit. GW removed the old Griffon kit (part metal, part plastic) in like ~2001 IIRC, along with the Leman Russ Exterminator kit.
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Post by: Turalon
CthuluIsSpy wrote: Vaktathi wrote: CthuluIsSpy wrote: Valhalla130 wrote:No they would not. I have to budget to buy one codex. I don't want to have to budget to buy another. Since the Griffin was an option since 2nd edition at least.
It stopped being an option in 3rd ed, iirc.
Then it was brought back in 5th ed.
Now it's gone again.
Dammit GW, make up your mind!
EDIT: Woops, my mistake. The griffon was indeed a 3rd ed option.
It was an option in the 3E blackbook list and 1999 3E codex, they removed it in the 3.5E 2003 book, and put it back in the 2009 5E codex
Ah! I must have been thinking of the 3.5 book then.
I have the 3rd ed book on hand, and I just checked that one for the griffon entry.
So yes, GW should really make up their minds about
Out of curiosity, did IG players rage back then when the griffon was removed from 3.5?
I wouldn't say I raged when the griffon was gone as much as I did when every other tank was gone.
In the 3.5 book, we had the regular leman russ, the demolisher and the basilisk for heavy support (oh and heavy weapons platoons).
Seeing how much we lost then, I'm surprised to see all the rage in this thread over the loss of the other artillery tanks that are rumored to happen this time around. I never liked that book that most people here claimed to love because of the doctrines. I always felt that I was writing a list with one hand tied behind my back and I could never use everything that I wanted to. Not to mention how I had to remodel my Vanquishers and Exterminators. then bit ordered an earthshaker cannon to rebuild my griffin.
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Post by: MrMoustaffa
AllSeeingSkink wrote: The Airman wrote:While Conscripts are dirt cheap and probably too effective for their cost, are they worth the $150 USD to field them as a full squad?
Regardless, the shenanigans you can pull off with dual fifty man Conscript blobs, provided you can put a couple of priests in there. 300+ dollars well spent?
Better question: Are they worth wasting half your life in the movement phase and the other half unpacking and repacking your army 
A better question, what man would be insane enough to buy that many guardsmen direct from GW?
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Post by: Mr.Omega
The money on conscripts doesn't concern me so much, its the amount of time it would take to paint all the buggers
And then the entire blob has a 25% chance to not run like sissy girls when a fifth of it dies
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Post by: Bubbles
As much as I dislike starter set/snap fit models, I don't think it would be a bad idea to use the 5-man Guardsmen snap fit kit as Conscripts. You could buy 10 kits ( 50 models ) for $100. Since they're going to be leaving the board pretty quickly you have to ask yourself not only how much money you want to spend on them, but also how much time assembling and painting.
Although the lack of posing would probably bother me too much to do this, but still, it's something to consider.
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Post by: MrMoustaffa
Mr.Omega wrote:The money on conscripts doesn't concern me so much, its the amount of time it would take to paint all the buggers
And then the entire blob has a 25% chance to not run like sissy girls when a fifth of it dies
no sane man would run stock conscripts without a SITNW equivalent or Ld buffs. I'm interested in seeing what a 50 blob with a priest and maybe a primaris pysker could do for example. It might make a good tarpit unit or counter assault.
Sir Bubbles wrote:As much as I dislike starter set/snap fit models, I don't think it would be a bad idea to use the 5-man Guardsmen snap fit kit as Conscripts. You could buy 10 kits ( 50 models ) for $100. Since they're going to be leaving the board pretty quickly you have to ask yourself not only how much money you want to spend on them, but also how much time assembling and painting.
Although the lack of posing would probably bother me too much to do this, but still, it's something to consider.
I hate to be that guy, but anyone planning on running guard infantry these days should either buy used or go 3rd party. The plastic Cadians and Catachans are not good kits for the money and the only way that will change is if people don't buy them.
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
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Post by: tankboy145
I saw some comments saying russes went down in points but as I went through the pages I couldnt find any pics that leaked them could anyone let me know of any changes that russes got?
Thanks!
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Post by: Accolade
Mr.Omega wrote:Exact Leman Russ costs, from L'astropate:
150 LRBT
130 Exterminator
135 Vanquisher
120 Eradicator
170 Demolisher
140 Punisher
155 Executioner
Henry says they're in the exact order as the 5th ed Codex, which either means the above as the tanks are laid out on the non-cost page or:
120/130 - LRBT/Exterminator
135 - Vanquisher
140- Eradicator
150- Demolisher
155-Punisher
170-Executioner
This, in the same order of rising costs as in 5th
For the first changed the points in order as the old codex 150 130 135 120 170 140 155 and there are psikers with divination
http://astropate.blogspot.co.uk/2014/04/nuova-astra-militarum-foto-del-codex-e.html
I'm also wondering now if the Hydra never lost its ignores jink saves rule, and if the rule has instead been moved to the weapon profile (where hence it would be explained in the armoury), as is the new trend in 6th.
Mr. Omega posted these on p.171
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Post by: MWHistorian
MrMoustaffa wrote:Mr.Omega wrote:The money on conscripts doesn't concern me so much, its the amount of time it would take to paint all the buggers
And then the entire blob has a 25% chance to not run like sissy girls when a fifth of it dies
no sane man would run stock conscripts without a SITNW equivalent or Ld buffs. I'm interested in seeing what a 50 blob with a priest and maybe a primaris pysker could do for example. It might make a good tarpit unit or counter assault.
Sir Bubbles wrote:As much as I dislike starter set/snap fit models, I don't think it would be a bad idea to use the 5-man Guardsmen snap fit kit as Conscripts. You could buy 10 kits ( 50 models ) for $100. Since they're going to be leaving the board pretty quickly you have to ask yourself not only how much money you want to spend on them, but also how much time assembling and painting.
Although the lack of posing would probably bother me too much to do this, but still, it's something to consider.
I hate to be that guy, but anyone planning on running guard infantry these days should either buy used or go 3rd party. The plastic Cadians and Catachans are not good kits for the money and the only way that will change is if people don't buy them.
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
If you get it on your computer you can go to a printing place like Kinko's or Fed-Ex and get the thing printed out. (or only the relevant pages.) It's not ideal but it is an option to breaking the law.
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Post by: tankboy145
Alright thanks!
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Post by: Kanluwen
MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
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Post by: Bubbles
MrMoustaffa wrote:I hate to be that guy, but anyone planning on running guard infantry these days should either buy used or go 3rd party. The plastic Cadians and Catachans are not good kits for the money and the only way that will change is if people don't buy them.
If by used you mean discounted eBay kits that are still new in box, then yeah that's what I do. Last time I actually bought directly from GW was a couple of special characters I couldn't find on eBay whatsoever. I'm not gonna go third party though. I want Imperial Guardsmen, not starship troopers or some other gak. The only thing I would maybe consider is the Arcadians from Victoria Miniatures, but even then, those are still not close enough for me, and they're $50 for 10 models.
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Post by: MrMoustaffa
Kanluwen wrote: MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
I thought the physical codex was out of stock. Are they reprinting it or is it "limited edition"? There have been so many limited editions I just figured this was another one.
Also, its a good $20 more or so for the physical copy. I can kind of stomach $30 for a supplement, but $50 is way too much.
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Post by: Stormonu
Red__Thirst wrote: Happygrunt wrote:
Automatically Appended Next Post:
Stormonu wrote:Have we seen the stats for the Punisher's cannon? I don't have my Apocalypse book handy, but I seem to recall the Stormlord's gatling cannon only getting something like 12 shots (or less, as I said, don't have my book). If GW has ANY brains left, I can't see them letting the Punisher stay as-is in the dex.
The Stormlords gatling cannon is vastly superior to the Punisher Cannon.
For one, it's a Vulcan Megabolter, ST:6, AP:4 (Or 3?, I don't recall exactly) with Rending if my memory serves. It's Heavy 15 I think, and if the Stormlord is stationary it can fire TWICE in one round for 30 shots at a single target. It's got a 36" range also. Plus, the stormlord can carry 40 models. Forty. Infantry.
The Punisher Cannon is ST:5, AP:-, Heavy 20, no rending (unless you have Pask in it) and it's range is shorter at 24". Yes it can shoot more on the move than a Stormlord if they're both moving, but I know I'd rather have the Punisher Cannon Shooting at me than the Vulcan Mega Bolter.
What exactly do you want to change about it? It's not a terribly broken weapon. Even with prescience on the tank allowing for rerolls, you'll only average ~15 hits, with ~10 wounds or so on average. That's two or three dead marines or one to two dead terminators. Not horrible, but nothing to scream cheese about either. Heck the Executioner Leman Russ will kill more marines on average with just two of it's three Plasma blasts (Cover not withstanding).
Just offering my thoughts on that, would you care to elaborate on where you're coming from? I'm confused (Not being snarky, I'm genuinely confused).
Take it easy.
-Red__Thirst-
I missed that the Stormlord can shoot twice if still - I thought it very strange that a bigger tank with two vulcan cannons putting out fewer shots was ... strange.
