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Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 13:11:37


Post by: cincydooley


Was able to pick up a copy of this at Adepticon and would be happy to answer questions any of you had.

It seems that most of the Necron stuff has been covered, but if anyone is curious about the new DKoK or Minotaur stuff, just let me know and I'll rifle through the pages for you.

Cheers!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 13:29:10


Post by: ZebioLizard2


I'd love to know the special rules/Special Characters for Minotaurs.

Also what is their troop choices.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 13:40:56


Post by: Bobug


Are krieg grenadiers any cheaper/different?
Are hades still awesome as per the last IA?
Is this krieg list still a siege regiment or more of an armoured regiment?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 13:41:09


Post by: zephoid


What are storm chimeras
What are the new named Hqs like for DKoK
Any changes in DKoK army wide rules? Stubborn and +1 WS?
Have they changed the breaching drill rules? I know they fethed it up in the last IA.
Anything interesting different between guard and DKoK? Now that guard can get the drill, heavy arty, and field artillery i had hoped they would give DKoK something more unique.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 14:18:58


Post by: xSPYXEx


Can anyone give a link to the Necron stuff? I'm interested in their roster, and any differences between the Dark Harvest and the standard Codex.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/24 14:56:56


Post by: Vaktathi


Given previous costs of Grenadiers and the upgrade costs the Storm Chimera looks like it will have, it sounds like such a unit will end up in the ~250-270pt region after kit (which is really expensive for a T3 4+sv Ld8 unit in a tin-can tracked transport). Did they get a cost cut or are they about the same as before?

Likewise, Engineers, any cheaper? Did they fix the Hades drill to be useable without a major chance of mishap and destruction?

-thanks!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 01:23:50


Post by: cincydooley


 ZebioLizard2 wrote:
I'd love to know the special rules/Special Characters for Minotaurs.

Also what is their troop choices.


Ill start at the top:

Moloc
Grants preferred enemy (space marines). Includes GK and Wolves.
St 6 ap 2 PW w/ 1 12" assault las beam (st8 ap2)
Grants fearless.
SS
Eternal warrior
Grants an additonal KP for every character slain.

Enkomi
Grants Rage
MC power maul with 12 frag launcher

Aiakos
Contempor
4++ v shooting
Auto hit str6 attack at I 1

They use standard Codex: SM troops, fast attack, and elites. Tons of different heavy support options including 2 diff storm eagles, sentry guns, predator variants, And the spartan assault tank.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 02:22:41


Post by: ZebioLizard2


So that means they only have Combat Tactics as an armywide Special Rule?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 02:31:54


Post by: wowsmash


Yes I have a question. What aret he Imperial armor books for? Do you need all of them or jsut specific ones depending on your chosen army?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 02:58:22


Post by: cincydooley


 ZebioLizard2 wrote:
So that means they only have Combat Tactics as an armywide Special Rule?


I presume so. It looks like if you're going to use them you pretty much need to take Moloc. Preferred enemy marines is pretty damn good.

@wowsmash - they're supplementary books that add new units and/or army lists. Very fun. Really well produced. You typically only need the ones for the army you wanted to run. If you wanted to run Minotaurs, you'd need the C:SM book and IA12. You can run the krieg list with only IA12.


Automatically Appended Next Post:
DKoK questions: ill have answers tomorrow. Imma do a direct comparison for y'all n


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 09:52:28


Post by: Herr Dexter


Hello and thanks in advance for answering

Most Necron rules are already leaked but noone posted the ones for "Mynarkh" versions of Necron units, so:

"What are the differences between Codex: Necrons and IA:12 versions of Warriors, Flayed Ones, Overlords, Lords, Destroyer Lords and Immortals?"



Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 11:32:59


Post by: Praxiss


I dont think there are any real differences. The Dynasty in the new book seems to put more emphasis on Flayed ones (hence the reason their special ones have Shred and Rending).

From what I understand, the more generic units in the new book can be used by "vanilla" necrons (so the Sentry guns, the Tesseract Ark, the new Stalker variant and the Shroud bomber). The new scarabs, flayed ones, ICs and Immortals are limited to being used only in Dark Harvest lists.



