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![[Post New]](/s/i/i.gif) 2016/03/04 12:32:35
Subject: Codex options that make no sense!
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Courageous Space Marine Captain
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AlmightyWalrus wrote: Deadshot wrote:
Purgator Squads. Same cost as Strike Squads but aren't ObjSec, same option for 4 weapons as Purifiers but lacking any other benefits of Purifiers, and compete with Dreadknights.
You don't have to take 10 to get 4 weapons, unlike the Purifiers. If you want 4 Heavy Incinerators in a Drop Pod, Purgators can do it cheaper.
But they compete with Dreadknights.
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![[Post New]](/s/i/i.gif) 2016/03/04 12:38:52
Subject: Codex options that make no sense!
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Ferocious Black Templar Castellan
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Deadshot wrote: AlmightyWalrus wrote: Deadshot wrote:
Purgator Squads. Same cost as Strike Squads but aren't ObjSec, same option for 4 weapons as Purifiers but lacking any other benefits of Purifiers, and compete with Dreadknights.
You don't have to take 10 to get 4 weapons, unlike the Purifiers. If you want 4 Heavy Incinerators in a Drop Pod, Purgators can do it cheaper.
But they compete with Dreadknights.
That's just a worse unit, not one that literally has no point.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2016/03/04 13:39:22
Subject: Codex options that make no sense!
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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Deadshot wrote:
Purgator Squads. Same cost as Strike Squads but aren't ObjSec, same option for 4 weapons as Purifiers but lacking any other benefits of Purifiers, and compete with Dreadknights.
Pyrovore counter.
50 point Heavy Flamer that does collateral damage to units near it when it dies. Not any faster than normal infantry. Model also costs £20+!
In the same Force Org slot as....
Lictors, Zoanthropes, Venomthropes and Malanthropes to name the 'quality' units.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2016/03/05 18:29:00
Subject: Codex options that make no sense!
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Monstrous Master Moulder
Rust belt
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Looted Wagon= 1 gorkanaut
Yet to play against anyone who lets my looted wagon unit composition to equal 1 gorkanaut
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![[Post New]](/s/i/i.gif) 2016/03/05 20:50:55
Subject: Codex options that make no sense!
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Fixture of Dakka
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I don't play no more so not sure how the rules work anymore.
How about Tyranids Shadow of the Warp? When a hive approaches a planet a lot if not all the psychers go nuts. But in game SitW doesn't diddly squat rules wise.
So I guess once the Nids are on the planets all the psychers become ok and can preform perfectly in battle. shouldn't they be having a harder time casting psychic powers?
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2016/03/05 21:11:14
Subject: Re:Codex options that make no sense!
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Longtime Dakkanaut
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That's largely due to edition change. SOTW was a decent rule back when you used leadership to cast, not warp charges.
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![[Post New]](/s/i/i.gif) 2016/03/06 00:19:08
Subject: Re:Codex options that make no sense!
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Fixture of Dakka
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HoundsofDemos wrote:That's largely due to edition change. SOTW was a decent rule back when you used leadership to cast, not warp charges.
It lasted what a month maybe 2 before the rule became CRAP? lol
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2016/03/13 04:48:37
Subject: Codex options that make no sense!
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Stalwart Tribune
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CSM: Mutilators......
Skitarii: Data-tether. Complete useless.
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This message was edited 1 time. Last update was at 2016/03/13 04:49:01
30k: Taghmata Omnissiah(5,5k)
Ordo Reductor(4,5k)
Legio Cybernetica(WIP)
40k(Inactive): Adeptus Mechanicus(2,5k)
WFB(Inactive): Nippon, Skaven
01001111 01110010 01100100 01101111 00100000 01010010 01100101 01100100 01110101 01100011 01110100 01101111 01110010 00100001 |
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![[Post New]](/s/i/i.gif) 2016/03/13 04:53:19
Subject: Codex options that make no sense!
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Oozing Plague Marine Terminator
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Belakor's Shadow Form has him auto pass Dangerous Terrain tests... but he is a Flying Monsterous Creature with Move through Cover, which auto passes Dangerous anyway.
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![[Post New]](/s/i/i.gif) 2016/03/13 05:57:55
Subject: Codex options that make no sense!
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Stealthy Warhound Titan Princeps
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Davor wrote:I don't play no more so not sure how the rules work anymore.
How about Tyranids Shadow of the Warp? When a hive approaches a planet a lot if not all the psychers go nuts. But in game SitW doesn't diddly squat rules wise.
So I guess once the Nids are on the planets all the psychers become ok and can preform perfectly in battle. shouldn't they be having a harder time casting psychic powers?
Debuffing leadership on Psyker's is pretty handy, I don't know why you're saying it does diddly squat. Look at Psychic Shriek/Scream, which deals damaged based on opposed Leadership tests.
