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![[Post New]](/s/i/i.gif) 2015/05/22 09:08:29
Subject: Daemonkin Fist of Khorne
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Longtime Dakkanaut
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Yeah not arguing rules, just saying don't let poorly written rules ruin your fun
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![[Post New]](/s/i/i.gif) 2015/05/22 09:20:19
Subject: Daemonkin Fist of Khorne
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Decrepit Dakkanaut
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I dont do  I usually have a chuckle over them with my opponent, or, if i were to use this formation, I would make sure my opponent was happy with it. If they were not, I would not bother using it - as 15 bezerkers and a terminator IC i(Lord Zhufor, either as the SC or just because I love his model, and didnt do an awful job of painting him  ) s a much better unit, being a sacred number and all
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This message was edited 1 time. Last update was at 2015/05/22 09:20:54
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![[Post New]](/s/i/i.gif) 2015/05/22 09:35:58
Subject: Re:Daemonkin Fist of Khorne
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Warp-Screaming Noise Marine
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Tonberry7 wrote:
YMDC is primarily aimed at debating the RAW for any given query. Whilst not terribly helpful for playing the game...
I think this is why I loathe this section. The idea that we should be arguing these rules in any way other than how to help us play the game fairly, especially when encountering strangers, is ludicrous to me.
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![[Post New]](/s/i/i.gif) 2015/05/22 09:37:16
Subject: Daemonkin Fist of Khorne
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Decrepit Dakkanaut
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Knowing wha tthe urles actually state DOES help in playing strangers. As explained many times.
Dont come into this section if you loathe it. It wont change to suit just you, as it works very well at the moment.
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![[Post New]](/s/i/i.gif) 2015/05/22 15:03:14
Subject: Daemonkin Fist of Khorne
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Longtime Dakkanaut
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Still what you're saying is HYWPI.
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![[Post New]](/s/i/i.gif) 2015/05/22 15:53:01
Subject: Daemonkin Fist of Khorne
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Mutilatin' Mad Dok
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FWIW, there are plenty of precedents for GW writing utterly redundant things into their books.
Take Orks for example - you COULD get stikkbomb chukkas on your vehicles... but any infantry unit that could embark in one, already has grenades. What?
Same thing with the painboy. He's got 5+ FNP base, but can still buy a Cybork body... for a non-stacking 6+ FNP. Huh?
The upgrades actually don't do a damn thing, but clearly the codex wasn't vetted properly.
Maybe this is just an instance of them forgetting that the Kharybdis is already an assault vehicle?
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![[Post New]](/s/i/i.gif) 2015/05/22 15:55:34
Subject: Daemonkin Fist of Khorne
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Longtime Dakkanaut
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More likely forgetting that the kharybdis doesn't force a deployment like other pods.
The intent of the formation is clear, you drop the pod on an enemy vehicle, hit the enemy with the D and immobilising the pod, the guys inside disembark, and then have permission to assault.
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![[Post New]](/s/i/i.gif) 2015/05/22 17:17:03
Subject: Daemonkin Fist of Khorne
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Longtime Dakkanaut
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I'm sure they wrote the rules for the Fist so we can all have some more redundancy.
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![[Post New]](/s/i/i.gif) 2015/05/22 18:48:45
Subject: Daemonkin Fist of Khorne
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Longtime Dakkanaut
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Captyn_Bob wrote:More likely forgetting that the kharybdis doesn't force a deployment like other pods. The intent of the formation is clear, you drop the pod on an enemy vehicle, hit the enemy with the D and immobilising the pod, the guys inside disembark, and then have permission to assault. that's exactly how I understand it. Edited by Manchu
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This message was edited 2 times. Last update was at 2015/05/22 19:05:16
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![[Post New]](/s/i/i.gif) 2015/05/22 23:29:39
Subject: Daemonkin Fist of Khorne
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Decrepit Dakkanaut
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Yes, your inability to follow the rules of this forum, or indeed the rules of 40k really persuade me that my position on the written rules is, in fact, hiwpi.
Oh wait, no, not at all.
Any chance you could for the first time this thread, follow the tenets and post a credible argument, possibly based in real and not imagined rules?
Or are you simply trolling again?
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![[Post New]](/s/i/i.gif) 2015/05/23 00:21:14
Subject: Re:Daemonkin Fist of Khorne
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Longtime Dakkanaut
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Hopefully this settles the argument.
This formation from the same campaign allows 2nd ultramarine company to arrive completely from DS aboard their drop pods.
All drop pods must land turn one and ignore drop pod assault rules
Furthermore, the occupants can shoot twice in the shooting phase or shoot at two different targets, if the unit elects to not shoot heavy or rapid or salvo weapons, they can CHARGE in the assault phase
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This message was edited 2 times. Last update was at 2015/05/23 00:23:11
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![[Post New]](/s/i/i.gif) 2015/05/25 01:39:54
Subject: Daemonkin Fist of Khorne
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Khorne Chosen Marine Riding a Juggernaut
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Thats because those are Speace Marheens, so their rules are well written and easy to understand.
Fist of Khorne is CSM, its mandatory to be written like monkeys flaying their poops and obscure like its writte in a secret dark tongue.
Also the argument of "run+assault" or "shoot heavies/ordenance and assault" is juts hilarious..., did you guy notice that those are Berzerkers?..., if you guys can find ONE heavy or ordenance weapon in the Zerkers options, i will personnaly become his slave...
They are armed with feakin bolt pistols for feth sakes, tyhey don't even fire them, they simply throw it in the face of their opponents...
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![[Post New]](/s/i/i.gif) 2015/05/25 06:31:56
Subject: Re:Daemonkin Fist of Khorne
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Trustworthy Shas'vre
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Johnnytorrance wrote:Hopefully this settles the argument.
This formation from the same campaign allows 2nd ultramarine company to arrive completely from DS aboard their drop pods.
All drop pods must land turn one and ignore drop pod assault rules
Furthermore, the occupants can shoot twice in the shooting phase or shoot at two different targets, if the unit elects to not shoot heavy or rapid or salvo weapons, they can CHARGE in the assault phase
Some would claim that the formation gives you the ability to charge on the turn you disembark, but doesn't given you the ability to charge on the turn you arrive from reserves....
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![[Post New]](/s/i/i.gif) 2015/05/25 07:32:51
Subject: Re:Daemonkin Fist of Khorne
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Lesser Daemon of Chaos
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Trasvi wrote: Johnnytorrance wrote:Hopefully this settles the argument.
This formation from the same campaign allows 2nd ultramarine company to arrive completely from DS aboard their drop pods.
All drop pods must land turn one and ignore drop pod assault rules
Furthermore, the occupants can shoot twice in the shooting phase or shoot at two different targets, if the unit elects to not shoot heavy or rapid or salvo weapons, they can CHARGE in the assault phase
Some would claim that the formation gives you the ability to charge on the turn you disembark, but doesn't given you the ability to charge on the turn you arrive from reserves....
You HAVE to disembark from a loyalist pod the second it hits the table, so the RAW is pretty clear on that.
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"Pain is an illusion of the senses, fear an illusion of the mind, beyond these only death waits as silent judge o'er all."
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