BUT.....a Dark Harvest can be taken as Allies of Convenience to a normakl Necron army - so you can field all the units on the table together if you so desire.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 12:13:13


Post by: Sasori


 Praxiss wrote:
I dont think there are any real differences. The Dynasty in the new book seems to put more emphasis on Flayed ones (hence the reason their special ones have Shred and Rending).

From what I understand, the more generic units in the new book can be used by "vanilla" necrons (so the Sentry guns, the Tesseract Ark, the new Stalker variant and the Shroud bomber). The new scarabs, flayed ones, ICs and Immortals are limited to being used only in Dark Harvest lists.



BUT.....a Dark Harvest can be taken as Allies of Convenience to a normakl Necron army - so you can field all the units on the table together if you so desire.


Maynarch Flayed ones start at 10 men, and are troops. Warriors Also start at Ten Models. Immortals cannot be taken as compulsory troops, start at 5 men.

Lords and Overlords start with Hyperphase swords, and have "Mark of the Flayer" which has it's own chart. All the Maynarch units, can take "Flensing Scarabs" which grants shred.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 12:51:04


Post by: Praxiss


Huh - more stuff i didn't know.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 18:37:32


Post by: Herr Dexter


Well that was exactly the "unknown" stuff I was looking for

What's the price for Flayed ones, is the move to troops and optional Flensing Scarabs only changes? How many points for F.Scarabs and is that for entire unit or per model?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/25 18:43:18


Post by: Devoted-to-the-machine


Any new Krieg units at all?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 02:35:50


Post by: Sasori


 Herr Dexter wrote:
Well that was exactly the "unknown" stuff I was looking for

What's the price for Flayed ones, is the move to troops and optional Flensing Scarabs only changes? How many points for F.Scarabs and is that for entire unit or per model?



Flayed ones are still the same price, as in the codex. Flensing scarabs are per unit, and it's usually about 10 points.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 06:08:16


Post by: Herr Dexter


Any other upgrades of that sort, or are those Scarabs the only upgrade avilable to Codex units in this Army List?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 06:21:47


Post by: Praxiss


The Stalker gets a couple of upgrades now apparently.

It can take a Gloom prism (like the spiders) and also some sort of Scarab that gives it "It Will Not Die".


You can also upgrade/change your normal Scarab bases into Charnel Scarabs where they lose ES but gain Shred, Rending and +1WS - i would imagine that will be "change the whole unit to....." upgrade rather than on a model by model basis.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 07:41:50


Post by: Kangodo


Note that he means the Tomb Stalker, not the other Stalker!

Shred, Rending and more WS seems awesome on the Scarabs.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 08:37:02


Post by: Sasori


Kangodo wrote:
Note that he means the Tomb Stalker, not the other Stalker!

Shred, Rending and more WS seems awesome on the Scarabs.


Yeah, the Gloom Prisim and Sepulchral scarabs are available on both the Canoptek Tomb Stalker, and the Canoptek Tomb Sentinel.


The Charnel Scarabs seems good at first glance, bu still share the weakness of being a Swarm.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 09:50:31


Post by: Praxiss


True - i can see them being more useful against infantry heavy armies though. ES doesn't tend to do much aginst squads of single wound models.

I think the scarabs will be an auto-take on my Stalker though.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 12:23:48


Post by: Sasori


 Praxiss wrote:
True - i can see them being more useful against infantry heavy armies though. ES doesn't tend to do much aginst squads of single wound models.

I think the scarabs will be an auto-take on my Stalker though.


The only new Unit I'm not a fan of, is the Canoptek Tomb Sentinel. It's rules just don't seem to cover it's expensive points cost, and it takes up a Fast attack slot.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 12:29:15


Post by: H.B.M.C.


Do the Minotaurs get wiped out in the fluff?
Does the Imperium lose (or is that a dumb question given it's an IA book)?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/26 17:27:08


Post by: wowsmash


Another quick question sorry. How do I tell what forge world books that I need if I'm playing orks. I looked at there website but I couldn't really tell.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 12:52:40


Post by: Praxiss


just hoping someone can confirm a coule of thigns about the tesseract Ark for me...


These are wht i have reda/heard/ben told:

255 Points
Skimmer, Heavy, Open Topped
AV12, Quantum Shields
5++
Immobilised = Explodes on damage tabel.

is all this true?