Still, rolling that many dice to represent the attack (specially since it can glance a squadron to death) seems like poor rules design - I'd have rathered they went with some sort of (apocalyptic) blast template to represent the fullisade of fire (something with no deviation but you have to roll to hit the targets under the blast, does D3 hits per model for the Stormlord version - something like that).
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Post by: VanHallan
Is it just me or is it pretty difficult to buy NON GW guardsmen that are actually cheaper?
I have some war-games factory stuff, but other than that the stuff people suggest for GW substitutes are either just as expensive, or in some cases even more so.
Add to that that I have to assemble them and in many cases mod them to fit mis matched parts, and it pretty much just sucks.
Any money you save is completely void of benefit because of the amount of time it takes to piece meal everything together.
It would seem to me easy for a company to make models that compete with GW guardsmen, but the main problem they seem to miss the boat on is price.
Why should anybody switch brands if the savings isn't there? Am I missing something?
Pig iron, victoria, anvil industries, stuff is no cheaper than GW when you add it up.
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Post by: Kanluwen
MrMoustaffa wrote: Kanluwen wrote: MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
I thought the physical codex was out of stock. Are they reprinting it or is it "limited edition"? There have been so many limited editions I just figured this was another one.
Also, its a good $20 more or so for the physical copy. I can kind of stomach $30 for a supplement, but $50 is way too much.
It wasn't a "limited edition" to begin with, nor was it "limited quantities". They might just have sold out.
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Post by: OrlandotheTechnicoloured
I think most buy non GW guardsmen analogues because they like the look of whatever not-guard they are picking up rather than because of the cost
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Post by: warboss
VanHallan wrote:Is it just me or is it pretty difficult to buy NON GW guardsmen that are actually cheaper?
I have some war-games factory stuff, but other than that the stuff people suggest for GW substitutes are either just as expensive, or in some cases even more so.
Add to that that I have to assemble them and in many cases mod them to fit mis matched parts, and it pretty much just sucks.
Any money you save is completely void of benefit because of the amount of time it takes to piece meal everything together.
It would seem to me easy for a company to make models that compete with GW guardsmen, but the main problem they seem to miss the boat on is price.
Why should anybody switch brands if the savings isn't there? Am I missing something?
Pig iron, victoria, anvil industries, stuff is no cheaper than GW when you add it up.
Maybe you like the theme/styling/customization options of the smaller companies? For instance, GW doesn't make female cadians but Victoria does. If you want them, you don't have the option of buying them from GW. Also, very few companies have the resources (at least prior to kickstarter) to make plastic kits and comparing mass produced plastic sprues with more labor intensive resin/metal is a bit of an apples and oranges comparison. If anything, compare the Victoria minis to Forgeworld's prices as that is more apples to apples. In the end, if you're looking for plastic scifi trooper minis at prices lower than GW then you options are a bit limited. Off the top of my head, the only thing I can think of are the old Warzone starter set plastics (to get WW1 germans and brit style troopers). They're kind of soft on detail 15 years later but if price is your number one option then I'd say it is hard to beat 50 cents a mini including the base.
http://shop.princeaugust.ie/warzone-mutant-chronicles-wargame/warzone-games-expansion-sets/tg2420-1-warzone-mutant-chronicles-bag-of-80-plastic-soldiers/
Other than that, you can usually find AT-43 UNA and Red Blok prepainted trooper minis at dirt cheap (at least the last time I looked which was a while ago). To my knowledge, plastics companies like Renedra and Perry don't yet make scifi troopers.
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Post by: DarkTraveler777
VanHallan wrote:Why should anybody switch brands if the savings isn't there? Am I missing something?
Pig iron, victoria, anvil industries, stuff is no cheaper than GW when you add it up.
Quality is a big factor for me, as are options.
Victoria Lamb's range provides modular figures with (in my opinion) better details than what GW offers and regiment types that GW no longer has available. So for those reasons alone I am willing to pay as much or a little more than a GW kit because I am getting figures that are well sculpted and cast, that are not monopose and look like the type of Guard army that I want to field.
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Post by: Tomb King
Anyone have an idea of what point cost and options are for the HWT? That pretty much is my army. lol
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Post by: Bubbles
Wasn't it said somewhere that the squads now cost 45 points? I don't know about weapons though.
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Post by: MWHistorian
Just saw those Victoria female troopers. If I start a guard army, that's what I'll be using.
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Post by: Biophysical
Thinking of the 6x Vets army, I think you almost always buy Carapace or Forward Sentries for each of your squads, maybe even both (if that's allowed). Increasing the armor of your 6 scoring units from 5+ to 4+ seems well worth the 90 points that would run. It then gives additional protection from flamers, any of those multi-template barrage spam weapons that deny cover, and small arms.
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Post by: Yodhrin
Kanluwen wrote: MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
Before the site went down, the physical book was no longer for sale, it IS iBook-only at least for the moment. Now maybe it was just the most popular thing they've ever made and totally sold out their entire stock before the second run even arrived(unlikely), or maybe they just totally underestimated how many they'd need(at least somewhat plausible given their repeated incompetence) and we'll see it back in the near future, but given it's a direct-only micro-army "codex", the physical version could just have been a splash release.
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Post by: mattyrm
DarkTraveler777 wrote:VanHallan wrote:Why should anybody switch brands if the savings isn't there? Am I missing something?
Pig iron, victoria, anvil industries, stuff is no cheaper than GW when you add it up.
Quality is a big factor for me, as are options.
Victoria Lamb's range provides modular figures with (in my opinion) better details than what GW offers and regiment types that GW no longer has available. So for those reasons alone I am willing to pay as much or a little more than a GW kit because I am getting figures that are well sculpted and cast, that are not monopose and look like the type of Guard army that I want to field.
Totally man, VLs miniatures are genuinely fething impressive, I prefer them too most third party companies and plenty are better than GW alternatives.
I don't think I would pay MORE than GW prices though, because I bet you can get their gak pretty easily for 25% off somewhere eight? I dunno if you can get Vics stuff at a deep discount.
Regardless, GWs latest glut of guardsmen are way too dear, I saw that bundle with 3 fliers and 60 blokes for about 1000 dollars and almost gak myself in terror.
Which is odd, because I piss a few grand up the wall every year, but still...
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Post by: Smitty
Biophysical wrote:Thinking of the 6x Vets army, I think you almost always buy Carapace or Forward Sentries for each of your squads, maybe even both (if that's allowed). Increasing the armor of your 6 scoring units from 5+ to 4+ seems well worth the 90 points that would run. It then gives additional protection from flamers, any of those multi-template barrage spam weapons that deny cover, and small arms.
That's one of the things I'm actually concerned about. In 5th, I could take all of the doctrines if I wanted to. I'm not sure if they'll keep the same standards for 6th. Time will tell. I look forward to combining grenadiers and forward sentries for a measly 85 points, as the combined protection from flamers and small arms fire makes me happy.
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Post by: TheKbob
Dreamforge's miniatures are cheaer in-mass than GW guardsmen. They have a harder Sci-Fi DKoK look to them and are more truescale than heroic. But I have seen an army of them and they look good when uniform.
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Post by: Ravajaxe
OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
* Commissar can be attached to any infantry squad you want (unlike previous editions).
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
* Ratling snipers can run after firing.
* Deathstrike missile launcher : can fire on first turn now, on 4+ / second turn : 3+ / next turns : 2+. The missile effect is relatively unchanged, non random blast radius of 5" instead of D3+3 inches. Still STR:10 AP:1 ignores cover.
* Fleet officer advisor is in charge of altering reserve rolls : boosting yours or hampering opponent's.
* Astropath is removed from his previous reserve roll modificator to a psyker status, telepathy mastery level 1.
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Post by: TheKbob
Ravajaxe wrote:
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
No. way. I can't beleive that one. They've already released chimeras in 6E in Inquisition to be 55 pts, 5 fire points. If they do that to IG, that'd be absolute garbage. If they stealth update my Inquistion book with this I will be extremely displeased.
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Post by: Happygrunt
Ravajaxe wrote:OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
*
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
WHAT THE  ! WHAT THE EVER LIVING  !
Fething GW, the Taurox is gettting more firepoint because they want it to be the APC of choice. Irony is that now IG will only be ever to fire two wepaons from a tank, as the Taurox has two firepoints on either side of the hull. You will never be able to fire all four guns.
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Post by: BrookM
Ho-hum, they really hate the Chimera. So those lasguns poking out the side of it are for show now then..
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Post by: Mr.Omega
Ravajaxe wrote:OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
* Commissar can be attached to any infantry squad you want (unlike previous editions).
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
* Ratling snipers can run after firing.
* Deathstrike missile launcher : can fire on first turn now, on 4+ / second turn : 3+ / next turns : 2+. The missile effect is relatively unchanged, non random blast radius of 5" instead of D3+3 inches. Still STR:10 AP:1 ignores cover.
* Fleet officer advisor is in charge of altering reserve rolls : boosting yours or hampering opponent's.