And when they Perils, they have to take Leadership tests...
So yea, the rule still represents Psykers going nuts.
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![[Post New]](/s/i/i.gif) 2016/03/13 07:31:47
Subject: Codex options that make no sense!
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Lone Wolf Sentinel Pilot
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Learn ta maff krectly! Rage squared! Automatically Appended Next Post: Some of the DA character wargear doesn't quite make sense.
Ezekiel, best librarian the DA have to offer? Sure he has the fancy ability to make everyone better in close combat but..... limited to a crappy sword and bolt pistol, can't do anything whatsoever against vehicles, hates Sammael (refuses to ride a bike to accompany the ravenwing), and, best of all..... can't get an invulnerable save.
Meanwhile, a run of the mill librarian can: get a 4+ invuln, get melta bombs, can pick any kind of force weapon and wield the crazy powerful mace of redemption, get better guns (including foe smiter), get FNP/shroud, ride a bike....
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This message was edited 1 time. Last update was at 2016/03/13 07:50:22
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![[Post New]](/s/i/i.gif) 2016/03/13 13:23:50
Subject: Codex options that make no sense!
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Khorne Chosen Marine Riding a Juggernaut
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MarsNZ wrote:AoBF in C: CSM gives rage, but requires MoK to take, which gives rage.
Thats designed this way so that D Princes of Khorne gets rage with the Axe.
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![[Post New]](/s/i/i.gif) 2016/03/13 16:03:12
Subject: Codex options that make no sense!
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Longtime Dakkanaut
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but by the codex they don't have Mark of Khorne so can't take the axe! Fortunately an Errata resolves that problem.
I always had fun with Dark Apostle RAGE-RAGE running his squad of Berzerkers up the board behind a rhino. Friendly play only!
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![[Post New]](/s/i/i.gif) 2016/03/13 19:19:07
Subject: Codex options that make no sense!
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Courageous Space Marine Captain
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nareik wrote:but by the codex they don't have Mark of Khorne so can't take the axe! Fortunately an Errata resolves that problem.
I always had fun with Dark Apostle RAGE-RAGE running his squad of Berzerkers up the board behind a rhino. Friendly play only!
Yes, they errated it rather than FAQ because they intended DPoK to be able to take it but either forgot to put it in or changed DPs at last minute, or changed MoK last minute.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2016/03/13 19:58:35
Subject: Re:Codex options that make no sense!
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Terminator with Assault Cannon
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Honor guard have the option to replace their bolt pistols with a close combat weapon. Ruleswise, it doesn't really make sense.
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![[Post New]](/s/i/i.gif) 2016/03/13 21:33:34
Subject: Re:Codex options that make no sense!
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Courageous Space Marine Captain
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Traditio wrote:Honor guard have the option to replace their bolt pistols with a close combat weapon. Ruleswise, it doesn't really make sense.
Chapter Champions do, not Honour Guard, and its an option purely because the Chapter Champion model is the UM one that comes with Calgar, which has a power sword and combat blade. The option exists purely to make that model legal as is.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2016/03/13 22:31:50
Subject: Codex options that make no sense!
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Stitch Counter
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I've always disliked the fact that my Chaos sorcerers can have Spell Familiars, but Ahriman - who's apparently the big cheese of spells, can't, and perils like a biznatch
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Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts
Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
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![[Post New]](/s/i/i.gif) 2016/03/14 13:22:05
Subject: Codex options that make no sense!
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Consigned to the Grim Darkness
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GW's reworked Celestians come to mind, turned from a WS4/I4 (which had a special rule to make sure they hit other high-WS units easier) decent enough elite tarpit in to... whatever the hell S3/WS3/I3/A2 qualifies as.
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This message was edited 1 time. Last update was at 2016/03/14 13:22:34
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2016/03/15 14:12:25
Subject: Codex options that make no sense!
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Member of a Lodge? I Can't Say
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Flayed Ones in the IA:12 Necron List
Rules state that for units YOU MUST USE THE MOST UP TO DATE RULES (Hence why the Escalation C'Tan is Obsolete the the Necron Codex one)
Anyway, Because if this, you must use the Codex:Necrons versions, which have Shred on their Claws.
In the IA:12 list, they may take 'Flensing Scarabs' for 10 points. This allows them to reroll to wound in the first turn of assault
Completely useless (However you do get to take the Flayed Ones as troops in that list!)
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![[Post New]](/s/i/i.gif) 2016/03/15 14:25:31
Subject: Codex options that make no sense!
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Lieutenant General
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commander dante wrote:Rules state that for units YOU MUST USE THE MOST UP TO DATE RULES (Hence why the Escalation C'Tan is Obsolete the the Necron Codex one)
Can you point us to this rule can be found?
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2016/03/15 15:25:34
Subject: Codex options that make no sense!