The reason i ask i because i am debating if i shouldl get this or the Sentry Pylon.
if all these above point are true then you are paying over 50 points for a skimmer than will die if anyoen gets a pen hit and a 3+ on the damage table (asuming it's not an AP2 or AP1 weapon). Which means that meltas are almost instant death on it.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 13:12:02


Post by: Kangodo


5++ is news to me
And so is that immobilize thing.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 14:58:31


Post by: Praxiss


It also supposedly has some sort of special rule athat affects units that charge it.

Again, all rumours so i'm holding off final judgement until iget my hands on the book. But if the above rules turn out to be true then i can't see it being worth the £55 and 250 point investment.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 15:51:56


Post by: Kangodo


Since FW-day I have been collecting all Necron-rumorsthat I could find and I combined them, but this was really new.

What I do know is that 'Weapon Destroyed' on his main-weapon makes you roll a D6. 4+ makes it explode.
And when it explodes it will do str6 hits on everything within 6"

I heard that it has Living Metal and 4HP and the weapon has 3! firing modes.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 16:05:49


Post by: Sasori


 Praxiss wrote:
just hoping someone can confirm a coule of thigns about the tesseract Ark for me...


These are wht i have reda/heard/ben told:

255 Points
Skimmer, Heavy, Open Topped
AV12, Quantum Shields
5++
Immobilised = Explodes on damage tabel.

is all this true?

The reason i ask i because i am debating if i shouldl get this or the Sentry Pylon.
if all these above point are true then you are paying over 50 points for a skimmer than will die if anyoen gets a pen hit and a 3+ on the damage table (asuming it's not an AP2 or AP1 weapon). Which means that meltas are almost instant death on it.


Most of that is true.

The 5++, Three firing Modes, and the Anti-charge special rules all come from the Tesseract Singularity Chamber. If the Tesseract Ark suffers a weapon destroyed result on the Chamber, a 4+ will cause the vehicle to explode.

Meltas are instant death on every vehicle, but between the 5++ and AV 14 front and sides, most weapons will bounce off of it.



Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 16:08:38


Post by: Vaktathi


Yeah, for that kind of resiliency and 3 distinct firing modes, it sounds like it'll be worth roughly that many points. It may end up being a bit expensive, but not too far off.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 16:30:16


Post by: Sasori


 Vaktathi wrote:
Yeah, for that kind of resiliency and 3 distinct firing modes, it sounds like it'll be worth roughly that many points. It may end up being a bit expensive, but not too far off.


Yeah, it's got the Three firing Modes on the Main Weapon, then Two Tesla Cannons standard, than can be swapped for Two Gauss Cannons for free. So you only have a 33% chance of loosing the Tesseract Singularity Chamber on a weapon destroyed result.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 17:04:43


Post by: Kangodo


The fire-modes are probably why I will try it out by proxying it.
1. Kill a bunch of termies over 48"
2. Flame MEQ to hell.
3. Destroy a couple of light vehicles in one shot.

I thought it was twinlinked, but hearing about TWO Tesla Cannons is even better


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 17:18:15


Post by: Bobthehero


What about that Krieg summary?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/29 20:13:03


Post by: Herr Dexter


One more thing - any news on new Necron Apocalypse formations?

Also - does Pylon still ignore Immobilised effects as it was stated in Aeronautica?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 03:59:17


Post by: cincydooley


 Bobthehero wrote:
What about that Krieg summary?


Crap. Bob. Sorry! Ill do it tomorrow. :-)


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 04:25:26


Post by: Asmodai Asmodean


 H.B.M.C. wrote:
Do the Minotaurs get wiped out in the fluff?
Does the Imperium lose (or is that a dumb question given it's an IA book)?


It's call the Fall of Orpheus, not the Cleansing of Orpheus, hint hint.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 05:43:02


Post by: Peregrine


One thing I've been wondering about: in your PM you mentioned sacred standards for the DKoK command squads. Are these available to everyone, or tied to the special character? What effects do they give out, basic leadership bubbles, or is it like the DA ones where you get truly unique things like the extra bolter shots banner?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 06:33:13


Post by: Survivor19


Is more light shed on the subject of Necron (Over)Lords being killed/destroyed?
Because there is an awful lot of mentions of them being killed/destroyed in the Codex, despite phasing out for repair being in the same codex...