* Astropath is removed from his previous reserve roll modificator to a psyker status, telepathy mastery level 1.
This is really nice!
-Ratlings, if facing peril can now run into LOS blocking cover to be untouchable
-The Deathstrike always gives you a 10'' diameter pie plate of doom instead of 8-12'' varied which means you're effectively always getting the best kind of Apocalypse pie plate
-The Fleet Advisor is more versatile and less likely to be a hindrance, potentially game saving
-The Astropath has a 4/6 chance of getting a good 24'' range power ranging from puppet master to invisibility, and failing that it can take psychic shriek and work as a potentially awesome last ditch double-barrelled-shotgun-esque weapon to whatever just got dangerously close to your line
But whatever people'll whine about losing the ability to shoot Lasguns out the Chimera hatch
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Post by: Zengu
Ravajaxe wrote:OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
* Commissar can be attached to any infantry squad you want (unlike previous editions).
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
* Ratling snipers can run after firing.
* Deathstrike missile launcher : can fire on first turn now, on 4+ / second turn : 3+ / next turns : 2+. The missile effect is relatively unchanged, non random blast radius of 5" instead of D3+3 inches. Still STR:10 AP:1 ignores cover.
* Fleet officer advisor is in charge of altering reserve rolls : boosting yours or hampering opponent's.
* Astropath is removed from his previous reserve roll modificator to a psyker status, telepathy mastery level 1.
Nothing on the blasted tech priest?
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Post by: BrookM
I'm actually hoping that the Astropath has access to Divination, fits with the model more if you ask me.
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Post by: TheKbob
Mr.Omega wrote:
But whatever people'll whine about losing the ability to shoot Lasguns out the Chimera hatch
What world are you living in? Since when is deleting options or redacting things a GOOD thing for a game? Outside of complete version changes, what other game actively redacts models with rules updates? I didn't see any of my Cryx guys becoming worthless or changing points values when they released and of the new rulebooks?
Asinine. Hooray, changes to make things that sucked before good. That'd be great if they stopped making things that were good before now suck.
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Post by: Happygrunt
Mr.Omega wrote: Ravajaxe wrote:OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
* Commissar can be attached to any infantry squad you want (unlike previous editions).
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
This is really nice!
But whatever people'll whine about losing the ability to shoot Lasguns out the Chimera hatch
Oh, I am sorry? Is outcry over a staple IG vehicle being nerfed harder than the vendetta was and SEVERELY damaging a popular list/ style of play "whining" now? Glad they update a lot of units that no body used too, that makes up for my mech army being a nice collection of variously well painted paperweights now.
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Post by: General Hobbs
WTH GW.....
Anybody else notice the driver is on the wrong side in the Taurox?????
Dumb Brits.
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Post by: alphaecho
I never understood why they scrubbed the rule that embarked models could fire the hull mounted lasguns.
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Post by: Happygrunt
BrookM wrote:I'm actually hoping that the Astropath has access to Divination, fits with the model more if you ask me.
I agree. Wasn't there a minor BL character who basically was an astropath that read the Tarot. I was always confused, with how much the tarot is mentioned as being used for divination, that IG never had access to that.
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Post by: MWHistorian
TheKbob wrote: Mr.Omega wrote:
But whatever people'll whine about losing the ability to shoot Lasguns out the Chimera hatch
What world are you living in? Since when is deleting options or redacting things a GOOD thing for a game? Outside of complete version changes, what other game actively redacts models with rules updates? I didn't see any of my Cryx guys becoming worthless or changing points values when they released and of the new rulebooks?
Asinine. Hooray, changes to make things that sucked before good. That'd be great if they stopped making things that were good before now suck.
Unfortunately, I have to agree. Nerfing the mainstay vehicle of the IG is pointless and kind of insulting. It serves no purpose other than pissing off IG players.
The rest of that new news actually seemed really nice though.
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Post by: alphaecho
I never understood why they scrubbed the rule that embarked models could fire the hull mounted lasguns.
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Post by: Maxurugi
Ravajaxe wrote:
[color=cyan]
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
If this is true, GW killed the Chimera for me. The points increase is bad enough, but this would be the end for my mechanized regiments.
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Post by: rollawaythestone
First they came for the Chaos Space Marines, and I did not speak out.
Because I was not a Chaos Marine player.
Then they came for the Tyranids, and I did not speak out.
Because I was not a Tyranid player.
Then they came for my IG, and there was no one left to speak for me.
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Post by: CthuluIsSpy
General Hobbs wrote: WTH GW..... Anybody else notice the driver is on the wrong side in the Taurox????? Dumb Brits. Not sure if serious...the British drive on the left side of the road. That is the correct side, as GW is a British company.
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Post by: Barksdale
Ravajaxe wrote:OK guys, some fresh news, from the French WH forum, a report from a player who had a few minutes browsing through the codex.
* Commissar can be attached to any infantry squad you want (unlike previous editions).
* Chimera, we know it's 65 points, the other piece of bad news : the hatch only gives 2 fire points instead of 5. Bam !
Veterans being reduced to 2 special weapons, that's no more than you can fire anyway. It severly limits command squads though.
* Ratling snipers can run after firing.
* Deathstrike missile launcher : can fire on first turn now, on 4+ / second turn : 3+ / next turns : 2+. The missile effect is relatively unchanged, non random blast radius of 5" instead of D3+3 inches. Still STR:10 AP:1 ignores cover.
* Fleet officer advisor is in charge of altering reserve rolls : boosting yours or hampering opponent's.
* Astropath is removed from his previous reserve roll modificator to a psyker status, telepathy mastery level 1.
Thanks for posting this. Sounds interesting. I'm really looking forward to trying out some new builds. Can't wait to get my hands on the actual codex!
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Post by: Vaktathi
I guess GW really doesn't want to sell transport kits this edition. They'll look awfully nice sitting pretty and shrinkwrapped on the shelves there
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Post by: alphaecho
General Hobbs wrote:
WTH GW.....
Anybody else notice the driver is on the wrong side in the Taurox?????
Dumb Brits.
Obviously the British Empire was resurgent just before the future became far and grimly dark.
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Post by: mattyrm
alphaecho wrote:General Hobbs wrote:
WTH GW.....
Anybody else notice the driver is on the wrong side in the Taurox?????
Dumb Brits.
Obviously the British Empire was resurgent just before the future became far and grimly dark.
Clearly, Jean Luc Picard and all of his family were was born in France, and I just saw him drinking wine and fighting with his brother, they don't sound very French though!
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Post by: TheKbob
I do like the changes to other units. I have an IG regimental upgrade set already because I love the models. Having them be useful (and cheaper...) would be amazing.
But having the fun of dumping 4 flamers out of the CCS or doing drivebys w/ Plasma or Melta w/ Lasgun support out of Chimera makes me sad. The fact that it went up in points and lost versatility is a double whammy; it's unnecessary. Anyone who actively plays IG (primary or allied) knows that the Chimera is good, but not broken.
This doesn't even include the fact you now have to pay extra points for smoke launchers and searchlights.
This would be like Rhinos going down to a transport capacity of 9 and going up to 40 pts without search lights or smoke launchers.
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Post by: Zengu
Funny how GW knows they've created a subpart vehicle and in order to boost its usability they crush the chimera with a rock.
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Post by: Ravajaxe
alphaecho wrote:I never understood why they scrubbed the rule that embarked models could fire the hull mounted lasguns.
Hey maybe it's back then, 3 lasguns + 2 fire points, I don't know. This would amount to 5 firng weapons like in 5th edition codex. Or not.
I would like to see this lasgun fire points rule back. It really fits the figurine look.
Otherwise, having not built more than one chimera (command vehicle) I will not feel the pain of other IG players s who invested heavily in a veteran mechanized force. Sorry for you guys.
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Post by: Smitty
I mainly used Chimeras as first turn bunkers before I hopped out and hugged cover with my camo cloaks and carapace armor. Still, the reduction of firepoints sucks. Talk about a kick in the nads. Hopefully they have the lasguns fire-able.
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Post by: rabidguineapig
Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
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Post by: CthuluIsSpy
rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
Yeah, losing the extra fire points is a low blow. What are those extra guns for now? Maybe they be part of the chimera's default loadout, idk.
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Post by: Smitty
rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
~maybe you could use a taurox~
 you, GW. Automatically Appended Next Post: CthuluIsSpy wrote: rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
Yeah, losing the extra fire points is a low blow. What are those extra guns for now? Maybe they be part of the chimera's default loadout, idk.
Maybe they are a volley weapon.
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Post by: Compel
On the bright side... The new plastic commissar could be used as a Rogue Trader in Inquisimunda... If anyone still plays that.
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Post by: alphaecho
Ravajaxe wrote:alphaecho wrote:I never understood why they scrubbed the rule that embarked models could fire the hull mounted lasguns.
Hey maybe it's back then, 3 lasguns + 2 fire points, I don't know. This would amount to 5 firng weapons like in 5th edition codex. Or not.
