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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

No, Scourges have non-fitting rules (fast, but heavy weapons)
and they occupy a HS slot competing with Ravagers. Terrible.

Former moderator 40kOnline

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Noble of the Alter Kindred




United Kingdom

It's a fair point Chaos but I felt that it doesn't fit with the style or the fluff

The reason why they can't seemed to me to be an oversight, maybe a rules balancing at best? But then iirc they ain't cheap.
And when you play Eldar that are leaping on and off the table throwing bombs at you ...

I'm hoping, presumably like everyone else, that the fast but squishy and expensive is going to be addressed in a new cheese free book

 
   
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Sslimey Sslyth




Hey. I just looked at the OP again for the most recent update. The OP says that Incubi now have Fleet.

If true, that is a huge upgrade for them. Their lacking of Fleet in the previous codex was on of their limiting factors.
   
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Ladies Love the Vibro-Cannon Operator






Hamburg

Scourges with heavy weapons?
As soon as the enemy targets them they gonna die.
Scourges with splinter cannons are a different story, say with a Sybarity carrying a terrorfex.
They are good vs hordes.

Former moderator 40kOnline

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wuestenfux wrote:Scourges with heavy weapons?
As soon as the enemy targets them they gonna die.
Scourges with splinter cannons are a different story, say with a Sybarity carrying a terrorfex.
They are good vs hordes.


I'd love even more Scourges with Template weapons & squad leader with Terrorfex

Though, cannons are good as long as they don't stay 20 points per model on Scourges :(
   
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Commoragh-bound Peer





The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.

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Charleston, SC

Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


I must have missed jump packs getting relentless. This is in the BRB?
   
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Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


Um...no.

Jumppacks do not have Relentless. Jetpacks have Relentless.

Tau have Jetpacks. Just about everyone else (except Tyranids who have Wings) have Jumppacks.
   
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Camas, WA

Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


You are thinking of Jet Packs. Which are a sub-class of Jump Infantry. All Jump Packs are JI. Not all JI have Jump Packs.

IIRC, Scourges are jump infantry and do not have Jump Packs. (P52, BRB)

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The rule being relentless would definitely help.
But deep striking them to kill a tank with AP 2 weapons is a gamble.
They will get no meltas anyway.

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Vrakk wrote:
Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


I must have missed jump packs getting relentless. This is in the BRB?


its in the blackreach tiny book. It is a nice rule to exploit.


Automatically Appended Next Post:
Cpt. Rusty Hook wrote:
Vrakk wrote:
Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


I must have missed jump packs getting relentless. This is in the BRB?


its in the blackreach tiny book. It is a nice rule to exploit.



its also a lance rule wep so tanks only have armor 12 at most only exception is the monolith and a BT landraider with blessed hull

This message was edited 1 time. Last update was at 2010/09/30 17:05:01


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Plaguelord Titan Princeps of Nurgle




Alabama

Cpt. Rusty Hook wrote:
Vrakk wrote:
Cpt. Rusty Hook wrote:The bitching about scourges is pointless. All jump pack equiped minis get the relentless rule. so they can fire darklances on the move. the biggest drawback is the cost 25 points a pop and no wep. yet. the fact that they die with one shot is not helping. i found the best use of them was as a shock value deepstrike in and shred a unit and hope they last the response fire.


I must have missed jump packs getting relentless. This is in the BRB?


its in the blackreach tiny book. It is a nice rule to exploit.


. . .have you read any of the posts above?

This message was edited 1 time. Last update was at 2010/09/30 17:05:45


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well i feel bad now good call on the diffrence of jump-jet pack.

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Gathering the Informations.

H.B.M.C. wrote:Yeah. Like the Cloud City patrol vehicles from Empire Strikes Back.

See, Sid, in the future, having planes with two separate cockpits will be far more efficient and actually less confusing for the people flying the craft.

More like the TIE Bomber.

Pilot's in one section, bombardier/gunner's in the other. He's sitting on all the heavy munitions too...
   
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Blood-Drenched Death Company Marine






Scourges will probably move to FA and get special weapons. Failing that they will be HS but with relentless or else dirt cheap.. one of 3
   
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Guarding Guardian




Washington, DC

Just a stupid question from looking at all the pictures of the new raiders...

if your opponent manages to immobilize one, how in the world do you place it on the table with those blades sticking straight down from the center?

Should we just swap to a shorter flying base that puts it right at ground level, or have it lay heavily angled to one side?

What would you do?

 
   
Made in us
Wraith






Milton, WI

I have some black dice that have the "shaken" "immobile" "destroyed" type results written on them, and I have the green token set. I would leave the model alone and put one of these things on an available flat surface.

This message was edited 1 time. Last update was at 2010/09/30 18:24:04


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The Great State of New Jersey

sarukai wrote:Just a stupid question from looking at all the pictures of the new raiders...

if your opponent manages to immobilize one, how in the world do you place it on the table with those blades sticking straight down from the center?

Should we just swap to a shorter flying base that puts it right at ground level, or have it lay heavily angled to one side?

What would you do?


Read the Rulebook? Immobilized skimmers can be left on their flying stands.