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 14:36:56


Post by: cincydooley


So I'm working on a nice little overview/comparison sheet right now, all. Should have it readyish later this afternoon. Hope to finish it on my lunch break.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 17:28:13


Post by: DarknessEternal


Are there rules for the Necron non-crewed Artillery that covers how they operate with Morale and Assault?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 17:29:03


Post by: Kain


Lemme guess, still no Necron superheavy?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 17:51:22


Post by: Praxiss


I think GW has decided that giant killer robots/contructs aren't really the Necrons style........despite them being killer robots/constructs.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/04/30 18:02:06


Post by: Kain


 Praxiss wrote:
I think GW has decided that giant killer robots/contructs aren't really the Necrons style........despite them being killer robots/constructs.

Remember the Medusa V campaign and that giant tomb stalker that single handedly gutted most of a titan legion before a freaking Abominus class titan could put it down? I've been waiting for that to show up again...

...For nearly ten years.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 08:28:06


Post by: MoonlightSonata


How's the new Necron fluff?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 14:22:26


Post by: GlynG


Different sort of question, but I'm curious to know: does the book have a picture for the spacecraft they come in on? (probably on a a page showing the forces fighting). If so what ship is it?

I don't play 40k but I collect Minotaurs in 6mm Epic Armageddon and I want to convert a Daedalos Krata for orbital support, but I have no idea what a Heavy Assault Carrier looks like (I don't believe such a ship has been seen or heard of other than in the Minotaurs background.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 15:45:24


Post by: ADustyMan


I saw something about Storm Grenadiers as troops, or some such nonsense.


Basically.

Can I do a storm trooper army? Because thats all I want.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 15:47:49


Post by: lord limenix



From the roumors i dont see any entry for heavy artillery ,
just thudd guns and heavy mortars.
Doesnt the assault brigade have any?

Also ...
whats the deal with the centaurs?
can a 10man grenadier unit split in 2 and take X2 transports?
Do they keep that rule , were passengers can mount their heavy weapon on a sponsor?




Automatically Appended Next Post:

DustyMan , i totally stole your sig :-)
Just awesome!!!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 16:06:03


Post by: ADustyMan


Its pretty great, so, I forgive you. And I didn't make it, so its not like I need credit for it lol.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 16:41:42


Post by: zephoid


This has been on FW's site for a while now



Yes, Grenadeers are Troops. Engineers are now the Elite slot, which seems right. I wanted to know what the 'storm chimera' was for that reason

the Heavy artillery carrages might be under field artillery in the HS slot, since the Gryphon mortar is in the Elite slot still (probably with the upg for Thudd gun there too, as it is in IA1:2nd)

Eagerly awaiting the comparison. Also interested in the new commanders.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 16:43:02


Post by: Vaktathi


The "Storm" Chimera, supposedly according to a birdy on Warseer, is a Chimera equipped with an Autocannon and Extra Armour, so likely a hugely overpriced tin can 6E transport


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 16:53:44


Post by: McGibs


Yeah, it seems like it's filling out the dumb 'grenadiers must take transports with extra armour" things from the last army-list.

I was hoping it was a chimera with an assault ramp or something.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/01 16:55:01


Post by: ADustyMan


About to run this army with a hellaton of Kasrykins


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 08:05:46


Post by: Praxiss


Huh, looks like new rules for the Necron Pylon as well.

Should be interesting.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 12:12:56


Post by: Herr Dexter


 Praxiss wrote:
Huh, looks like new rules for the Necron Pylon as well.

Should be interesting.


They are the same as in Aeronautica but entry in IA12 is omitting ruling "Damage Effects" which stated that Pylon ignores "Immobilised" effects.
Not sure if this means it suffers them now, or if there is some new ruling for Immobile Artillery in IA12's appendix.

Need my book nao! Hurry up FW!!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 12:30:20


Post by: Kangodo


Wait..
Do they have Necron Pylon rules in Aeronautica?