I would like to see this lasgun fire points rule back. It really fits the figurine look.
Otherwise, having not built more than one chimera (command vehicle) I will not feel the pain of other IG players s who invested heavily in a veteran mechanized force. Sorry for you guys.
I'm going back to 2nd Ed with that though. Long before firing points and restrictions on number of weapons firing.
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Post by: CthuluIsSpy
Smitty wrote: rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
~maybe you could use a taurox~
 you, GW.
Automatically Appended Next Post:
CthuluIsSpy wrote: rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
Yeah, losing the extra fire points is a low blow. What are those extra guns for now? Maybe they be part of the chimera's default loadout, idk.
Maybe they are a volley weapon.
Heh, it would be hilarious if those guns suddenly became hot shot volley guns. There's what, six of them? So that would be 12 S4 AP3 shots into some poor squad that's trying to sneak up on the chimera's side armor
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Post by: Biophysical
Man, that Chimera change is rough. I was content to accept the price increase, even if I didn't agree with it, but a price increase and a heavy reduction in utility is just spiteful. Will it also lose the "Command Vehicle" and "Amphibious" rule just for the hell of it? Maybe we don't know everything. It could get lasgun ports back. It wouldn't make it much better, but it would be something.
The other changes are pretty cool, of not really game breaking. I like the Astropath as rolling on the Telepathy chart, because that's their literal job and where their name comes from.
I take that back, Deathstrike is game breaking. There's going to be a lot of pissed off people that get hammered with a Deathstrike before they even get a chance to move out of their deployment zone. That sucks if true.
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Post by: rabidguineapig
Smitty wrote: rabidguineapig wrote:Okay, even when I heard Marbo was leaving I could handle it, but I literally almost jumped up and punched my computer screen when I read that Chimeras had lost 3 of their fire points. Seriously, was the thing ever unbalanced in 6th? NO! Limit the shooting by making vet squads incapable of carrying more than 2 SW's, but for the love of god let me have my melta-laden CCS...
~maybe you could use a taurox~
 you, GW.
Lol, to put things in perspective whenever I use GK purifiers I will take an inquisitor and a warband of 3 acolytes just so I can jack their Chimera on Turn 1 and the puries can shoot out of it and have AV12. I see this being the edition of Conscript shenanigans and Leman Russ spam.
~You're never going to force that Taurox on me GW!~
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Post by: CthuluIsSpy
To be fair...the amphibious rule is a bit useless. I mean, how often is it used? Does anyone even use watery terrain? Automatically Appended Next Post: Biophysical wrote:Man, that Chimera change is rough. I was content to accept the price increase, even if I didn't agree with it, but a price increase and a heavy reduction in utility is just spiteful. Will it also lose the "Command Vehicle" and "Amphibious" rule just for the hell of it? Maybe we don't know everything. It could get lasgun ports back. It wouldn't make it much better, but it would be something.
The other changes are pretty cool, of not really game breaking. I like the Astropath as rolling on the Telepathy chart, because that's their literal job and where their name comes from.
I take that back, Deathstrike is game breaking. There's going to be a lot of pissed off people that get hammered with a Deathstrike before they even get a chance to move out of their deployment zone. That sucks if true.
I think it's to compensate for the DS being not that great last edition.
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Post by: ironicsilence
heres hoping IG gets some awesome dataslates
6772
Post by: Vaktathi
The Deathstrike is only going to go off on the first turn relatively rarely, and can still scatter. It's going to be a very "lose big most of the time, win big and hilariously some of the time" type deal.
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Post by: DarkTraveler777
mattyrm wrote:I don't think I would pay MORE than GW prices though, because I bet you can get their gak pretty easily for 25% off somewhere eight? I dunno if you can get Vics stuff at a deep discount.
As far as I know there aren't any discounters for Vic's items, but honestly, with how engaging she is with our community and how awesome her stuff turns out I don't mind paying full price.
Regarding price, I have a 10-man penal squad that is a mix of Vic's bits and Catachan bits. Cost me almost $100 to assemble and looks amazing and will continue to look amazing while it sits on my shelf because apparently Penal Legion aren't a part of the Guard any more.
I am going to reserve final judgement until I have the codex in hand, but I have to say the leaks so far have sucked ALL of my interest out of this update. I am starting to understand why GW doesn't like leaks and previews.
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Post by: CthuluIsSpy
Vaktathi wrote:The Deathstrike is only going to go off on the first turn relatively rarely, and can still scatter. It's going to be a very "lose big most of the time, win big and hilariously some of the time" type deal.
Ah, but as it has a 10" blast diameter, it's still probably going to hit something.
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Post by: ThrashPower
Vaktathi wrote:The Deathstrike is only going to go off on the first turn relatively rarely, and can still scatter. It's going to be a very "lose big most of the time, win big and hilariously some of the time" type deal.
is there any way to get a reroll on that dice by allying in some obscure special character?
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Post by: Mr.Omega
CthuluIsSpy wrote: Vaktathi wrote:The Deathstrike is only going to go off on the first turn relatively rarely, and can still scatter. It's going to be a very "lose big most of the time, win big and hilariously some of the time" type deal.
Ah, but as it has a 10" blast diameter, it's still probably going to hit something.
As well as cheap as chips PBS/Inquisitors for extra hilarity.
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Post by: Vaktathi
EDIT: double-post
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Post by: CthuluIsSpy
Then it will hit something that is not the intended target
Whether or not it is one of your squads is another matter entirely
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Post by: Ravajaxe
Vaktathi wrote:The Deathstrike is only going to go off on the first turn relatively rarely, and can still scatter. It's going to be a very "lose big most of the time, win big and hilariously some of the time" type deal.
Yes, but it will at least be the terror weapon it should have been, according to its very name. Lining up a deathstrike could severely alter your opponent's deployment. Given that he has 1/2 chance of suffering a devastating mega-blast if he packs his army in one of these massive offensive / killy blocks I witnessed sometimes.
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Post by: Sir Arun
Okay lets look at the bright side:
Officer of the Fleet is basically twice as effective now.
Astropath has been turned from a pretty useless guy into a nice psyker to boost the effectiveness of a CCS.
Oh and most important of all, I dont know about you guys but I'm literally dancing with joy that they have made the DEATHSTRIKE VIABLE!
Like, seriously! Nobody took it in the previous codex but now the thought of reducing that Tau or Space Marine player who huddles all his army in one giant blob behind that cover into a smouldering crater of glass is actually viable.
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Post by: Biophysical
Relatively rarely? Like you only roll a 4+ relatively rarely? Automatically Appended Next Post: Never the less, more random musings on the rumors so far:
Say you have a good midfield blob that you like. Conventional options to keep them from running are Commissars and recently Inquisitors. Priests add a new, cheap option in this role. They don’t have as good a leadership as the old options, but they do add Fearless, which makes up for most of the leadership deficiencies. Now the cool thing about Priests (if they share equipment options with the last two codices that had them) is they can take plasma guns. This means they can add to the shooting power of your unit as well as provide leadership. 40 points probably buys you a Priest with plasma gun. This is a pretty cheap plasma gun as things go. Now you get great leadership buffs and an additional special weapon.
For example, let’s say you’ve got a blob of 30 dudes (I’m still assuming blobs stick around) with 3 plasma guns. This unit is a midfield objective grabber. Good firepower, good durability, with enough bodies to grind through assaults if it can be prevented from running. It weighs in at 195 points under current costs. The priest brings a huge boost with Fearless, a huge boost with Hatred, and an unreliable, but potentially huge boost with War Hymns. 25% more plasma power is icing on the cake. Why stop there, though? A second identical priest actually brings a ton more to the table. You get reliability in the form of a second guy that must be killed to negate Fearless. You move your War Hymn of choice up from “maybe” to “probable”, and you get a chance at a second War Hymn if you’re lucky. You even get another plasma gun. That final unit is a 32 model, 275 point scoring unit with FIVE plasma guns, and enough lasguns to do something. It’s won’t break until two weak, but separate independent characters are killed, and it’s pretty nasty in close combat against most things. The biggest concern is losing Priests to overheat, but the squad is good enough that it’s probably getting a lot of Divination support to avoid the worst of that. It’s points intensive (for a Guard unit), but it does some cool stuff. If you opt for the 1 point Bolter on all the Sergeants, you get 5 Precision shots each turn at long range, 10 up close. That’s worth something, too.
So either Priests will be the best thing about this new codex, or blobs won't exist and it will truly be a conscript's world.
47547
Post by: CthuluIsSpy
Sir Arun wrote:Okay lets look at the bright side:
Officer of the Fleet is basically twice as effective now.
Astropath has been turned from a pretty useless guy into a nice psyker to boost the effectiveness of a CCS.
Oh and most important of all, I dont know about you guys but I'm literally dancing with joy that they have made the DEATHSTRIKE VIABLE!
Like, seriously! Nobody took it in the previous codex but now the thought of reducing that Tau or Space Marine player who huddles all his army in one giant blob behind that cover into a smouldering crater of glass is actually viable.
