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Made in us
Fixture of Dakka





Steelcity

ph34r wrote:Back on the rumors topic, could someone with insider access please post more detailed information on the henchmen squads? It seems like they are the only unit we don't know all the costs for.


Henchmen are 3-12 models with NO restrictions on composition (IE you can have 12 warriors with 12 plasma guns). NOt gonna post everything just IMPORTANT stats. Note, all have 1W and none have better than a 5+ save except servitor who has carapace. They do not use up FOC slot.. so with Coteaz you could have like 100 units of 3 guys with 3 meltas who are scoring

Arcoflagellent - WS 5 S5 A4, no armor, FNP cost is same as extra armor
deathcult assassin - WS5 S4 A2/3 5+ invul, power weapon. same cost as above flagellent
banisher (not good) - guardsman stats.. preferred enemy demons, Forces demons within 6" to reroll successful invul saves.. costs same as a grey knight and has an eviscerator or only 5 pts without it
crusader - guardsman with +1WS.. has power weapon + storm shield for same cost as arcoflagellent
mystic - guardsman stats .. hes a locator beacon..cost of a melta gun
Jokearo apething weaponsmith .. horrible stats.. all weaponsmiths in same unit must use same weapon, but may fire either lascannon, heavy flamer or MM.. Before game roll 1 d6 +1 for each additional weaponsmith.. Gives either Rending, +12" range, +1 armor save, 5+ invul save, or lets you roll twice and apply both results to entire unit.. cost of a SM rhino
demonhost - S4, T4, A1.. totally worthless.. 5+ invul save, roll each turn for special abilities.. on a 1-4 you get no useful ability and you wasted points buying this, 5 = 24" S4 AP3 blast, 6 = 24" S8 ap - 1 assault 1.. cost of melta gun
servitor (hes a servitor.. see entries in other 5 books that have him).. you to 3 can have HB or MM for FREE or PC for cost of melta.. base cost of melta gun
Pysker (NOTE hes not a pysker?! for purposes of culexus since he does not have that rule.. just the name.. GG GW).. Similar to IG version, except they have 1 power which is 36" S3* AP6* large blast.. +1S -1AP for each pysker beyond first. If they suffer perils they all basically die.. cost of melta gun
Warrior - guardsman stats (NOT VET).. can have all special weapons and kaskrin gear, can have power fist, sword and SS (At crazy prices.. take crusader instead).. can have power armor and melta bombs.. Costs price of a conscript and plasma/melta are both the same cost of a melta gun

my favorite dumb combo is to take coteaz and 50 servitors with MMs.. yeah half cant fire every turn, but thats still funny

Or take 12 pt warrior squads in chimeras.. So in 1850 you could just run with 10 chimeras for like 670 pts which are all scoring.. Or if youre in a tournament not using Kps just devote 300 pts to get 25 scoring units.. So many silly combos, 150 pts for 30 power weapon attacks from assassins or 40 normal S5 hits from flagellents.

This message was edited 8 times. Last update was at 2011/02/14 20:33:40


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Daemon-Archon Ren wrote:[Remember kids! GKs only have like, 2 answers to AV 13 (the soulgrinder!) and that AV 13 just so happens to be toting around a Battle cannon! Did I mention its got a bunch of DDCWs and Fleet?

~DAR


Aside from multi-melta toting hench squads and psycannons that auto-pen on 6's, the Vindicaire is an AP1 sniper rifle. He's got a 92% chance to hit and something like a 95% chance to pen. And then the Dreadknight which will hit on 3's with 7+2d6 to pen. GK has actually got a lot of options vs armor in both shooting and CC.
   
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Ol' Blighty

sourclams wrote:
Daemon-Archon Ren wrote:[Remember kids! GKs only have like, 2 answers to AV 13 (the soulgrinder!) and that AV 13 just so happens to be toting around a Battle cannon! Did I mention its got a bunch of DDCWs and Fleet?