I do know that the rules are different from the Apocalypse-book one.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 13:30:23


Post by: Praxiss


never seen Aeronautica. So is the Pylon unmanned artillery as well?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 13:34:28


Post by: Kain


 Praxiss wrote:
never seen Aeronautica. So is the Pylon unmanned artillery as well?
It's still an uber long range D strength ap2 Gauss spewer, but that flux arc mode got nerfed.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 13:48:16


Post by: Praxiss


Peh - coz you'd use that mode over a S D gun anyway.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 14:01:38


Post by: Kain


 Praxiss wrote:
Peh - coz you'd use that mode over a S D gun anyway.

That mode gave literally everything in a frightfully large radius S6 hits that ignored marine saves. It didn't matter if there was one unit or a hundred of them, if they were in that radius they were getting shot. Now it's a much tamer 2d6 shots.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 14:19:42


Post by: Praxiss


What book is the Pylon in? Just had a quick look in every apoc book i can find and can only find the Pylon network formation.


EDIT: except Apoc: Reload. doh.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 16:46:24


Post by: Kangodo


 Kain wrote:
It's still an uber long range D strength ap2 Gauss spewer, but that flux arc mode got nerfed.

Disagree! I actually think it's a buff.
But that depends on your playstyle.

In our games it's usually one small unit of marines that DS behind the Pylon with their meltas.
This update gives the Pylon twice as much firepower against a single unit.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/02 20:29:02


Post by: Kain


Kangodo wrote:
 Kain wrote:
It's still an uber long range D strength ap2 Gauss spewer, but that flux arc mode got nerfed.

Disagree! I actually think it's a buff.
But that depends on your playstyle.

In our games it's usually one small unit of marines that DS behind the Pylon with their meltas.
This update gives the Pylon twice as much firepower against a single unit.

I was a horde player, so the old mode meant that I once lost over a hundred models to just one of those things firing the "feth everything in this radius" mode.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/06 18:20:38


Post by: Lyvef1re


 Sasori wrote:
Lords and Overlords start with Hyperphase swords, and have "Mark of the Flayer" which has it's own chart.

This is something I haven't actually seen touched upon anywhere else on the web. Is the rule/table out and about there at all?

EDIT: Clarifying question relation further.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/07 00:16:11


Post by: Ulterior


What are the differences between the standard Storm Eagle and Roc Pattern Storm Eagle?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/07 00:23:52


Post by: BryllCream


Still nothing at all on the DKOK?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/07 00:31:39


Post by: Peregrine


 BryllCream wrote:
Still nothing at all on the DKOK?


Looks like there's not much interest in it, sadly. I'll post a summary once my copy arrives.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/07 03:19:14


Post by: ansacs


Thanks Peregrine. I am interested in the DKoK stuff.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/07 15:32:45


Post by: Captain Roderick


As am I


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 10:28:54


Post by: BryllCream


Yeah, cheers.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 11:05:45


Post by: Enceladus


Those Tesseract Arcs sound like they're going to be pimpmobiles. I need to get hold of the full rules and try one out!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 11:26:54


Post by: Captain Roderick


In fact this is pretty weird - a discussion about an IA book that has been hijacked by non-IG players? Actually makes me feel pretty good about the community, despite the fact I wanna know about *my* shiny toys instead of bloomin' Crons.


Automatically Appended Next Post:



Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 21:52:13


Post by: zephoid


Just got the codex today in the mail and frankly im quite disapointed by the DKoK section. They removed the one unit that made DKoK my army of choice: heavy artillery. Now DKoK just get artillery vehicles like IG, and not even all the options.

PC and inf sections are +10 points from old codex, for no reason i can determine. Cannot take HWT with platoons, making them nearly useless again.

Grenadiers are now vet BS and troops, for much cheaper too. With hotshot lasguns and carapace, they are definitely the go-to troops. 2/3 of their old price means that you are paying 1 point over the IG vet upgrade equivalent to get hotshot lasguns WS4. I call that a deal. Can only get 2 special weps tho.

New commander is crap, too many points for pretty much no good bonuses.

Some of the new wargear is great. A banner that gives +1 VP if the unit containing it was killed (in cc), DKoK reg banner that gives a Platoon Standard in every squad in 12" effect, and Memento Mori, for some EW on commanders for a turn.