Oh yeaah it will mess Tau up. We may be seeing a sudden rise of ICBMs on the table
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Post by: rabidguineapig
You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
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Post by: Rostere
Actually, they wrote on the Italian site that the Chimera's lasguns can now fire back. I presume that is connected to the loss of fire points and that it brings more flashlights to the IG's firepower. Automatically Appended Next Post: rabidguineapig wrote:You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
Oh come on, Cuba is lame, North Korea would be much funnier.
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Post by: plastictrees
Yes, many IG players were hoping they could find a way to fit more lasguns into their lists.
Oh god, this thread is rubbing off on me.
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Post by: Brother SRM
Rostere wrote:Actually, they wrote on the Italian site that the Chimera's lasguns can now fire back. I presume that is connected to the loss of fire points and that it brings more flashlights to the IG's firepower.
Automatically Appended Next Post:
rabidguineapig wrote:You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
Oh come on, Cuba is lame, North Korea would be much funnier.
http://en.wikipedia.org/wiki/Cuban_missile_crisis
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Post by: creeping-deth87
Wait a minute, they reduced the firing points on a Chimera? How many are there now?
47547
Post by: CthuluIsSpy
plastictrees wrote:Yes, many IG players were hoping they could find a way to fit more lasguns into their lists.
Oh god, this thread is rubbing off on me.
To be fair, those are lasguns on the chimera. It never made much sense to me how they can suddenly shoot plasma.
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Post by: warboss
Vaktathi wrote:I guess GW really doesn't want to sell transport kits this edition. They'll look awfully nice sitting pretty and shrinkwrapped on the shelves there 
The Taurox can't even manage to do that as the picture is on the front of the box.
47547
Post by: CthuluIsSpy
2, apparently. But it seems those lasguns on the hull can shoot back now.
Which is a surprisingly logical decision from GW.
78925
Post by: Sir Arun
so where would the firepoints on the chimera be? left side? right side?
47547
Post by: CthuluIsSpy
Sir Arun wrote:so where would the firepoints on the chimera be? left side? right side?
That...is a good question.
Aren't there slits on the model?
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Post by: TheKbob
rabidguineapig wrote:You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
What do you call it when an IG player rolls two 3s and a 1 first turn on his Deathstrikes?
Deathstrikes. The new Marbo?
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Post by: Sir Arun
no idea how LoS is drawn from its firepoints
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Post by: CthuluIsSpy
Isn't that a fire point under the smoke launcher? Looks like a hole.
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Post by: Co'tor Shas
I thought the fire points were the little sticky-outies.
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Post by: portugus
It has been agreed I thought on this forum that the firing ports on the chimera were from the double doors near the back. The ones in between the lasguns.
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Post by: Compel
I swear, Games Workshop is actively messing with me now.
This was the last Games Workshop model I put together.
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Post by: thekingofdinner
yeah, the price increase for chimeras isn't a big deal since we'll be saving points overall with vet squads being cheaper.. But the loss of all that bonus gear and 3 of the firing points in the hatch is a pretty big downer.
Crossing my fingers and hoping that the hull lasguns are upgraded to the Lasblaster or something similar, but I believe the era of pillbox chimeras is over.
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Post by: NuggzTheNinja
portugus wrote:It has been agreed I thought on this forum that the firing ports on the chimera were from the double doors near the back. The ones in between the lasguns.
I've always played it that way. The codex said specifically "top hatch," which could be either the top of the turret or the double doors.
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Post by: Ravajaxe
Sir Arun wrote:so where would the firepoints on the chimera be? left side? right side?
Well, you have a large hatch on top rear with near all-around field of view (2 fire points), plus two lateral arrays of 3 laser guns. Surprisingly a pretty logical decision from GW !
I can hear that a large number of chimera-veterans fans feel disheartened, but calm down.  Should Chimera have been written this way in 5th, it would have been a net improvement from 4th edition rules actually. Everybody would have like it. It feels logical and balanced, for me. Chimera was too good in 5th context, now GW is over-reacting (as usual). I find this rule adjustment perfectly appropriate, while not liking the price bump on the other hand. Given the huge fragility brought by hull point mechanism, plus crew firepower adjustment, GW should have let Chimera cost 55 points. It hurts your strategy more than inability to fire every possible special weapons (during the short time your vehicle still being up) : it draws Chimera out of competition compared to other tanks.
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Post by: krazynadechukr
MrMoustaffa wrote: Kanluwen wrote: MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
I thought the physical codex was out of stock. Are they reprinting it or is it "limited edition"? There have been so many limited editions I just figured this was another one.
Also, its a good $20 more or so for the physical copy. I can kind of stomach $30 for a supplement, but $50 is way too much.
Not sure why some folks are still calling this a "supplement" when it is in fact a codex for a new army. Granted, there are only 14 pages of stats & rules, but this "codex" allows you to make a Scion army. (Allows Scions to be troops, have their own orders, etc...)
The Astra Militarum (Guard) codex has Scions as an option for an Elites choice (Each Elite choice is 1-3 five to ten man squads & 0-1 five man command squad). (No scion troops or scion orders though as a guard elite choice). Their stats are in there & the WD that came out. (Technically, the WD is sufficient if using Scions in a guard army...).
Now IF you were to ally scions army to guard army (or for that matter, any other army which has their own codex), then you'd need the 2 codexes....
So supplement is a false title... I do agree the price is too high given the limited unit entries and all (14 useful pages related to playing them in a game)...
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Post by: Sir Arun
so are both fire points one and the same area?
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Post by: portugus
Really you don't know it lost gear, Eldar warwalkers can choose options from the vehicle wargear list including the invul save but wouldn't you know it they already have it.
5th edition hellhounds didn't have smoke launchers and IIRC sentinels didn't have smoke or searchlights so lets not assume chimeras lost it because searchlights and smoke are in the list of vehicle options.
They probably wanted chimeras to be more like rhinos. (yes way more costly rhinos) I've never seen a Space marine player driving however many rhinos around shooting plasma and melta out of the top. They use them to transport units to objectives. It does suck as that was the only way I got troops to objectives alive and I have 6 chimeras which are not as good anymore. Automatically Appended Next Post: And yes everybody shot out of the big top hatch near the back, like a cartoon.
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Post by: Ravajaxe
rabidguineapig wrote:You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
So, guessing now I'm forced to build a deathstrike to complete the Red Army look of my valhallans (I even painted insignia in red on purpose).
One ICBM launcher, one MIRV launcher (Manticore), one BMP for now (Chimera).
Too bad the Hydra look is so far away from ZSU-23-4 , and Leman Russ absolutely not credible for a T-34 / T55 / T72...
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Post by: pads1982
Well done GW you can have some more of my money, just the decision of more space marines or some eldar. I have literally wasted £45 on a chimera and a another one for use with the lead griffin gun I still have. The space marine codex got huge price reductions across the board, what do we get, some pretty cool rules for using a shed load of infantry. If the chimera is fast I might calm down but the HB is almost always snap firing. The part bus isn't that bad a mod land the rules are pretty cool with 16 bs 4 shots. I'll take the pointy ears and let the ranks of troops just look pretty cool on the shelf, glad I only got the storm troopers. On the plus side run an inquisitor henchmen squad with 3 10 point plasma guns in a 55 point phsymera and have some death cult assassins for cc
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Post by: warboss
pads1982 wrote:Well done GW you can have some more of my money, just the decision of more space marines or some eldar.
You know that doesn't actually teach them a lesson, right?
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Post by: plastictrees
portugus wrote:
And yes everybody shot out of the big top hatch near the back, like a cartoon.
If you cram enough guys in the hatch there isn't room for grenades to be thrown in...
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Post by: pads1982
warboss wrote:pads1982 wrote:Well done GW you can have some more of my money, just the decision of more space marines or some eldar.
You know that doesn't actually teach them a lesson, right?
I meant the cash I was going to blow on re-vamping my guard, say few valks couple of armoured fist squads, box or to of ogryns can pay for a good starter army. I loved my guard but the army was just holding its own, the 2000 point army I fielded last week is at least 200 points more under new dex
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Post by: Blacksails
More disappointing news about the chimera.
When the ABG list gets updated/FAQ'd to reflect the new price changes for Russes, that'll be my army. Just russes. Lots of cheap russes.
Who needs troops anyways?
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Post by: TheKbob
krazynadechukr wrote: MrMoustaffa wrote: Kanluwen wrote: MrMoustaffa wrote:
Also, the stormtrooper codex being iTunes only sucks. It means I HAVE to pirate a PDF version (and they are out there) if I wanted to use my army without lugging a laptop around. I was actually thinking about buying the epub version too.
It's NOT iTunes only.
It's iTunes and physical. I have the physical book.
I thought the physical codex was out of stock. Are they reprinting it or is it "limited edition"? There have been so many limited editions I just figured this was another one.
Also, its a good $20 more or so for the physical copy. I can kind of stomach $30 for a supplement, but $50 is way too much.
