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![[Post New]](/s/i/i.gif) 2009/04/07 10:14:21
Subject: Warmachine MkII - before and after
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Storm Guard
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tinman_xl wrote:General Adept Sebastian Nemo
-Defender
-Thunderhead
-Lancer
-Thorn
-Squire
Journeyman Warcaster
Stormsmith (x3)
Sordknights +4 +UA
Rupert Carvolo, Piper of Ord
749/750
Okay, so...
General Adept Nemo (Free +6 Warjack Points)
-Defender 9
-Thunderhead 12
-Lancer 6
-Thorn 8
Squire 2
JWC 3
Stormsmith Stormcallers (x3) 3
Swordknights Max 6
- UA 2
Rupert Carvolo 2
53 Points before factoring in the 6 free points from General Nemo, in which my list would actually be 47 points. So, my 750 list has now shrunk to a 470 in MK1 terms. If a friend and I agreed to a 50 point game then I could slip in Arlan Strangeways to make it even 50.
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![[Post New]](/s/i/i.gif) 2009/04/07 15:29:50
Subject: Warmachine MkII - before and after
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[MOD]
Madrak Ironhide
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tinman, people are saying that 1 pt. = 15. So 50 points is
approximately 750.
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![[Post New]](/s/i/i.gif) 2009/04/07 17:27:59
Subject: Warmachine MkII - before and after
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Painlord Titan Princeps of Slaanesh
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Meaning paladins became 30 points and Vilmon 45?
And here in the new edition I was hoping Vilmon would get cheaper, since he's so easy to kill. Hell any knight exemplar or warcaster can just slap him in the face now with their swords even when in the wall.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2009/04/07 17:35:02
Subject: Warmachine MkII - before and after
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[MOD]
Madrak Ironhide
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Hrm, maybe not.
Maybe there's no exact equivalent, lol.
Re: Magical weapons. We have the most of them in our faction, I think. It's also
funny that we have fire based attacks and fire immune units.
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![[Post New]](/s/i/i.gif) 2009/04/07 21:35:44
Subject: Warmachine MkII - before and after
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Painlord Titan Princeps of Slaanesh
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Few of our attacks actually ARE fire based. Castigator and Fire of Salvation CAUSE fire, but they are not fire attacks - different symbol associated with those.
But yeah, the Castigator being immune to fire is nice. I'm going to miss his 1" zone of death, but now it's a 2" damage zone, and lights things on fire. Could be useful.
I'm also going to miss the Avatar's Kasplodie ability. I'm glad it works on anything and everything now, but removing jacks from the game entirely was nice.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2009/04/08 02:51:05
Subject: Warmachine MkII - before and after
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[MOD]
Madrak Ironhide
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Flame Belcher
Condemner
Zealot Bombs (!)
Purifier
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![[Post New]](/s/i/i.gif) 2009/04/08 04:03:19
Subject: Warmachine MkII - before and after
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Clousseau
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syr8766 wrote:Faction: Khador
Irusk
MOW Kovnik
-Destroyer
Kovnik Joe
10 Winterguard
-UA
-Rocketeer
Mortar
Mortar
Field Gun
Manhunter
Irusk
Destroyer (10)
MOW Kovnik (3)
Kovnik Joe (3)
Full Winterguard (6)
- UA (2)
-Rocketeer (1)
Mortar (3)
Manhunter (2)
Mortar (3)
Field gun (2)
So that's 30 (-6 from Irusk's free Warjack points? Can you do a partial pay and get part of a 'jack for free?). I'm wondering whether the 'jack marshal is worth it from the Kovnik at this point, and whether this list wouldn't be better served having a Koldun Lord in it instead for the magical boost. Kovnik got a nice boost for those who want to do the full MOW army by allowing an extra MOWDC as well as an extra MOWST unit with him present...
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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![[Post New]](/s/i/i.gif) 2009/04/08 04:25:21
Subject: Warmachine MkII - before and after
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[MOD]
Madrak Ironhide
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Yeah, you can partial pay with warjack points.
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![[Post New]](/s/i/i.gif) 2009/04/08 04:38:40
Subject: Warmachine MkII - before and after
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Painlord Titan Princeps of Slaanesh
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malfred wrote:Flame Belcher
Condemner
Zealot Bombs (!)
Purifier
And I use none of these
I'm just glad that having cause fire or critical fire doesn't make something a fire attack.
Also noticed Gorman DiWulfe is immune to corrosion and fire. The amount of times I've killed him with fire is staggering, so it'll be odd to have that end.
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2009/04/08 16:32:38
Subject: Warmachine MkII - before and after
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Widowmaker
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Moz wrote:Khador 500
Karchev
Wardog
Beast-09
Drago
Kodiak
Mechanics
Mechanics
Becomes:
Khador 25
Karchev
Beast-09
Drago
Kodiak
Wardog
Or Khador 35
Karchev
Beast-09
Drago
Kodiak
Marauder
Koldun Lord (powerboost!)
Wardog
Mechanics
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![[Post New]](/s/i/i.gif) 2009/04/08 20:19:55
Subject: Warmachine MkII - before and after
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Clousseau
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malfred wrote:Yeah, you can partial pay with warjack points.
Thanks. Wasn't sure I understood that right.
Looking at this list again, I'm inclined to drop the Kovnik, Manhunter and perhaps a mortar and pop in another heavy. A Juggy or a Kodiak, maybe...
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Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.