Command Russ in the elite squad can be used with heavy artillery to draw LOS and is BS4, which means that this could be very useful (if only the still had heavy arty....)

Tech priest may be useful again, as he is an upgrade to a CC, gives one gun within 6" +1 to damage charts, and comes with a power axe all for the normal adviser point cost.



Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 21:59:15


Post by: Vaktathi


Well, at least the Grenadiers are sanely costed now, I'm happy about that. Can they take Plasma Guns yet?

Also, what does the Storm Chimera look like costwise, is it ~75pts as expected or is it more sanely costed as well?



Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:00:22


Post by: Sasori


 Vaktathi wrote:
Well, at least the Grenadiers are sanely costed now, I'm happy about that. Can they take Plasma Guns yet?

Also, what does the Storm Chimera look like costwise, is it ~75pts as expected or is it more sanely costed as well?



It is 75 points exactly.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:01:30


Post by: Peregrine


 zephoid wrote:
They removed the one unit that made DKoK my army of choice: heavy artillery.


Note that this is NOT a replacement for the siege army list. This is a separate DKoK army, the traditional siege list will be getting its own independent update (which will almost certainly have the same heavy artillery that it has always had).


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:25:32


Post by: zephoid


Storm Chimera is 75 points, but ignores immobilized on 4+, has extra armor, and has an autocannon. Honestly, its not that bad.

Grenadeers can get plasma for normal IG prices

Also noted Engineers are now a STEAL. a 10 man squad is only 20 more than a vet squad (you can actually buy a 5 man squad for the cost of a platoon), comes with carapace, shotguns, and krak, has vet BS, get a acid bomb grenade for shooting phase, and can get some useful upgrades.

It seems odd that the non-siege army would get the command russ that can direct artillery firing. I had assumed that the army would replace IA5's since only a few things are missing (combined squad HWT are gone (very sad), heavy arty is missing, field arty is in HS)


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:25:45


Post by: Vaktathi


 Sasori wrote:
 Vaktathi wrote:
Well, at least the Grenadiers are sanely costed now, I'm happy about that. Can they take Plasma Guns yet?

Also, what does the Storm Chimera look like costwise, is it ~75pts as expected or is it more sanely costed as well?



It is 75 points exactly.
I was afraid of that, that's way more than it's worth but if the Grenadiers got as cheap as they're mentioned at above then they'll at least end up being useable as opposed to the total waste they have been in the past. Thanks for confirming that.


EDIT:
 zephoid wrote:
Storm Chimera is 75 points, but ignores immobilized on 4+, has extra armor, and has an autocannon. Honestly, its not that bad.
Oh, the ignores immobilized is useful, still not worth 75pts I think in 6E's era of hull points and auto-death in CC, but not as bad as I feared.


Grenadeers can get plasma for normal IG prices
Sweet jesus finally!


Also noted Engineers are now a STEAL. a 10 man squad is only 20 more than a vet squad (you can actually buy a 5 man squad for the cost of a platoon), comes with carapace, shotguns, and krak, has vet BS, get a acid bomb grenade for shooting phase, and can get some useful upgrades.
So they made those solid units now too? Ho man sweet

Can't wait to get my book, thanks for the info!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:37:51


Post by: ansacs


I am very happy to hear this. My engineers and grenadiers will need to be dusted off... so I may have trouble smiling due to sneezing.

Do the engineers still get access to the drill? What do the grenades do now?

Does the command tank work on only specific units or barrage weapons in general? Does it work with allies? Does it get all the LR options or is it only the "light" tanks?

The storm chimera is actually not bad with an autocannon you are paying 15 pts for the special rule and extra armour.

Thank you for the info BTW.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:49:41


Post by: zephoid


Drill is still the horrific version from IA1, 2nd edition, so dont even bother.

Command tank pretty much says, as a 35 point premium (it gets bs4 too, so not that much), you can draw LOS for any barrage weapon from the tank. You still have to obey range and direction from the artillery tho.

Acid bomb is a 4+ poison frag grenade only in shooting.