Not sure why some folks are still calling this a "supplement" when it is in fact a codex for a new army. Granted, there are only 14 pages of stats & rules, but this "codex" allows you to make a Scion army. (Allows Scions to be troops, have their own orders, etc...)
The Astra Militarum (Guard) codex has Scions as an option for an Elites choice (Each Elite choice is 1-3 five to ten man squads & 0-1 five man command squad). (No scion troops or scion orders though as a guard elite choice). Their stats are in there & the WD that came out. (Technically, the WD is sufficient if using Scions in a guard army...).
Now IF you were to ally scions army to guard army (or for that matter, any other army which has their own codex), then you'd need the 2 codexes....
So supplement is a false title... I do agree the price is too high given the limited unit entries and all (14 useful pages related to playing them in a game)...
Because we don't believe the nonsense GW puts out. It's a grand total of 3 units and some transports, right? Maybe 4 units? That's not a codex, that's a supplement. Legion of the Damned is a codex... and it's bullcrap as one. Codex Imperial Knights is literally a page of new material to be a "codex".
Supplement, Codex... it's all just names for overpriced nonsense. I am glad they put the majority of the rules in $4 splat books.
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Post by: TheSilo
warboss wrote:pads1982 wrote:Well done GW you can have some more of my money, just the decision of more space marines or some eldar.
You know that doesn't actually teach them a lesson, right?
Buy third party, save 75% off the GW price. It's easy when you play IG. Turns out GW doesn't own the rights to World War II.
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Post by: A sane man
3 Deathstrikes + Allied Fateweaver.
It begins.
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Post by: Rostere
Brother SRM wrote: Rostere wrote:Actually, they wrote on the Italian site that the Chimera's lasguns can now fire back. I presume that is connected to the loss of fire points and that it brings more flashlights to the IG's firepower.
Automatically Appended Next Post:
rabidguineapig wrote:You could make a pretty fluffy list with ICBMs and Valhallans painted like commies. Just label your table "Cuba," and wait in vain as your missiles never go off.
Oh come on, Cuba is lame, North Korea would be much funnier.
http://en.wikipedia.org/wiki/Cuban_missile_crisis
But the Cuban missile crisis had nothing at all to do with dodgy rockets not firing, or missing. Whereas on the other hand North Korea seems to launch a few home-made rockets into the sea every other Thursday.
79777
Post by: Rostere
But yeah. Maybe you can paint your Deathstrikes in Cuban colors and then try to bring them as allies for your Tyranids. The scene of your opponent explaining why you can't take Deathstrikes legally in your list would symbolize the Cuban missile crisis better.
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Post by: FatBoyNoSlim
i'm curious on how the fire points work with HWS.
As the HWS is a single 2 wound model, does that mean it would only use up one fire point when shooting? leaving space for a special weapon to fire out as well?
If this is how it works then what I think GW is trying to do is bring back the Amoured Fist Squad. AFS got made redundant last codex as veterans in chimeras were a much better choice but now a cheap AFS is looking like a viable alternative
This ties in with the fact that before the site went down, GW was selling the Amoured fist squad box set again.
What do other people think?
79777
Post by: Rostere
FatBoyNoSlim wrote:i'm curious on how the fire points work with HWS.
As the HWS is a single 2 wound model, does that mean it would only use up one fire point when shooting? leaving space for a special weapon to fire out as well?
Yes, that is how I interpret the rule.
65404
Post by: FatBoyNoSlim
Rostere wrote:FatBoyNoSlim wrote:i'm curious on how the fire points work with HWS.
As the HWS is a single 2 wound model, does that mean it would only use up one fire point when shooting? leaving space for a special weapon to fire out as well?
Yes, that is how I interpret the rule.
Ok that good to know.
Thanks for replying
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Post by: Kirasu
With how many nerfs this book is getting I feel that the french translation mistook "radius" for "diameter" for the Deathstrike. I'm not convinced that GW even realized their old rules for the deathstrike was based on radius, so they'll just nerf it to "large blast" and forget there is a big difference between 2.5" radius and 6".
Maybe I'm wrong tho and this is the ONE buff the book gets.
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Post by: CthuluIsSpy
Kirasu wrote:With how many nerfs this book is getting I feel that the french translation mistook "radius" for "diameter" for the Deathstrike. I'm not convinced that GW even realized their old rules for the deathstrike was based on radius, so they'll just nerf it to "large blast" and forget there is a big difference between 2.5" radius and 6".
Maybe I'm wrong tho and this is the ONE buff the book gets.
Possibly. A 10" killing zone is pretty nuts. Then again, so are D weapons in normal games.
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Post by: LordotKasrkin
Kirasu wrote:With how many nerfs this book is getting I feel that the french translation mistook "radius" for "diameter" for the Deathstrike. I'm not convinced that GW even realized their old rules for the deathstrike was based on radius, so they'll just nerf it to "large blast" and forget there is a big difference between 2.5" radius and 6".
Maybe I'm wrong tho and this is the ONE buff the book gets.
Just one edition closer to the "capability of annihilating entire armies" that the current codex attributes to the Deathstrike.
ENTIRE ARMIES.
Even if the rumoured new rules are true, I'll still laugh at this idea in my sleep.
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Post by: Vaktathi
portugus wrote:
They probably wanted chimeras to be more like rhinos. (yes way more costly rhinos) I've never seen a Space marine player driving however many rhinos around shooting plasma and melta out of the top.
Unfortunately they're supposed to serve different roles. A Rhino is an APC, it gets super soldiers from point A to point B. A Chimera is an IFV, it's supposed to be something the infantry can fight from, at least to a limited extent. It's unfortunate if GW forgot that :(
And yes everybody shot out of the big top hatch near the back, like a cartoon.
Not that cartoony actually
http://digilander.libero.it/lagunaricrespino/M113.jpg
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Post by: Inquisitor Jex
So I went and got my box of scions a week late..AND I got the Codex! And I do mean Codex: not the French translation or whatever, no, the real English codex!
Some clearing:
chimeras are 65 pts, but they DO come with searchlights and smoke launchers. 2 models can fire from the hatch (Heavy weapons count as a bulky model) and 6 models can fire the lasguns on the side, called lasgun array (one on each side) They can fire at a different target as the chimera's other weapons, but all 3 on one side must fire at a single target..AND it ALWAYS fire at the chimera's BS value..so bummer for Vets, but short of having a crew stunned/shaken, you're firing BS3 instead of BS1.
Marbo is gone. Lest we forget.
Commissar rules about the execution is real: 1-2 opponent choose, 3+ you pick.
Fire on my Target now grants ignore cover instead of re-rolling successful cover saves. Bring it down gives monster/tank hunter instead of twin-linked.
Officer order range is 12inch for both senior and junior. Senoirs get 2 orders/turn instead of 1.
Creed gets 2 Warlord trait, that you can roll in 2 different warlord chart if you want.
Straken gets automcatically the one granted relentless; Harcker lost feel no pain (T3 blargh) but is also relentless (and no word that only he's got it, so you get a squad of relentless vet for +55pts)
Heavy flamer is 10pts; and (har har!) if vets don't take it, they can still sport 3 Special Weapons instead of 2.
Power fist/weapon are still 25/15 pts.
Ratlings can now shoot and run in the same shooting phase.
Heavy Weapons team are 45 pts, but since you MUST take 3 heavy weapons, the cheapest being mortars at 5 pts, there's no price change. Scout Sentinels are still 35 pts.
CCS are 60pts.
Tank commander are 30, +40 for Pask
Creed is 80, Straken is 130, gains monster hunter, smash, but 6 inch counter-charge/furious charge bubble
Platoon didn't change in price. Vets are 60.
Yes, Executiooner gains Gets Hot for main weapon..
Deathstrike can't fire first round, blast is apocalyptic blast
I skimmed the fluffly part, they seems to talk about Cadian/Catachan, the other regiments got that blurb that was in WD.
Any question ask away!
EDIT: added Creed/Straken/Harker info
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Post by: Mr.Omega
Kirasu wrote:With how many nerfs this book is getting I feel that the french translation mistook "radius" for "diameter" for the Deathstrike. I'm not convinced that GW even realized their old rules for the deathstrike was based on radius, so they'll just nerf it to "large blast" and forget there is a big difference between 2.5" radius and 6".
Maybe I'm wrong tho and this is the ONE buff the book gets.
-Pask
-Warlord traits
-Orders
-Scions (not cripplingly overspecialised anymore, you can issue about 12 different orders to them)
-Conscripts (3 points each)
-Rough Riders (+1 attack for LP/ CCW)
-Vet doctrines (Far cheaper, actually affordable now)
-Commissars (Far cheaper, actually feasible for every unit now)
-Psyker Battle Squads (now have divination, so re-rolls to hit dispensers)
-Priests (For 25 points you can give re-rolls to hit + re-rolls to wound or re-roll armour/invuln saves or he can turn into fething pop eye, double his strength and fist his way through Terminator armour)
-Leman Russ Tanks (price decrease across the board)
-Fleet Officers (self reserve buff, opponent reserve nerf)
-Astropaths (Telepathy Psyker)
-Deathstrike Missile Launcher
Saying there's just one buff is just flat out inaccurate, bud.