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Member of a Lodge? I Can't Say
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Ghaz wrote:commander dante wrote:Rules state that for units YOU MUST USE THE MOST UP TO DATE RULES (Hence why the Escalation C'Tan is Obsolete the the Necron Codex one)
Can you point us to this rule can be found?
Well isnt it general consensus that you have to use the rules for the model(s) that are in the most up-to-date book/pdf?
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![[Post New]](/s/i/i.gif) 2016/03/15 15:29:22
Subject: Codex options that make no sense!
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Lieutenant General
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'General consensus' does not mean that it is what the rules say. There is literally no rule that says you must use the most current rules.
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2016/03/15 15:34:19
Subject: Codex options that make no sense!
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Prescient Cryptek of Eternity
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Ghaz wrote:'General consensus' does not mean that it is what the rules say. There is literally no rule that says you must use the most current rules.
In point of fact, with the recent Warzone Fenris book, there was a blurb saying that we could choose to use either the new Iron Priest Datasheet OR the older one. That's a counter example. I suspect GW wants us using whichever version of the rules cause us to buy more models.
But yeah, general consensus is that you should be using the latest version of a given publication. General consensus becomes murkier when datasheets with the same name and faction exist in multiple sources which are all currently for sale.
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![[Post New]](/s/i/i.gif) 2016/03/15 15:34:57
Subject: Codex options that make no sense!
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Member of a Lodge? I Can't Say
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Ghaz wrote:'General consensus' does not mean that it is what the rules say. There is literally no rule that says you must use the most current rules.
So by that Logic i could use my stupidly broken unit with its old OP rules just because it was recently nerfed.
Yeah, I dont think that will ever happen
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![[Post New]](/s/i/i.gif) 2016/03/15 15:42:03
Subject: Codex options that make no sense!
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Lieutenant General
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commander dante wrote: Ghaz wrote:'General consensus' does not mean that it is what the rules say. There is literally no rule that says you must use the most current rules.
So by that Logic i could use my stupidly broken unit with its old OP rules just because it was recently nerfed.
Yeah, I dont think that will ever happen
If your opponent agrees, then yes you can as there is no rule to the contrary. GW leaves it to the players to decide which rules to use in their games.
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2016/03/15 15:54:12
Subject: Re:Codex options that make no sense!
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Pestilent Plague Marine with Blight Grenade
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master of ordinance wrote:Codex inquisition:
Inquisitorial weapons, the Plasma Pistol costs 15 points whilst the Plasma Gun costs 10.
Everyone forgets that plasma pistols are cc weapons, the 5 points is because you can get +1 Attack when combined with another cc weapon.....
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![[Post New]](/s/i/i.gif) 2016/03/15 16:35:57
Subject: Re:Codex options that make no sense!
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Khorne Veteran Marine with Chain-Axe
Bodt
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sfshilo wrote: master of ordinance wrote:Codex inquisition:
Inquisitorial weapons, the Plasma Pistol costs 15 points whilst the Plasma Gun costs 10.
Everyone forgets that plasma pistols are cc weapons, the 5 points is because you can get +1 Attack when combined with another cc weapon.....
And are also Assault weapons vice Rapid Fire.
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4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store. |
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![[Post New]](/s/i/i.gif) 2016/03/15 21:08:51
Subject: Codex options that make no sense!
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Plummeting Black Templar Thunderhawk Pilot
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I guess this is GW's "implied consent" law/rule?
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2016/03/16 09:20:34
Subject: Re:Codex options that make no sense!
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Tzeentch Veteran Marine with Psychic Potential
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sfshilo wrote:
Everyone forgets that plasma pistols are cc weapons, the 5 points is because you can get +1 Attack when combined with another cc weapon.....
No-one is forgetting. A laspistol is free, a bolt pistol is one point and they do the same thing. A plasma pistol is not 14 points better than a bolt pistol.
You get +1 attack when combined with a non specialist weapon- a powerfist, for example would not gain +1 attack.
We're mostly talking about s3, ws3 attacks here.
Plasmaguns are explicitly better in most situations because that extra 12 inches of range or that extra S7 AP2 shot will do more than walking up to the enemy and hitting them with the butt will.
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![[Post New]](/s/i/i.gif) 2016/03/16 09:32:00
Subject: Re:Codex options that make no sense!
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Worthiest of Warlock Engineers
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sfshilo wrote: master of ordinance wrote:Codex inquisition:
Inquisitorial weapons, the Plasma Pistol costs 15 points whilst the Plasma Gun costs 10.
Everyone forgets that plasma pistols are cc weapons, the 5 points is because you can get +1 Attack when combined with another cc weapon.....
I would agree except for the fact that an Adept (the only one whom has this choice) comes with a Laspistol and close combat weapon anyway. So all I am doing is purchasing a second pistol for him.
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Free from GW's tyranny and the hobby is looking better for it
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