I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil |
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![[Post New]](/s/i/i.gif) 2009/04/10 10:05:03
Subject: Re:Warmachine MkII - before and after
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2nd Lieutenant
San Jose, California
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Under mk2 rules, 35 points being the new 500 point game, let's see how my 500 point lists fared...
Kraye (+5 WJP)
Hunter (6)
Hunter (6)
Sentinel (4)
Sentinel (4)
Thorn (8)
Under mk2 rules 23 points (28 - 5 for Kraye), lots of room for goodies.
Darius (+5 WJP)
Centurion (9)
Centurion (9)
Ironclad (7)
Eiryss (3)
Journeyman Warcaster (3)
Stormsmith (1)
Stormsmith (1)
Under mk2 rules 28 points (33 - 5 for Darius), 7 points for other stuff...not bad
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Solve a man's problem with violence and help him for a day. Teach a man how to solve his problems with violence, help him for a lifetime - Belkar Bitterleaf |
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![[Post New]](/s/i/i.gif) 2009/04/10 20:58:57
Subject: Warmachine MkII - before and after
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Widowmaker
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oomiestompa wrote:
Searforge 496/500
Gorten
-Rockram
-Blaster
Thor
-Blaster
HHSGC (10)
Herne & Jonne
Rockbottom
Bokur (I don't recall who he was assigned to. Gorten or Thor most likely.)
This is now 24 - 7 = 17 points. I could add a full unit of Forgeguard to this to make it 25. Or a whole other Rockram if I had one.
oomiestompa wrote:
750/750
Zerkova
-Wardog
-Beast-09
Koldun Lord
-Destroyer
MoW DC (5)
Greylords x3
Mortar
Drakhun + Dismount
Yuri
Epic Eiryss
54 - 6 = 48. I could upgrade Beast-09 to the Behemoth or purchase a Manhunter or Kell.
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DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++
Elvis needs boats. |
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![[Post New]](/s/i/i.gif) 2009/04/19 07:40:59
Subject: Warmachine MkII - before and after
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[MOD]
Madrak Ironhide
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This 750 point list:
Hierarch Severius
Hierophant
Blessing of Vengeance
Allegiant of the Order of the Fist
Covenant of Menoth
Exemplar Seneschal
Gorman di Wulfe, Rogue Alchemist
Vassal of Menoth
Wrack
Wrack
Choir of Menoth
Holy Zealots and Unit Attachment
Idrian Skirmishers and unit attachment
Temple Flameguard
Visgoth Juviah Rhoven & Honor Guard
Becomes worth about 50 points. I'm not sure how I'm supposed to use the
Hierarch in this edition. In Mark I he was denial with some sniping. I'm going to
have to re-do this list in order to include more heavy hitters.
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![[Post New]](/s/i/i.gif) 2009/04/19 13:41:30
Subject: Re:Warmachine MkII - before and after
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Umber Guard
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Interesting list: Magical Weapons in Mk2:
All warcasters have magical weapons. Mostly melee, but some ranged (Caine still cannot hurt immunes in melee). Some, like Nemo, have both.
Otherwise:
Cryx:
Pistol Wraith, Revenant Cannon Crew (ranged)
Darragh Wrathe, Rengrave, Blackbane's Ghost Raiders (melee)...Tartarus must miss Rathrok....
Cygnar:
Junior, Precursor Knights (melee)
GMCA, Gun Mages & GM Officer, Black 13th (ranged)
Khador:
Fenris, Doom Reavers (melee), Koldun Lord, Greylord Ternions (melee and ranged)
Protectorate of Menoth:
Avatar (only jack in the game), Paladin, Vilmon, Seneschal, Exemplars, Exemplar Vengers, Exemplar Bastions, Rhoven & co (melee)
Errants (ranged)
Mercs:
Alexia, Orin Midwinter(melee & ranged)
Eiryss, Keil, Croe (ranged)
+ Aiyana's spell that grants MAs.
All told, the list goes:
Cryx MWs: 2 solos, 3 units.
Cygnar MWs: 2 solos, 3 units
Khador MWs: 2 solos, 2 units, but the Greylord solos and units have both melee and ranged attacks.
Protectorate MWs: 1 heavy warjack, 3 solos, 5 units.
Merc MWs: 4 solos, 1 unit leader. The who can take what distribution is:
Cryx 2 Cygnar 2 Khador 5 Protectorate 4 Retribution 1
Looking at the stat cards before, I have always felt thhat everybody and his grandmother got magical weapons. I think that was sort of a reaction to reading the Protectorate stat cards, where it is correct. Otherwise, apart from the warcasters, it is still fairly rare. The Gun Mages are now born with it, Junior got it, and the GMCA got it in Cygnar. In Cryx, Darragh, the Pistol Wraith and Blackbane's gained it, and amongst the Khadorans it is only the Doomies that didn't have it before. Eiryss, Keil and Croe gained it, as did Orin with his melee attacks, but overall it isn't quite the magic weaponfest I assumed. Only against Protectorate armies are the Testament's feat heavily nerfed, and while the Pistol Wraiths must slink around more these days, it still isn't quite open season on them. Except, of course, in the Protectorate.
I wonder if future WM models will come out with a great deal more Incorporeality and Vilmonesque IW effects than from the last five years? These days it isn't quite as devastating as it used to be for play, so perhaps we will see - from Cryx mostly, I guess - more figures that cannot be hurt by normal attacks?
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![[Post New]](/s/i/i.gif) 2009/04/19 15:51:49
Subject: Re:Warmachine MkII - before and after
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Fixture of Dakka
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Mercs also have Fiona's spell Nonokrian Brand which gives magival weapons to any model/unit she casts it upon.
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