Edit: Vets have been massively buffed given the above, they still sport 3 SW's and are cheaper. Lol at people telling us Mechvets were dead.
Automatically Appended Next Post:
Inquisitor Jex wrote:So I went and got my box of scions a week late..AND I got the Codex! And I do mean Codex: not the French translation or whatever, no, the real English codex!
Some clearing:
chimeras are 65 pts, but they DO come with searchlights and smoke launchers. 2 models can fire from the hatch (Heavy weapons count as a bulky model) and 6 models can fire the lasguns on the side, called lasgun array (one on each side) They can fire at a different target as the chimera's other weapons, but all 3 on one side must fire at a single target..AND it ALWAYS fire at the chimera's BS value..so bummer for Vets, but short of having a crew stunned/shaken, you're firing BS3 instead of BS1.
Marbo is gone. Lest we forget.
Commissar rules about the execution is real: 1-2 opponent choose, 3+ you pick.
Fire on my Target now grants ignore cover instead of re-rolling successful cover saves. Bring it down gives monster/tank hunter instead of twin-linked.
Officer order range is 12inch for both senior and junior. Senoirs get 2 orders/turn instead of 1.
Creed gets 2 Warlord trait, that you can roll in 2 different warlord chart if you want.
Straken gets automcatically the one granted relentless; Harcker lost feel no pain (T3 blargh) but is also relentless (and no word that only he's got it, so you get a squad of relentless vet for +55pts)
Heavy flamer is 10pts; and (har har!) if vets don't take it, they can still sport 3 Special Weapons instead of 2.
Power fist/weapon are still 25/15 pts.
Ratlings can now shoot and run in the same shooting phase.
Heavy Weapons team are 45 pts, but since you MUST take 3 heavy weapons, the cheapest being mortars at 5 pts, there's no price change. Scout Sentinels are still 35 pts.
CCS are 60pts.
Tank commander are 30, +40 for Pask
Creed is 80, Straken is 130, gains monster hunter, smash, but 6 inch counter-charge/furious charge bubble
Platoon didn't change in price. Vets are 60.
Yes, Executiooner gains Gets Hot for main weapon..
Deathstrike can't fire first round, blast is apocalyptic blast
I skimmed the fluffly part, they seems to talk about Cadian/Catachan, the other regiments got that blurb that was in WD.
Any question ask away!
EDIT: added Creed/Straken/Harker info
Vets have been considerably buffed then, still have 3 SW's and are 60 points? Frigging hooray.
Okay, rules queries:
1) Does the Hydra have ignores jink in the Hydra autocannon profile, or anything to distinguish it from the Stalker that's 5 points more and atm looking basically a complete upgrade
2) What does Creed and Kell give you now? Kell's cost?
3) Is Nork Deddog decent?
4) Leman Russ costs?
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Post by: Puscifer
Nice one.
In your opinion... Can this codex be competitive?
4001
Post by: Compel
How do Lord Commissars work in the new book?
34243
Post by: Blacksails
Inquisitor Jex wrote:
Heavy flamer is 10pts; and (har har!) if vets don't take it, they can still sport 3 Special Weapons instead of 2.
Sorry, I just want this clarified.
Can vets take 3 special weapons? Why is the heavy flamer relevant to just stating they can take three specials. Just confusing wording is all.
Oh, and confirmation of Leman Russ variant point costs and Hellhound variants would be awesome.
Thanks!
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Post by: Mr.Omega
I went over the cost of Chimera Vets assuming I just that read above right, and lo and behold, nothing has changed.
A squad of 10 with 3 plasmas in a Chimera is 170, just as a squad with meltas is 155. No point increase, no point decrease.
Instead, presuming the rumours on the Vet Doctrines are true, Vets are now more durable.
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Post by: TheSilo
Doctrines....?
Please....?
42950
Post by: Smitty
Can Veteran Sergeants issue orders?
52436
Post by: Bobug
Whats the HW/SW costs for platoons? Are missile launchers cheaper?
Can conscripts take special weapons? Are they defo 3pts/model, is sitnw still available?
Are conscripts part of a platoon or their own FOC slot?
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Post by: TheSilo
Looking at pre-order for "Enhanced Edition" on iBooks. Looks like it might come with a built in army builder program!?!?
59265
Post by: BunkerBob
Puscifer wrote:
Nice one.
In your opinion... Can this codex be competitive?
Do we retain our artillery?
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Post by: Inquisitor Jex
Mr.Omega wrote:
Okay, rules queries:
1) Does the Hydra have ignores jink in the Hydra autocannon profile, or anything to distinguish it from the Stalker that's 5 points more and atm looking basically a complete upgrade
2) What does Creed and Kell give you now? Kell's cost?
3) Is Nork Deddog decent?
4) Leman Russ costs?
1-Hydra got 2 twin-linked Hydra autocannon, (Heavy 2 skyfire) for 70, open-topped.
2-Creed can issue 3 orders/turn, failed orders MUST be re-rolled; he also go 2 hot-shot laspistol, no word on being twin-linked, so gunsligner.base for him; Kell makes a unit take the order's Ld test on his Leadership (which is 8) ONLY when he's with Creed. Kell also got the bodyguard rule (Look out -arghh!) and Sworn protector (got to do a glorious intervention when he can and auto passes the test) 80Creed/75Kell cost
3-Nork got Sworn Protector rule as well, FnP, Hammer of Wrath, look out Arrgh, Stubborn, Very bulky (no is dark in 'ere rules for him or the other 'Gryns as well) Heroic Sacrifice as the old codex (can re-roll to hit/to wound on that as well), can exchange his normal attacks in melee (4) for a single headbutt, giving +3 Str, AP3, concussive. 85 for Nork
4-Basic is 150
Exterminator 130
Vanquis 135
Eradicator 120
Demo 170
Punisher 140
Execu 155.
Also, you can do Sarge, any sarges, a gunsligner; he can take any itemS (notice the S) from the ranged Weapons list (Vet is melee AND ranged) the only basic gear that specifically states he is replacing is his CCW. for a power weapon (Vet got no specification)
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Post by: Smitty
Does that mean sergeants can take lasGUNS?
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Post by: BunkerBob
I love the Punisher at 140, holy hell here comes a tank parking lot! Screw you foot soldiers,
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Post by: Chrysis
TheSilo wrote:Looking at pre-order for "Enhanced Edition" on iBooks. Looks like it might come with a built in army builder program!?!?
The Space Marine one did, but it was utter garbage.
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Post by: Bubbles
Also as someone already asked, are any of the HWS weapons cheaper, or are they still priced the same?
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Post by: Mr.Omega
Inquisitor Jex wrote: Mr.Omega wrote:
Okay, rules queries:
1) Does the Hydra have ignores jink in the Hydra autocannon profile, or anything to distinguish it from the Stalker that's 5 points more and atm looking basically a complete upgrade
2) What does Creed and Kell give you now? Kell's cost?
3) Is Nork Deddog decent?
4) Leman Russ costs?
1-Hydra got 2 twin-linked Hydra autocannon, (Heavy 2 skyfire) for 70, open-topped.
2-Creed can issue 3 orders/turn, failed orders MUST be re-rolled; he also go 2 hot-shot laspistol, no word on being twin-linked, so gunsligner.base for him; Kell makes a unit take the order's Ld test on his Leadership (which is 8) ONLY when he's with Creed. Kell also got the bodyguard rule (Look out -arghh!) and Sworn protector (got to do a glorious intervention when he can and auto passes the test) 80Creed/75Kell cost
3-Nork got Sworn Protector rule as well, FnP, Hammer of Wrath, look out Arrgh, Stubborn, Very bulky (no is dark in 'ere rules for him or the other 'Gryns as well) Heroic Sacrifice as the old codex (can re-roll to hit/to wound on that as well), can exchange his normal attacks in melee (4) for a single headbutt, giving +3 Str, AP3, concussive. 85 for Nork
4-Basic is 150
Exterminator 130
Vanquis 135
Eradicator 120
Demo 170
Punisher 140
Execu 155.
Also, you can do Sarge, any sarges, a gunsligner; he can take any itemS (notice the S) from the ranged Weapons list (Vet is melee AND ranged) the only basic gear that specifically states he is replacing is his CCW. for a power weapon (Vet got no specification)
A few more:
1) Cost of a Basilisk?
2) Techpriest?
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Post by: TheSilo
Chrysis wrote: TheSilo wrote:Looking at pre-order for "Enhanced Edition" on iBooks. Looks like it might come with a built in army builder program!?!?
The Space Marine one did, but it was utter garbage.
Oh, :(....
Got a little excited there.
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Post by: Zengu
Inquisitor Jex wrote:So I went and got my box of scions a week late..AND I got the Codex! And I do mean Codex: not the French translation or whatever, no, the real English codex!