~DAR


Aside from multi-melta toting hench squads and psycannons that auto-pen on 6's, the Vindicaire is an AP1 sniper rifle. He's got a 92% chance to hit and something like a 95% chance to pen. And then the Dreadknight which will hit on 3's with 7+2d6 to pen. GK has actually got a lot of options vs armor in both shooting and CC.

I like the new vindicare.


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JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
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Kirasu wrote:
ph34r wrote:Back on the rumors topic, could someone with insider access please post more detailed information on the henchmen squads? It seems like they are the only unit we don't know all the costs for.


Henchmen are 3-12 models with NO restrictions on composition (IE you can have 12 warriors with 12 plasma guns). NOt gonna post everything just IMPORTANT stats. Note, all have 1W and none have better than a 5+ save except servitor who has carapace. They do not use up FOC slot.. so with Coteaz you could have like 100 units of 3 guys with 3 meltas who are scoring

Arcoflagellent - WS 5 S5 A4, no armor, FNP cost is same as extra armor
deathcult assassin - WS5 S4 A2/3 5+ invul, power weapon. same cost as above flagellent
banisher (not good) - guardsman stats.. preferred enemy demons, Forces demons within 6" to reroll successful invul saves.. costs same as a grey knight and has an eviscerator or only 5 pts without it
crusader - guardsman with +1WS.. has power weapon + storm shield for same cost as arcoflagellent
mystic - guardsman stats .. hes a locator beacon..cost of a melta gun
Jokearo apething weaponsmith .. horrible stats.. all weaponsmiths in same unit must use same weapon, but may fire either lascannon, heavy flamer or MM.. Before game roll 1 d6 +1 for each additional weaponsmith.. Gives either Rending, +12" range, +1 armor save, 5+ invul save, or lets you roll twice and apply both results to entire unit.. cost of a SM rhino
demonhost - S4, T4, A1.. totally worthless.. 5+ invul save, roll each turn for special abilities.. on a 1-4 you get no useful ability and you wasted points buying this, 5 = 24" S4 AP3 blast, 6 = 24" S8 ap - 1 assault 1.. cost of melta gun
servitor (hes a servitor.. see entries in other 5 books that have him).. you to 3 can have HB or MM for FREE or PC for cost of melta.. base cost of melta gun
Pysker (NOTE hes not a pysker?! for purposes of culexus since he does not have that rule.. just the name.. GG GW).. Similar to IG version, except they have 1 power which is 36" S3* AP6* large blast.. +1S -1AP for each pysker beyond first. If they suffer perils they all basically die.. cost of melta gun
Warrior - guardsman stats (NOT VET).. can have all special weapons and kaskrin gear, can have power fist, sword and SS (At crazy prices.. take crusader instead).. can have power armor and melta bombs.. Costs price of a conscript and plasma/melta are both the same cost of a melta gun

my favorite dumb combo is to take coteaz and 50 servitors with MMs.. yeah half cant fire every turn, but thats still funny

Or take 12 pt warrior squads in chimeras.. So in 1850 you could just run with 10 chimeras for like 670 pts which are all scoring.. Or if youre in a tournament not using Kps just devote 300 pts to get 25 scoring units



Can I ask, why are the henchmen scoring if they don't occupy any force organisation slot? Is it because of the named character? This does look quite good though, assuming they can get Chimeras. Melta and Plasma Henchmen in Chimeras, supported by 3 Dreadknights and about ten other GK & specialists. Who cares if the humans only got BS3 when you can get like five or six meltas per squad. Quite Alpha Legionesque.

This message was edited 1 time. Last update was at 2011/02/14 20:36:10


 
   
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Daemon-Archon Ren wrote:
ph34r wrote:The "Daemon-breaking" ability you should be concerned about is the fact that an unknown amount of weapons (possibly all) in the GK army can be upgraded to take psy bolts, which ignore invuln.