If you payed for extra armor and an autocannon on a FW chimera, you are already at 80 points. This one gets the immobilization save for free and is 5 points less. No one took the extra armor, but at least this is decently costed when you look at the upgrades.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:50:43


Post by: Peregrine


 zephoid wrote:
It seems odd that the non-siege army would get the command russ that can direct artillery firing.


The siege army could still get the command LRBT, and it would make sense for it to have one.

I had assumed that the army would replace IA5's since only a few things are missing (combined squad HWT are gone (very sad), heavy arty is missing, field arty is in HS)


FW have said that this is not a replacement for the siege army, it's a different look at the DKoK. There will be an updated pdf for the IA5 list someday once they finally get around to doing something other than more space marines.

 ansacs wrote:
Do the engineers still get access to the drill?


Yes, but you don't want it. IA1 changed the rules and killed it completely: you now automatically mishap and lose the unit (unless you target a single vehicle and roll well to kill it) when you arrive, and the squad is now an elite unit so you can't use them to deliver scoring units. I can't think of a single situation where I'd ever take a drill now.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 22:57:45


Post by: Bobthehero


Awwww man, why can't they release the Siege REgiment update now :(

Edit: I had some success with the new drill, managed to take out a Leman Russ with the Drill and almost kicked Harker out of the objective he was holding, but the Demo Charge flinged right back into my Engineers ranks.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 23:06:39


Post by: zephoid


Actually, re-read the rules for the drill. It now tank shocks the unit it comes up under, meaning they have to move away from it in addition to the D3 S8 hits. Also, it can transport any unit, not just engineers. Probably best not to transport anything since the units disembark from the drill's location and are prone to being blocked. Still not good for 60 points, but not terrible now either.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 23:07:52


Post by: Bobthehero


I though Tank Shock was only a hit.

Still one shotted the Russ.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 23:29:05


Post by: Peregrine


 zephoid wrote:
Actually, re-read the rules for the drill. It now tank shocks the unit it comes up under, meaning they have to move away from it in addition to the D3 S8 hits.


But the template tank shocks, before the model itself is placed. Since the drill model is significantly larger than the 3" template this means that infantry units will almost certainly block its arrival unless you're very careful to place it at the edge of the unit with only 1-2 models under the template (and don't scatter). This is backed up by the rules even allowing for a mishap on hitting an infantry unit, since if the entire drill model performed a tank shock it would be impossible to have anything within 1" of it.

Also, it can transport any unit, not just engineers.


Has this explicitly changed? Because in IA1 it's a dedicated transport bought together with a specific unit, you can't assign any random unit to it. And in IA12 it's listed in the dedicated transport section, along with previous rumors that it's only a dedicated transport for engineers.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/08 23:32:31


Post by: Sasori


I've gone ahead and added my thoughts about the New Necron stuff here.

http://www.dakkadakka.com/dakkaforum/posts/list/525960.page


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 03:27:47


Post by: Vaktathi


Made a similar thread for the DKoK here

http://www.dakkadakka.com/dakkaforum/posts/list/0/525995.page#5598398


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 06:14:09


Post by: Praxiss


Just out of curiosity - was the Orbital Bombardment from the Damochles Rhino always S10 Ap1?!


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 06:53:48


Post by: Vaktathi


At least since 5th edition it has.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 08:15:57


Post by: Jimsolo


That Table of Contents caught my interest.

Could someone who's actually seen the book tell me a little more about the Deathstorm Drop Pod or the Sentry Gun? Both sound intriguing. Anything that stands out about them to make them cool/worth taking/so broken that no one will allow them?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 11:56:44


Post by: Praxiss


I got the book yesterday - i quite like the fact that it has an Apoc update/refenrence section at the back.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 14:17:15


Post by: DarknessEternal


Nevermind.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/09 21:42:15


Post by: Jimsolo


So I tracked down the PDF for the IA 2 updates, which include the rules for the Sentry Gun and the Deathstorm Drop Pod. Have they changed significantly in IA 12?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 00:10:56


Post by: zephoid


Sentry guns are the same thing they normaly are, just includes the option to take Hyperios and lose the Firing Mode restriction.