Some clearing:
chimeras are 65 pts, but they DO come with searchlights and smoke launchers. 2 models can fire from the hatch (Heavy weapons count as a bulky model) and 6 models can fire the lasguns on the side, called lasgun array (one on each side) They can fire at a different target as the chimera's other weapons, but all 3 on one side must fire at a single target..AND it ALWAYS fire at the chimera's BS value..so bummer for Vets, but short of having a crew stunned/shaken, you're firing BS3 instead of BS1.
Marbo is gone. Lest we forget.
Commissar rules about the execution is real: 1-2 opponent choose, 3+ you pick.
Fire on my Target now grants ignore cover instead of re-rolling successful cover saves. Bring it down gives monster/tank hunter instead of twin-linked.
Officer order range is 12inch for both senior and junior. Senoirs get 2 orders/turn instead of 1.
Creed gets 2 Warlord trait, that you can roll in 2 different warlord chart if you want.
Straken gets automcatically the one granted relentless; Harcker lost feel no pain (T3 blargh) but is also relentless (and no word that only he's got it, so you get a squad of relentless vet for +55pts)
Heavy flamer is 10pts; and (har har!) if vets don't take it, they can still sport 3 Special Weapons instead of 2.
Power fist/weapon are still 25/15 pts.
Ratlings can now shoot and run in the same shooting phase.
Heavy Weapons team are 45 pts, but since you MUST take 3 heavy weapons, the cheapest being mortars at 5 pts, there's no price change. Scout Sentinels are still 35 pts.
CCS are 60pts.
Tank commander are 30, +40 for Pask
Creed is 80, Straken is 130, gains monster hunter, smash, but 6 inch counter-charge/furious charge bubble
Platoon didn't change in price. Vets are 60.
Yes, Executiooner gains Gets Hot for main weapon..
Deathstrike can't fire first round, blast is apocalyptic blast
I skimmed the fluffly part, they seems to talk about Cadian/Catachan, the other regiments got that blurb that was in WD.
Any question ask away!
EDIT: added Creed/Straken/Harker info
What about tech priest anything different?
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Post by: Anpu42
Rough Rider:
>I take it Rough Riders still get the Lance as standard Wargear.
>Do they still Cost the same?
>Is Gangus still an Option.
Platoons:
>Do they still use the same structure?
>How many Models and Heavy Weapons can Heavy Weapons Squads take?
>Special Weapons Squads???
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Post by: NuggzTheNinja
Mr.Omega wrote:
Vets have been considerably buffed then, still have 3 SW's and are 60 points? Frigging hooray.
Where are you seeing this??
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Post by: Inquisitor Jex
Arty is only the Wyvern and the Earthshaker/Mandicore (+10 pts) and Deathstrike (no change)
Heavy Flamer is not in the special weapons lists, it is an added line in the unit's gear choice (as only CCS, PCS and vets can take it) but still count as a special weapons; hence why Vets can take 3 specials if they forgo the Heavy Flamer
Hellounds and variants are back
Hell: 125
Dog 135
Wolf: 130
Multi-melta is 10 pts
DOCTRINES..are a lie. The only thing bearing the doctrines name is in the Tempestus army book, and it's only a fancy name given to the Tempestus orders (for flavour really)
Vet Sgts, can't issue orders.
Heavy Weapons costs are the same...Missile launcher is still 15 pts, +10 for flakk missiles...conscripts are like the old codex; no special weapons, 3 pts a pop, still part of a platoon. SWS starts at 30.
Sgts can't take lasGUNS; only bolt pistol/gun and plasma pistols.
As for competitive..not much changed..the orders are actually better in my opinion (got to try it first of course) the Warlords Traits are nice, short of one (CCS gains relentless..'wow') the fact that even junior officer can turn a IS with spit fire, precision shot and shoot+run is nice. base 12 inch range for everyone will mean the PCS will actually be used for more than a turn 5 objective cleaner..OH!
The old Grav chute insertion; it now happens when the Val/Ven moves MORE THAN 6 inches instead of flat out...
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Post by: TheKbob
Are the Priests the Sisters Priests?
Vendettas 6 man deep for 170 pts?
Any pts changes for Manticores or Deathstrikes?
What special characters are in/out?
Any new models in the pictures to show off something like Rough Riders?
Can a list have two tank commanders?
Can I spam 18 Leman Russes and be all cool about it?
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Post by: Smitty
How about Send in the Next Wave? Is it in?
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Post by: Bubbles
Are you talking about the cost in a Heavy Weapon Team in an Infantry Squad, or the cost in a Heavy Weapons Squad? Because in the current codex the prices for heavy weapons are different between an Infantry Squad and a HWS.
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Post by: Trickstick
Any info you can give on the psykers, or access to divination?
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Post by: LordotKasrkin
Strange how the one that used to be the cheapest is now the most expensive!
Inquisitor Jex wrote:
The old Grav chute insertion; it now happens when the Val/Ven moves MORE THAN 6 inches instead of flat out...
Hopefully that clears up insertion when flying!
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Post by: BunkerBob
What about Chenkov and Al'Rahem?
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Post by: NuggzTheNinja
Jex, it sounds like a Foot Veterans list would actually be pretty badass.
What are the three options for Veterans upgrades and what do they do? Thanks in advance.
How about the Manticore, is its weapon's stats still the same?
65784
Post by: Mr.Omega
Inquisitor Jex wrote:Arty is only the Wyvern and the Earthshaker/Mandicore (+10 pts) and Deathstrike (no change)
Heavy Flamer is not in the special weapons lists, it is an added line in the unit's gear choice (as only CCS, PCS and vets can take it) but still count as a special weapons; hence why Vets can take 3 specials if they forgo the Heavy Flamer
Hellounds and variants are back
Hell: 125
Dog 135
Wolf: 130
Multi-melta is 10 pts
DOCTRINES..are a lie. The only thing bearing the doctrines name is in the Tempestus army book, and it's only a fancy name given to the Tempestus orders (for flavour really)
Vet Sgts, can't issue orders.
Heavy Weapons costs are the same...Missile launcher is still 15 pts, +10 for flakk missiles...conscripts are like the old codex; no special weapons, 3 pts a pop, still part of a platoon. SWS starts at 30.
Sgts can't take lasGUNS; only bolt pistol/gun and plasma pistols.
As for competitive..not much changed..the orders are actually better in my opinion (got to try it first of course) the Warlords Traits are nice, short of one ( CCS gains relentless..'wow') the fact that even junior officer can turn a IS with spit fire, precision shot and shoot+run is nice. base 12 inch range for everyone will mean the PCS will actually be used for more than a turn 5 objective cleaner..OH!
The old Grav chute insertion; it now happens when the Val/Ven moves MORE THAN 6 inches instead of flat out...
Sorry, we meant Vet Doctrines, as in access to carapace/demolitions/cloaks
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Post by: mr_bruno
Not to be a bother, but could you possibly post a photo of the new book just to alleviate my fear of having my leg pulled?
Still, you're a damned saint for all this info.
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Post by: TheSilo
NOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!
At least until the inevitable Catachan, Mordian, Cadian, etc, etc. dataslates.
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Post by: BunkerBob
I would go a step further and say Vet spam for 6 squads at just 480 points is great and that means I just need 2 more infantry boxes to make a list of 18 PG a possibility. Automatically Appended Next Post: BunkerBob wrote:What about Chenkov and Al'Rahem?
Trickstick wrote:Any info you can give on the psykers, or access to divination?
Smitty wrote:How about Send in the Next Wave? Is it in?
TheKbob wrote:Are the Priests the Sisters Priests?
Vendettas 6 man deep for 170 pts?
Any pts changes for Manticores or Deathstrikes?
What special characters are in/out?
Any new models in the pictures to show off something like Rough Riders?
Can a list have two tank commanders?
Can I spam 18 Leman Russes and be all cool about it?
NuggzTheNinja wrote:Jex, it sounds like a Foot Veterans list would actually be pretty badass.
What are the three options for Veterans upgrades and what do they do? Thanks in advance.
How about the Manticore, is its weapon's stats still the same?
BunkerBob wrote:What about Chenkov and Al'Rahem?
Here is everything piled into one post Jax.
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Post by: MrFlutterPie
Do Vets still have access to shotguns?
Thanks for posting all of this
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Post by: Blacksails
Well, Hellhounds and variants still aren't good.
Bleh.
Ah well, vets have three specials, which is nice, but the two firing ports on the Chimera hurts them in a not insignificant way.
Russ costs are nice.
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Post by: ressgonzol
I have the codex in hand.
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Post by: Blacksails
ressgonzol wrote:I have the codex in hand.
Platoon infantry squads cost 40 pts now but no longer can take ANY special weapons.
Wow, that's pretty weak on GW's behalf.
For everything good in this book, there's at least one thing that's not good.
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Post by: Crablezworth
Blacksails wrote:Well, Hellhounds and variants still aren't good.
Bleh.
Ah well, vets have three specials, which is nice, but the two firing ports on the Chimera hurts them in a not insignificant way.
Russ costs are nice.
Banewolf's are pretty good.
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