I recall reading the rumors that make them rending instead of Ignoring invul, I don't recall seeing any rumors that state that GKs retain their ability to remove invul, the only rumors I've heard of "Daemon-Breaking" special wargear is some sort of power weapon that ignores the IW on a Daemon, and even that is a rumor I have not heard in the past 2 months (its an OOOOOOOLD rumor with 0 confirmation).

Can anyone say in stone weither or not GKs can still ignore invuls (besides the vindicare obviously!)

~DAR


1. It *seems* that psybolt ammo, a unit upgrade, confers the ability to ignore inv saves. Psycannons by themselves don't seem to and the same goes for the incinerator.
2. Fateweaver doesn't care about at all about the Vindicare. Shieldbreaker ammo can only affect Invulnerable saves granted by wargear or items.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
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Steelcity

Therion wrote:

Can I ask, why are the henchmen scoring if they don't occupy any force organisation slot? Is it because of the named character? This does look quite good though, assuming they can get Chimeras. Melta and Plasma Henchmen in Chimeras, supported by 3 Dreadknights and about ten other GK & specialists. Who cares if the humans only got BS3 when you can get like five or six meltas per squad. Quite Alpha Legionesque.


Yeah theyre only scoring with Coteaz AND he makes it so there is no limit to # of units.. Normally its 1 squad per inquisitor so 2 per army.. Every unit of 3-12 has access to any dedicated transports (even razorbacks apparently)

Could just do IG vet spam and use 5 meltas in a chimera for 105pts.. This is the prerelease copy im getting info from, so they could add in some kind of restriction but this looks pretty finalized to me.. I have prerelease eldar and only thing they added was Unique to avatar

This message was edited 2 times. Last update was at 2011/02/14 20:50:00


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2. Fateweaver doesn't care about at all about the Vindicare. Shieldbreaker ammo can only affect Invulnerable saves granted by wargear or items.

We only care about the best spammable units for each slot and how many meltas/plasmas and hopefully broken gimmicks we can fit into 1750-1850 points. The mechanised henchmen seem like winners. I can't wait to play against GK with no GK.
   
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I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?

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Steelcity

AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?


SM cost + 5.. That plus 5 would normally be for Fortitude but its not in their unit rules. Perhaps it'll get added in final copy since the pt cost is included.

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Ol' Blighty

Kirasu wrote:Jokearo apething weaponsmith .. horrible stats.. all weaponsmiths in same unit must use same weapon, but may fire either lascannon, heavy flamer or MM.. Before game roll 1 d6 +1 for each additional weaponsmith.. Gives either Rending, +12" range, +1 armor save, 5+ invul save, or lets you roll twice and apply both results to entire unit.. cost of a SM rhino

so GK are employing superintelligent ape weaponsmiths? Oh, come on...


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
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[DCM]
GW Public Relations Manager (Privateer Press Mole)







Kirasu wrote:
AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?


SM cost + 5.. That plus 5 would normally be for Fortitude but its not in their unit rules. Perhaps it'll get added in final copy since the pt cost is included.


Yikes and henchmen squad can be 3? That's like 16-18 Las/Plas Razors isn't it, with points to spare under 2k?


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shrike wrote:so GK are employing superintelligent ape weaponsmiths? Oh, come on...

No, the Inquisition is enslaving employing them and sometimes Inquisitors work with Grey Knights. See where I'm going with this?

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
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Ol' Blighty

Vhalyar wrote:
shrike wrote:so GK are employing superintelligent ape weaponsmiths? Oh, come on...

No, the Inquisition is enslaving employing them and sometimes Inquisitors work with Grey Knights. See where I'm going with this?

ah...wait...so the inquisition are employing superintelligent ape weaponsmiths?!
I'd like to see an ordo xenos inquisitor have some...
these sound like IoM oblits, with multiple heavy weapons and such...
this is a big change in fluff- now they're not extinct, and instead of some inquisitors having thier old weapons, now they employ them as armourers...