Deathstorm now makes enemys reroll any ld checks caused by casualties from it. Also the guns may fire at individual targets (and it has 5) Its expensive tho, as much as a SM tac squad base and power fist cost for the assault cannons.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 04:07:36


Post by: Mortechai


Since it wasn't covered here in much detail, and the book is out currently, I'd like to ask anyone who has a copy already if they can tell me if taking Moloc replaces combat tactics with preferred enemy(Space Marines) just like his entry in IA10 or if it has changed. IE is his "Chapter Tactics" special rule entry the same as it was. Also, there was rumored that the Minotaurs got a special pattern terminator squad that was different from Tartaros pattern armour. Can anyone confirm or deny this, and if it exists, please tell a bit about it?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 05:03:54


Post by: Sasori


Mortechai wrote:
Since it wasn't covered here in much detail, and the book is out currently, I'd like to ask anyone who has a copy already if they can tell me if taking Moloc replaces combat tactics with preferred enemy(Space Marines) just like his entry in IA10 or if it has changed. IE is his "Chapter Tactics" special rule entry the same as it was. Also, there was rumored that the Minotaurs got a special pattern terminator squad that was different from Tartaros pattern armour. Can anyone confirm or deny this, and if it exists, please tell a bit about it?


Asterion Moloc does replace chapter tactics with PE (Space Marine) He's also a beast in his own right. He also automatically gains the legendary fighter Warlord trait.

The Terminator stuff is all fluff, there are no special rules for them.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 05:07:03


Post by: Jimsolo


Have the stats for the sentry guns been updated to reflect the new artillery rules? Are they artillery pieces or are they still essentially AV 10 vehicles with a single hull point?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 05:11:49


Post by: Sasori


 Jimsolo wrote:
Have the stats for the sentry guns been updated to reflect the new artillery rules? Are they artillery pieces or are they still essentially AV 10 vehicles with a single hull point?


They are T6 2W 3+ save arty.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 06:40:03


Post by: Mortechai


 Sasori wrote:
Mortechai wrote:
Since it wasn't covered here in much detail, and the book is out currently, I'd like to ask anyone who has a copy already if they can tell me if taking Moloc replaces combat tactics with preferred enemy(Space Marines) just like his entry in IA10 or if it has changed. IE is his "Chapter Tactics" special rule entry the same as it was. Also, there was rumored that the Minotaurs got a special pattern terminator squad that was different from Tartaros pattern armour. Can anyone confirm or deny this, and if it exists, please tell a bit about it?


Asterion Moloc does replace chapter tactics with PE (Space Marine) He's also a beast in his own right. He also automatically gains the legendary fighter Warlord trait.

The Terminator stuff is all fluff, there are no special rules for them.




So does that mean a minotaurs army is no longer army wide PE:SM? I'd kinda like to see an exact quote of his profile :/ Bought him off FW the other day thinking he'd stay the same, I'd love to know for sure.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 07:22:54


Post by: Vaktathi


A Minotaurs army still has PE:SM if you take Moloc.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 07:31:24


Post by: Mortechai


 Vaktathi wrote:
A Minotaurs army still has PE:SM if you take Moloc.


Awesome, thank you . Assured by that knowledge, my 3 new models I ordered(Moloc,Enkmoi and a Land Raider Achilles) will be effective as well as fluffy XD.


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/10 21:36:34


Post by: Jimsolo


 Sasori wrote:
 Jimsolo wrote:
Have the stats for the sentry guns been updated to reflect the new artillery rules? Are they artillery pieces or are they still essentially AV 10 vehicles with a single hull point?


They are T6 2W 3+ save arty.


Holy crap! That's way better. Did their cost increase? Or are they still dirt cheap?


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/13 01:07:42


Post by: Freakazoitt


Download section have only old Krieg list =(


Imperial Armor 12: The Fall of Orpheus Q&A @ 2013/05/13 01:14:27


Post by: Sasori


 Jimsolo wrote:
 Sasori wrote:
 Jimsolo wrote:
Have the stats for the sentry guns been updated to reflect the new artillery rules? Are they artillery pieces or are they still essentially AV 10 vehicles with a single hull point?


They are T6 2W 3+ save arty.


Holy crap! That's way better. Did their cost increase? Or are they still dirt cheap?


I don't know what their cost was before, but they cost as much as a single Grey Hunter before any upgrades right now.