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Veteran Inquisitor with Xenos Alliances






Phototoxin wrote:Scourges will probably move to FA and get special weapons. Failing that they will be HS but with relentless or else dirt cheap.. one of 3
I think the scourges need something to improve their practicality. With a move or shoot setup, they really shouldn't be a Heavy Support choice, more like a fast attack choice. If they however were to get some rule that makes them capable of moving and shooting, maybe at a reduced range or effect, being Heavy Support is justified.

H.B.M.C. wrote:Yeah. Like the Cloud City patrol vehicles from Empire Strikes Back.

See, Sid, in the future, having planes with two separate cockpits will be far more efficient and actually less confusing for the people flying the craft.
Twin mustang was built with a double fuselage. http://www.boeing.com/history/bna/p82.htm
So I guess a double Raven is for extra long flights through the webway.

This message was edited 1 time. Last update was at 2010/09/30 18:37:02


 
   
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Plaguelord Titan Princeps of Nurgle




Alabama

Over at BoLS, wolflold seems to have dug up some more info:

wolflold wrote:Weapons:

Splinter Rifle 24″ SX, AP5, Rapid Fire, Poisoned.

Shard Carbine 18″ SX, AP5, Assault 3, Poisoned.

Splinter Cannon 36″ SX, AP5, Assault 4, or Heavy 6 Poisoned.

Splinter Pods – an underslung weapon for the Hellions similar to the carbine

Blasters - Now 18″ range


Combat Drugs – Supposedly features mostly on Wych Cult units. Roll once. All units with the Combat Drugs rule get the same benefit. One result confers a free pain point.

Haemonculus
May confer a free pain point on units they attach to.


This message was edited 2 times. Last update was at 2010/09/30 18:42:13


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Camas, WA

puma713 wrote:Over at BoLS, wolflold seems to have dug up some more info:

wolflold wrote:Weapons:

Splinter Rifle 24″ SX, AP5, Rapid Fire, Poisoned.

Shard Carbine 18″ SX, AP5, Assault 3, Poisoned.

Splinter Cannon 36″ SX, AP5, Assault 4, or Heavy 6 Poisoned.

Splinter Pods – an underslung weapon for the Hellions similar to the carbine

Blasters - Now 18″ range



Haemonculus
May confer a free pain point on units they attach to.




Didn't Yak post/clarify those details a few months ago?

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Plaguelord Titan Princeps of Nurgle




Alabama

pretre wrote:
puma713 wrote:*snip*




Didn't Yak post/clarify those details a few months ago?


Dunno. Since people are starting to get actual sightings of the codex, I consider whatever people post as new information.

This message was edited 1 time. Last update was at 2010/09/30 18:44:02


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Steelcity

Looks like the trend of giving entire portions of an army FNP continues with dark eldar

oh well atleast they're only T3

This message was edited 1 time. Last update was at 2010/09/30 18:47:33


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Kirasu wrote:Looks like the trend of giving entire portions of an army FNP continues with dark eldar

oh well atleast they're on T3


Not to derail, but this probably means that Sisters will get back their stand-up/FNP faith power. Which means that Redemptionists will be viable again! woo.

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SoCal, USA!

wuestenfux wrote:No, Scourges have non-fitting rules (fast, but heavy weapons)

Scourges are fine: Jump Packs with Assault 4 weapons - quite good!

   
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Decrepit Dakkanaut







I think I have read somewhere that Dark Eldar get jetpacks like the Tau have, would solve the Scourge question.
Only one poster mentioned the Razorwing and something completely new. Would like to have a confirmation on that.

This message was edited 2 times. Last update was at 2010/09/30 21:44:44


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Noble of the Alter Kindred




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Do you mean Jetpacks like the tau have Kroot.
Um...no.

Jumppacks do not have Relentless. Jetpacks have Relentless.

Tau have Jetpacks. Just about everyone else (except Tyranids who have Wings) have Jumppacks.

 
   
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Sybarite Swinging an Agonizer



Alabama

JohnHwangDD wrote:Scourges are fine: Jump Packs with Assault 4 weapons - quite good!


It is good. The drawback in the old dex (temporarily still current) was the point cost. The base model was 16 points. Same stats, twice the points as a regular warrior but was jump infantry and could deep strike. To give them a Splinter cannon cost an additional 20 points up to 4, and a dark lance is 25 each up to 4. For the same number of dark lances, you paid 1.5 times the cost of a ravager, which could still move and shoot, upgrade weapons to disintegrators and still be cheaper than the scourges. Hopefully they will fix that or at least make the usefulness more on par with point cost.
   
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@Phish: Sure, but you would never take Scourges with Lances... If you want more Lances, you take Ravagers or Raiders. Scourges are shoot & scoot.

   
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JohnHwangDD wrote:@Phish: Sure, but you would never take Scourges with Lances... If you want more Lances, you take Ravagers or Raiders. Scourges are shoot & scoot.


That's exactly how I modeled my Scourges and sadly I fielded them only once. Being in the Hvy slot and too costly made me decide to never use them again. This is one of those things that could have easily been corrected early on and would have given more options than 'DL Spam'. Mind you they worked nicely for me the one time I used them, loved the terrorfex or horrorfex...whichever was the troop upgrade.
   
 
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