DS:90-S++G+++M++B++I+Plotr06#+D+++A++++/eWD251R+++T(Ot)DM+
JB: I like the concept of a free Shrike roaming through the treetops of the jungle. I'm not sure that I like the idea of a real Shrike sitting on my couch eating my Skittles.
corpsesarefun: Thank god I missed be nice to shrike day.
greenskin lynn: because of all the skittles and soda, you basically live off sugar water, like some sort of freakish human-hummingbird hybrid. 
   
Made in ca
Dakka Veteran





shrike wrote:
Vhalyar wrote:
shrike wrote:so GK are employing superintelligent ape weaponsmiths? Oh, come on...

No, the Inquisition is enslaving employing them and sometimes Inquisitors work with Grey Knights. See where I'm going with this?

ah...wait...so the inquisition are employing superintelligent ape weaponsmiths?!
I'd like to see an ordo xenos inquisitor have some...
these sound like IoM oblits, with multiple heavy weapons and such...
this is a big change in fluff- now they're not extinct, and instead of some inquisitors having thier old weapons, now they employ them as armourers...

It's actually space orangutans
But if they don't tickle your fancy, it's at least pretty easy to modify a bunch of Techpriest Enginseers by putting some extra guns on their harness. That's my plan at least, but at 35 points a pop I doubt I'll field them.

8000 points of XI Legion the Space Vagabonds, they can adapt their tactics to represent any and every Legion and Chapter as needed because they were created by the Emperor to be the ultimate tactical power. They have faked their disappearance in order to infiltrate every part of the conflicts in the galaxy.

8000 points of Tau/Craftworld Eldar/Necron because the Space Vagabonds can also emulate their wargear and tactics.

Victories: ALL
Losses: NONE (My armies have the psychic ability to conjure a cataclysmic storm whenever they are about to lose. This allows the Space Vagabonds to teleport away while releasing power waves that destroys the battlefield and so every battle is a victory)

Sabet wrote:PS: Vhalyar, that signature makes you look like a band wagoner and a very bad loser
 
   
Made in us
Dominar






Vhalyar wrote:2. Fateweaver doesn't care about at all about the Vindicare. Shieldbreaker ammo can only affect Invulnerable saves granted by wargear or items.


Given GW's inability to define things, I look forward to the argumentation that this will cause. Cybork bodies: item or wargear? Ghazghull's Prophet of the Waaagh!: item or wargear? Hell, Bjorne the Fell-Handed: item or wargear?

This'll be horrible.
   
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Gothenburg

Shieldbreaker ammo can only affect Invulnerable saves granted by wargear or items.

Thats interesting.
So a HQ or IC or things like wolf guard wearing a terminator armour (wargear) that grants a 5++ will get the armour shut of the wearer (no more 5++)
while a normal terminator in a terminator squad will not loose the 5++ since his terminator armour is part of him and not granted as a wargear/upgrade?

so GK are employing superintelligent ape weaponsmiths? Oh, come on...

Yes and hordes of deamonhosts and nekkid girls too
I am really starting to like the hilarious possibilities this codex will give me to surprise my friends on the table top.

I haven't seen anything to stop the Scouting/Teleporting DreadKnights though...they can get the ability right?

Sure, its called point cost.
With 2 weapons upgrades the thing will be nearly 300p expensive.
I dont look forward to having shootouts with DE venoms filled with poison shots and DE 6p troops that can rapid wound it on 4+ at range but then again psycannons own those pretty much but also cost an arm and a leg.
I see it as pretty much balanced in its whole context.

For 715 points, you get 10 2 wound GK Terms with 2 psycannons and 2 warding staves. That's a terrifying amount of wound soakage. It shouldn't be very lash-able (Hood, Aegis) and has no reason at all to bunch up for plasma cannons. If Oblits want to get that close to rapid fire plasma, that's fine, you take 2 2++ and 2 5++ and charge them in CC, crushing them utterly.

For 700+points I will get almost 20 hammer and stormshield terminators that will absolutely massacre the poor palading in Cc with those two 2++ saves not meaning a damn.
Plus contrary to the paladins they can be in 4 different places contesting objectives.

The so called OP things in the GK codex do have hard counters, its far from a walkover for you just because you took 10 minis that take up more then half your army.

Look at it from another perspective and you´ll see there is more balance then what first met the eyes.

I'll believe it when I see it. I think its going to be a pretty terrible dex if upgrading your sword to a halberd makes you init 10, thats just stupid! I think that this whole codex has been wish listed to death.

Halbeards cost 2+ for most troops and upgrade a models I by +1 to I5.
The I10 upgrade is a librarian power and you need to take at least a 150p libby in order to be able to give a squad I10.
Turn down the OP screams for now please.

haha sorry I thought I saw someone mention I10 further back, but still i'd like to know how a halberd makes you faster than someone with a sword

Longer reach makes you strike before the guy with a short sword, pretty logical if you ask me. (that is until you are actually IN Cc but that is another matter)

I'd think MC should be reserved for things that are 'alive' in some sense, even including wacky Eldar wraithbone constructs and theoretical necron MCs (due to living metal allowing them to 'heal' and react more like a living creature than a machine.

Well dreadnoughts are "alive" in a sense but despite this suffer from all the drawbacks of being AV walkers.


Yeah but it's probably got 50% more biomass in total than your average Astartes Dreadnought. When the vastest majority of the model is non-sentient mechanical, I think walker status is more appropriate.

Same goes with the eldar wraithlord, the "alive" and sentient thing is only a small gem, the rest is a robotic construct.
The SM dreadnought contain a far bigger mass of alive and sentient bio matter but is stuck being a worthless low AV vehicle.
Time to get some justice and get SM a MC too

But if it was a walker it'd have to be something like AV 10/12/13 Open-topped, and that would be both stupid and terrible. And they couldn't have their shiny new model backed up by terrible rules, could they?

And also cost 35 points like a grot killacan which would sell a lot more models but not fit in the GK codex at all.
I guess fluff (although recently invented) won over sales this time.


It is odd. I would generally say the difference between a suit being MC and a suit being a Vehicle lies in "what armor protects the driver"... if the suit has armor and it is protecting the driver it should be a vehicle, but if the driver relies only on his own armor than it is merely supplementing his capabilities.

That said people who've said it should be open top etc... forget that the precedent of Landspeeders is that they aren't open topped because of their crew wearing power armor. This really only cloudies the situation.

As always bringing welcome logic to a debate

Because Eldar were the favorite army of the author. I think that should be the case with all the codices, plus another designer or two to keep that first guy properly leashed.

Thank god we never got Iron Warriordreads with MC rules

IIRC nothing ignores invulsaves in melee

One word...NECRONS!

I predict that when the Necron codex comes with tons of inv negating weapons the GK player base will cry rivers.

(that or the next sisters of battle codex that can shut down all psychic powers at will)

I still feel that GKs will actually work better against DE and Nids then they will Daemons... really the only issues you seem to fear (or at least, the issue you think Daemon players should fear) come from Psychic Abilities, which will be rare if existant, and can be handled by proper list building.... (Remember, the only (honorable) way the GK player can know hes playing daemons is if the daemon player knew he was playing the GKs as well!)

The only real "Daemon-breaking" ability I have seen as of yet is BC-Stern's removal, which to be honest, seems like it will be funnier when used on the Avatar instead of something like Blue-Scribes ((Why the hell are you within 1d6 of stern in the first place?)).

Build Smart, Drop Smart, Play Smart, and you shouldn't have too hard a time bloodcrushing some GKs.

Remember kids! GKs only have like, 2 answers to AV 13 (the soulgrinder!) and that AV 13 just so happens to be toting around a Battle cannon! Did I mention its got a bunch of DDCWs and Fleet?

I agree completely.

The "Daemon-breaking" ability you should be concerned about is the fact that an unknown amount of weapons (possibly all) in the GK army can be upgraded to take psy bolts, which ignore invuln.

That is true but pretty much all armies can be built to counter a specific foe so that works both ways.
In the balanced against-all context you wont see much psyammo being taken.
Those work only against eldar and deamons and in a tournament environment how many GK players will spend 150p of their armies adding psycannon ammo when those will only be worth taking against 1 in 10 opponents.

Yikes and henchmen squad can be 3? That's like 16-18 Las/Plas Razors isn't it, with points to spare under 2k?

Space wolf razorback lines seem to worthless all of a sudden






This message was edited 1 time. Last update was at 2011/02/14 21:34:10


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sourclams wrote:
Cybork bodies: item or wargear? Ghazghull's Prophet of the Waaagh!: item or wargear? Hell, Bjorne the Fell-Handed: item or wargear?



it nullifies both item and wargear.
So YES to cyborks, NO to Ghaz and Bjorn
   
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Same with Terminators, since termie armor is listed in their wargear entry and stats are in the wargear section.

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Within charging distance

I was in no way suggesting that GW TAKE every piece of feedback and act on it. That would plainly be beyond stupid. You need filters. Still, you find more things with more eyes on the problem. You just filter and select intelligently.

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So I may have missed it somewhere, but do Inquisitors still have access to Terminator armor? And are the transport options for the henchmen just a Chimera, or are Rhinos or even Valks available?
   
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Somewhere in the dark...

As a current GK player (albeit relatively new to WH40K), I actually like the fact that my army is underpowered because it's challenging to play and I've not yet come across another GK player myself.

I hope that the new GK codex does have flaws and isn't overpowered because I want to be able to beat my opponent using tactics and cunning. And I want to feel the heat of being under pressure and have to face up to difficult situations.

But you're always likely to have opposing players complaining about another army's strengths whilst being blind to the weaknesses. I could argue that Orks are overpowered because they can field so many troops that they can force me to take that many rolls that I simply wont be able to save enough through sheer force of numbers - I could say that all the points I spend on my troops to make them 2+/2++ or whatever is a complete waste because orks will be able to send enough bullets my way that I'll inevitably end up rolling 1s.

I think, though, that in the end if you know your stuff, if you've read the rules and are tactically smart then you always have a chance of winning whereas a complete dumbo might get lucky with an 'overpowered' force but fall short against someone who knows what he's doing no matter what army he may be fielding.



 
   
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Steelcity

Inquisitors may take terminator armor (this is their only option for an invul save).. Xenos one has access to conversion beamers..

No valks, the have access to rhino, razorback, chimera

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Teesside

Kanluwen wrote:It really would only work if you:
A) Pitted the book against each and every possible permutation of 'power builds' and 'fluff builds'.
B) Did more than one game in that regards.
C) Had an interested and involved playerbase that ranged from the casual gamer who uses a fluffy army to the power gamer who uses a WAAC build no matter what. Mindset does matter in that regard.


Not true at all. Look at some of Sirlin's articles on casual vs competitive gameplay. To have a balanced game, you only need to worry about the competitive builds, because a game that is balanced at the highest levels of competitive play is also balanced for casual players.

Pretty much every game design textbook or article ever written makes it clear that professional game design is an iterative process, with thorough testing needed at every iteration of the game. There's really no excuse not to do that, if the company or studio cares about making a balanced game. One has to assume that GW doesn't.

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AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?

If Razors cost 80 points and Chimeras 35 or 40, I just can't see why you'd want Razorspam instead of Chimeraspam, especially as the troops inside can pack as many meltas or plasmas as you like. Chimeras beat Razors 1on1 and you get 2 for the price of one.
   
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I don't like the latest update on henchmen - I don't trust that a unit could have 12 meltaguns ever though. It's not like I was preemptively building an army list or anything, but I still had hopes for that unit. We'll see when the book comes out I guess.

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Brother SRM wrote:I don't like the latest update on henchmen - I don't trust that a unit could have 12 meltaguns ever though. It's not like I was preemptively building an army list or anything, but I still had hopes for that unit. We'll see when the book comes out I guess.

Well if any named character is ever going to be banned/restricted at tournaments it's Coteaz, so yeah I wouldn't go and buy 20 Chimeras and 60 Meltagun guys just quite yet either.
   
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sourclams wrote:Given GW's inability to define things, I look forward to the argumentation that this will cause. Cybork bodies: item or wargear? Ghazghull's Prophet of the Waaagh!: item or wargear? Hell, Bjorne the Fell-Handed: item or wargear?

This'll be horrible.


Cyborks are wargear/items, so it would nullify that, but Ghaz and Bjorn's saves come from special rules, not wargear, so they can't be affected.

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Therion wrote:
AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?

If Razors cost 80 points and Chimeras 35 or 40, I just can't see why you'd want Razorspam instead of Chimeraspam, especially as the troops inside can pack as many meltas or plasmas as you like. Chimeras beat Razors 1on1 and you get 2 for the price of one.
80 and 35? What? Razors are going to be 45 base, 85 with high tier weapons upgraded. Chimeras are going to be 55. I don't know where you got those numbers. Chimeras still cannot take anything stronger than a multilaser and do not cost half as much as a Razorback.


Automatically Appended Next Post:
Also, servitors still have mind lock? Do weaponsmiths negate this?

This message was edited 1 time. Last update was at 2011/02/14 22:16:25


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ph34r wrote:
Therion wrote:
AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?

If Razors cost 80 points and Chimeras 35 or 40, I just can't see why you'd want Razorspam instead of Chimeraspam, especially as the troops inside can pack as many meltas or plasmas as you like. Chimeras beat Razors 1on1 and you get 2 for the price of one.
80 and 35? What? Razors are going to be 45 base, 85 with high tier weapons upgraded. Chimeras are going to be 55. I don't know where you got those numbers. Chimeras still cannot take anything stronger than a multilaser and do not cost half as much as a Razorback.


In addition, 1/2 of the Chimeras will hold mind-locked servitors.


Automatically Appended Next Post:
Pyriel- wrote:[Vulkan drop pod+locator beacon army with 10-20 DSing hammer terminators.



I've never seen that army or even an army list centered around 20 DSing TH/SS Terminators. Big, expensive, non-mech units of TH/SS Terminators have many drawbacks...which is why you don't see them.

Again, anyone can come up with a "Beat this unit" point match...it's not difficult. It's not difficult because it doesn't factor in;

How viable such an army build is against an array of opponents
How movement works on the table top
DSing
etc...

This message was edited 1 time. Last update was at 2011/02/14 22:21:34


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ph34r wrote:
Therion wrote:
AgeOfEgos wrote:I would think that would be an easier way to spam Razors than servitors that mindlock 1/2 the game. Still...how many points are razors?

If Razors cost 80 points and Chimeras 35 or 40, I just can't see why you'd want Razorspam instead of Chimeraspam, especially as the troops inside can pack as many meltas or plasmas as you like. Chimeras beat Razors 1on1 and you get 2 for the price of one.
80 and 35? What? Razors are going to be 45 base, 85 with high tier weapons upgraded. Chimeras are going to be 55. I don't know where you got those numbers. Chimeras still cannot take anything stronger than a multilaser and do not cost half as much as a Razorback.

At 85 vs 55 points, I'll choose Chimera every single time. It means 5 Lasbacks have to go against 7.73 Chimeras, and that fight isn't going to be even close. What does 'anything stronger than a multilaser' even mean? The multilaser is very well suited against enemy AV10/AV11 vehicles. The lascannon on the Razorback is as overpriced as heavy weapons in this game get, and if the embarked troops have their hands full of meltaguns the lascannon doesn't serve any necessary role. Lastly, what's this talk about Servitors? I'm talking about the Henchman Warriors/IGmen in Chimeras, not the braindead Servitors.

This message was edited 1 time. Last update was at 2011/02/14 22:32:03


 
   
 
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